Backgrounds Explanations - All

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This page contains detailed descriptions of Backgrounds available in all venues of World of Darkness: Gotham. Please note that in the descriptions D = Differential and S = Stackable.


Backgrounds for Mortals and Everyone Else


Allies (D, S) – Allies is defined differently depending on the core book one reads. In WoDG the intent behind the Background stays the same, but the Ally doesn’t need to be specifically human. Allies are close friends or associates of the player character. The characters must have a shared history detailed in the character history. The type of being that your character may know is pretty much governed by your character’s concept. The only restriction is that if the player character is mortal, then the Ally is going to be mortal as well. To tap an Ally, roll Allies. The difficulty is dependent on the complexity of the request. For extended interaction or scenes with Allies, social rolls may be required.

  1. One ally of moderate power.
  2. Two allies or one more powerful ally.
  3. Three allies or a combination of more powerful allies.
  4. Four allies or a combination of more powerful allies.
  5. Five allies or a combination of more powerful allies.

Alternate ID

Alternate ID (D, S) – Alternate ID refers to just that, an Alternate ID. At low ratings it can be just having a fake ID that is essentially worth little more than a piece of paper with a different name on it and it has no supporting data from mortal databases to lend it credence. At higher levels, the documents are supported by forged data entries in government databases and even with credit reporting agencies. Some Alternate IDs aren’t even identities in respectable mortal society. For instance, perhaps through work and diligence the character has been able to go “under cover” in a sub-culture. An alternate IDs that isn’t supported by documentation, should be detailed in the Character History or in your character’s Journal. You should pay close attention to explaining how your character came to establish the Alternate ID and what it’s used for.

That comes to the best part of Alternate IDs. To have an Alternate ID is great. It’s something cool and mysterious and looks nifty on the character sheet, but what can you do with it other than play the enigmatic guy with many names? Well players can stack their Backgrounds onto their Alternate IDs in order to make them accessible only through that Alternate ID and so a player character’s true self can be more effectively insulated from discovery by potential threats.

For instance, Barry is a vice cop and he’s working undercover as a low level meth addict and drug runner. On the streets he’s known as Shakes. That is his Alternate ID. He’s spent months sleeping in alleys and grinding it out with other addicts in shelters and in flop houses. Finally, Shakes is accepted on the streets as a known player and some of the other homeless crazy meth-heads on the street are considered part of his network of Contacts as a police officer. So Barry bumps up his Alternate ID labeled “Shakes” to 2, because he’s really just getting started as a meth-head. And he takes 2 dots of his Contacts “Street Network” which he currently has 4 dots in and gives it to Shakes because after all those crazy meth-heads don’t know Detective Barry. They only know Shakes.

Players can stack up to two dots of Backgrounds on an Alternate ID for every dot they have in the Alternate ID trait. Stackable Backgrounds are denoted with a (S).

Be sure to clearly note what Backgrounds are stacked with what Alternate ID entries on your expanded character sheet.

Each dot in Alternate ID will count as an auto success in any resisted Investigation rolls or they will increase the difficulty of such actions by +1 when others are trying to investigate your character’s holdings, community ties, or true identity via that Alternate ID.

  1. A fake driver's license that looks like your character in bad light, maybe with a sex change.
  2. A somewhat sloppy fake ID, perhaps with one supporting document.
  3. A reasonable set of identification papers, capable of fooling most routine checks.
  4. An established identity that could go with the character to the grave.
  5. A fully supported identity, complete with history, full government documentation, alibis, and witness.


Certification (D, S) – Certifications are essentially certifications, permits, licenses, and other supporting documentation granting special access or permissions within Mortal Society. Do we really want people to take a dot in this Background before they can go and RP out a fishing scene? No. Do you need to take a dot in this Background to drive a car? No. However, professional, special, or noteworthy certifications should be purchased like a medical license or a concealed weapons permit.

  1. Hunting license, daycare permit, passport from an open country.
  2. Teaching certificate, security officer firearm's permit, bail bondsman, CPA, trucker's license, notary public.
  3. Concealed weapons permit, hazardous waste disposal, church-ordained priest or minister.
  4. Class-C weapons license, board-certified doctor or lawyer, commercial airline pilot's license.
  5. Diplomatic immunity, license to kill.

Note on Firearms: To have a Gun License in WoDG, your character must either purchase the Firearms License Merit (2 pts. HtR PG pg. 112) or you may buy 3 dots in Certification. The presence of neither on a character sheet will indicate that any firearms carried are carried illegally. The presence of neither on a character sheet will indicate that any firearms carried are carried illegally. For supernatural characters, this background must also include the flaw Beholden 3 pts or Prestation Debt 3 pts (Kindred only). Furthermore, NYC does not allow carry and conceal permits for those not in occupations requiring it (a security guard attached to an armoured van transport service would be one example of a carry occupation). All licenses unless stated otherwise specifically by the ST, are PREMISES LICENSES. These are licenses that only allow the gun to be in the premises which the license specifies (a shop for a shopkeep or a private residence for an individual for instance). For specifics on the permit process please see: Gun License in WoDG


Contacts (D, S) – Contacts are pretty self-explanatory. However, note that as with Allies they do not necessarily have to be mortals. For every dot in Contacts you are assumed to have one specific and named Major Contact and a host of Minor Contacts. They should be of walks of life that your character would have a reasonable way to access. They should be people/creatures that your character has regular contact with. They are not devoted friends like an Ally. They just represent acquaintances or an entry in your character’s address book or “rolodex”. As with any other Trait, they must have a basis for being on your Character Sheet and support your character concept. To tap Contacts, roll Contacts. The difficulty is dependent on the complexity of the request. Minor Contacts are +1 Difficulty to Major ones. For extended interaction or scenes with Contacts, social rolls may be required.

  1. One Contact.
  2. Two Contacts.
  3. Three Contacts.
  4. Four Contacts.
  5. Five Contacts.

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Countermeasures (D, S) – Some player characters and Alliances own property which they want to secure with additional equipment that goes beyond the normal lock and key. We've created this background to represent that.

  1. Basic - 1 Basic feature. Retail Grade. Alarm, Small CCTV system 1 or 2 cameras, 1 or 2 reinforced doors, etc.
  2. Bolstered - 2 Basic features. Retail grade. Alarm, Small CCTV system 1 or 2 cameras, 1 or 2 reinforced doors, etc.
  3. Generous - 3 Features. Commercial Grade. Alarm, CCTV system 3 or 4 cameras, 3 or 4 reinforced doors, etc.
  4. Elaborate - 4 Features. Commercial Grade. Or 1 Feature Military Grade. Alarm, CCTV system 5 or 6 cameras, 5 or 6 reinforced doors, etc.
  5. Extreme - 5 Features. Commercial Grade. Or 2 Features Military Grade. Alarm, CCTV system 5 or 6 cameras, 5 or 6 reinforced doors, etc.


Fame (D, S) – Fame is also self-explanatory though it’s worth mentioning that Fame comes in different flavors. Usually it is very specific to certain sub-cultures. Fame should be noted with the sub-culture that is affected by it. For example, if your character is a member of a death metal band then that should be noted with your Fame rating with “Death Metal Scene” next to it. Fame adds a +1 die per dot to social rolls where your character's Fame rating is applicable. For instance, if your character has Fame 1 in the death metal scene, that would give him +1 die to his social rolls involving death metal fans, but it would not give a modifier among fans of classical literature. Once your character reaches Fame 4, his celebrity will confer a +1 bonus die to all social rolls where his celebrity is a factor and +2 dice at Fame 5. Fame is not added to pools for the purposes of Hunting and Feeding in WoDG.

  1. You character is known to a select sub-culture of the city, local club-goers or the Park Avenue set, for instance.
  2. A majority of the populace recognizes your character’s face; you're a local celebrity such as a newscaster.
  3. Your character has statewide renown; perhaps they are a state senator or minor star of local interest.
  4. Nationally famous; everybody knows something about your character.
  5. You character is an internationally famous media icon.


Followers (D, S) – This is a WoDG specific Background that was first created to mimic some functions of Herd but for mortals. It is reasonable for characters from other venues to take dots in Followers, but then again the function of Followers could be covered under Kinfolk, Herd, or Cult. Followers are basically a character’s entourage. The shape that an entourage takes is highly dependent on the concept of the character. A musician might have groupies. A gangbanger will have his posse. A Mafioso will have his crew. Followers are reasonably faithful proxies that are of minor or generic use. They are not as fleshed out or detailed as Retainers are. Think of Followers as those nameless thugs that are fair weathered hangers on that will do what they are told if they are managed well. Retainers are like a character’s personal assistant or right hand.

It’s not compulsory to take the supernatural version of Followers if you don’t see your character’s retinue as fitting with the supernatural Background for whatever reason. However it’s important to note that Followers are vanilla mortals. They aren’t Acolytes, Kinfolk, Ghouls, etc. They do not know about the supernatural.

Players should make a NPC template for Followers based on the Mortal Character Creation Guidelines. A player can have up to one different Follower NPC template per dot in the Background. To tap Followers as if they were Contacts or Allies, roll Followers rating. Extended interaction with Followers may require additional social rolls.

Followers are Stackable and they can be Differential, however stacking and spreading a character too thin among different groups of Followers can be tricky as they expect to be hanging with the object of their obsession on a regular basis. Expect difficulties to tap Followers and get them to do what your character asks of them to increase by +2 for every Differential grouping of Followers.

  1. 3 Followers.
  2. 7 Followers.
  3. 15 Followers.
  4. 30 Followers.
  5. 60 Followers.


Haven (D,S) – Haven is a background that denotes a safe residence of some sort. It is used in VtM, but it can apply to any character that has no means of acquiring a home. Players who have taken appropriate backgrounds in order to be able to afford their own legal residence or the backgrounds to buy the tools, equipment, labor, etc. to jury rig their own illegal residence do not need to purchase Haven. However if for example, you are playing a homeless and destitute character of any venue and want to have a permanent shelter, then Haven must be purchased. The rank denotes the elaborateness and security of the shelter to which the character has access.

A secondary use for Haven is for packs, coteries, and mortal associations to create their hideouts and lairs. This works like the Chantry Background in mage. For every 2 points spent on the Haven background, your Alliance gets 1 background point to spend loading onto your crib and pimping it out for a max of 6 dots (just so we are in the even numbers of points). These dots are considered shared resources that any Alliance member has access to. For example, a coterie might want to have a Herd hanging out in their pimped out vampire hang out to share. Your coterie members then need to buy Haven dots to spend buying the Herd trait for your shared space.

If one member spends more on the Haven background than another member, then that person gets more access to the background or is favoured somehow. For example, Member A bought 4 dots in Haven while Member B bought 2. The Herd of blood dollies that the coterie bought for the Haven is 3. Member A is considered the dollies' favourite because he just seems more cool or dotes on them more aka has a higher Haven rating. If push came to shove and Member A wanted to feed while Member B was hitting on the dollies, the dollies would gravitate towards Member A.

Note that not all Backgrounds logically can be shared in this way. For example, it wouldn't make sense to share Generation.

  1. Basic Shelter – It’s not safe or secure, but it’s out of the elements.
  2. Decent Shelter – It’s a fairly well-hidden shelter that is easily missed by others.
  3. Secure Shelter – It’s a well-hidden shelter with a few booby traps and deterrents to scare people away.
  4. Elaborate Shelter – It’s a well-hidden shelter that is tapped into the grid illegally allowing for some basic modern security measures and access to water.
  5. Sprawling Hide-out – This is a truly complex lair that is well hidden and tapped into the grid. Security measures are in place and you have all the creature comforts of a normal legal residence.

Influence and the Base
So, you've decided you want be an influence broker? Want to know all the right people, and a few of the worst? Wanna find out who can get you a case of military AT-4s on short notice and delivery them at 1am ... you're gonna have to build and maintain a relationship of some sort with people from that "scene" and become part of it if you want any influence.

Influence is all about the platform a character has and the relationship to that platform. Drop out of a "scene" or don't stay active enough in it and your character will lose whatever influence he has acquired. Remember all those 80s hair bands? Where are they now?

For the good or bad, no matter if it's a former coworker/drinking buddy, someone you're blackmailing, or a previous lover, your influence is tied to your continuing relationships with contacts, allies, and your character's overall base. Over time people drift away in their busy lives and its hard to get together for that drink, CEOs sock away enough money to divorce their wife and run away with that mistress you have photos of, and old lovers get involved with new people and are less willing to do you that favor you're about to ask for, and even your character's biggest fans may feel betrayed in the end by his success and brand him a "sellout". Relationships with the base and those who support your characters' connection to that base have to be tended and maintained if you wish to maintain your characters' influence. As a rule, ignore your character's sources of influence and they will begin ignoring your character. Your character's influence in the world will wax and wane with his relationships. So, treat your character's sources right and they'll treat him well. Use them when they are needed and reward them in a way that makes them feel less used. Keep in touch, even if your character has nothing to say but happy holidays, just to remind them he is still there and remembers them. Its a relationship and when it fails, that influence is gone. You may have to start all over again like any other has been.


Influence (D, S) – Influence is another Background that most players are very well acquainted with so we’ll just go over some particulars. Influence here in WoDG is ALWAYS treated as a Differential Background. For each entry in Influence, the player must denote the area in which their character has Influence or their Sphere of Influence. This Sphere of Influence must be supported by the character’s concept, other Backgrounds, other Traits as a whole, and the character history. To tap your character’s Influence, roll the appropriate Social Attribute + Background rating. The difficulty is determined by the complexity of the request being leveraged and how overt or scandalous it is should the request be discovered.

Below are some sample Spheres of Influence:

Religious Financial
Business Government (Local, State, Federal)
Bureaucracy Justice
Law Enforcement Occult
Media Entertainment
Art Education
High Society Street People
Underworld Infrastructure
Political Diplomatic
Health Science

Note that the more specific you are in naming your character's particular sphere of influence or spheres of influence, the easier time you will have trying to leverage and maintain your influence. For example, if you wanted to leverage your influence to delay the release of a drug being tested in the market place your character would have a lower difficulty if his sphere of influence was in the Pharmaceutical Industry rather than just in the catch all sphere: Health. Maintaining broad spheres is doubly hard and will eat away the downtime of player characters as they struggle to keep on top of the heap of their chosen sphere(s).

Also this Background does not take the place of Contacts or Allies. Players cannot use it to gather information. Influence is about using clout to manipulate processes within a given socio-political-economic segment of society. It is not about having a means of gathering information.

Influence also gives your character access to a Trends forum that is specific to his sphere(s) of influence. For more information see Trends.


Mentor (D, S) – Mentors can be found in every venue. They are simply your character’s teacher and that is a relationship that should be an important part of your character’s history. Mentors are useful because they can reduce the time it takes to learn certain supernatural powers and they can be a source of justification for an Experience Point expenditure. A Mentor can only teach a Trait, Discipline, Gift, or Sphere up to the character’s Mentor Rating at a rate determined by the specific venue. (See Learning Times in Mage, Vampire, and Werewolf). Mentors are also a good source of information and assistance.

To tap a Mentor for generic or mundane purposes, roll Mentor. The difficulty is dependent on the nature of the relationship with the Mentor and the student. On a failure, the Mentor is too busy to teach the student for the moment and the player will have to try again later. On a botch, the Mentor will send the player character on an errand or require a chore done or be a pain in the ass in a number of other ways before he will help the player character. See Mage, Vampire, and Werewolf for venue specific systems.

Mentors can be Differential and even Stacked with an Alternate ID if it’s well justified by the character concept and history. One may or may not want to Differentiate multiple mentors. An advantage of Differentiating Mentors is that they can be tapped more often. Typically, STs will allow a Mentor to be tapped only a couple times a month. After that, the difficulty for the Mentor rolls increase to represent an eager, but demanding student.

It is also required that the player flesh out the mentor as a NPC so that STs can make use of the Mentor when running scenes for your player character. The amount of dots and relative überness of the Mentor is determined by their rating. Mortal NPC Mentors should however use Mortal Character Creation rules and they get +5 Freebies per dot in the Mentor Trait. If your PC has the Prestigious Mentor/Sire Merits it will add +15 Freebies per dot in mentor to the available Freebies for NPC creation for supernatural types including ghouls or +5 per dot in mentor if the PC is a mortal character type.

Player characters can only have mentors of their own character type. For example, Garou can only have a Garou mentor and not a Kinfolk mentor. Kindred can only be mentored by another Kindred. A mage can only be mentored by another mage and so on. For our purposes Mortals are considered the same as Kinfolk and Acolytes and they all follow the same rules for character creation, so those supporting character types can have plain vanilla mortal mentors.

Moreover, mentors will typically be of the same clan, tradition, and tribe of the player character unless there is a very plausible and detailed explanation provided as to why it should be otherwise.

Note that a Mentor is not your character’s peer. They will not be a sidekick for you to run as a NPC along side your player character. They can be NPCed by you sparingly in player driven storylines with ST permission and the permission of other players in the storyline as long as they are handled responsibly. The moment that they are run to beat down and bully other player characters, the Mentor will be regulated to permanent ST only NPC status and/or possibly removed from your character’s sheet. Does that mean that the Mentor can’t defend himself or otherwise respond to other player characters that are asking for trouble? No. This is a case where we ask you to use common sense and recognize the difference between bullying, and running a NPC in a story.

Mentor Chart
Mentor Rating Description Freebies for Kindred, Ghouls, and Garou Freebies for Mage Mentors

Freebies for Mortal, Kinfolk, and Acolyte Mentors

1 Unimportant or distant mentor. Apprentice, Fostern, Ancilla of little note. 30 50 26
2 Helpful, but eccentric mentor. Disciple, Adren, minor Elder. 60 80 31
3 Good and notable mentor. Adept, Athro, influential Elder. 90 120 36
4 Wise and respected mentor. Master, Elder, highly influential Elder 120 180 41
5 Powerful and influential mentor. Master many times over, an influential Elder or collection of Elders, extremely potent Elder. 180 260 46


Rank (D, S) – Rank refers to a specific rank your character has in a large and influential mortal organization. This could be military rank, rank in a police department, an organized religious organization, government, a Fortune 500 company, etc. Being a member of the organization has its privileges which can be leveraged from time to time. You can generally use your character's rank to pull for influence or resources equal to half the Rank Background rating at any time, and you'll have to justify to the organization the use of such material. If you purchase the Resources and Influence Backgrounds independently of this one, then your character has his own income and pull, which his rank merely supplements. Thus, a colonel in the U.S. Army should have some Resources to represent his regular paycheck -- the use of his rank would represent calling on the army for special, additional materials. The sorts of assets available will vary with the organization, at the discretion of the ST. A member of the school board can't get assault weapons through the PTA, and an army officer isn't likely to have huge influence over local school policies.

Certain ranks may also require additional supporting Backgrounds and other Traits. One can't be an archbishop in the Church without also possessing a certification as a priest, unless the rank is honorary or falsified in some fashion. Finally, no character in WoDG can start with more than 2 dots in a single entry for this Background without it being well supported by your character’s concept, additional Backgrounds, other Traits, and in your character’s history.

  1. Novice: Army sergeant, squire, deacon, school board member, junior reporter, visiting lecturer, junior manager.
  2. Low Rank: Junior officer, knight, prior, city councilor, beat reporter, new professor, senior manager.
  3. Medium Rank: Captain, baron, abbot, mayor, local columnist, tenured professor, director of marketing.
  4. High Rank: Major, count, bishop, governor, syndicated columnist, faculty department head, junior vice president.
  5. Command Staff: General, prince, archbishop, senator, national news correspondent, dean, senior vice president.


Resources (D, S) – Resources have been heavily adjusted in WoDG. The texts were written ages ago and so they have to be adjusted for inflation. Also, average salaries in New York City tend to be a little higher than the national average. Since the city is a world class destination, it attracts quite a few wealthy and influential personalities. For this reason we have allowed the Background to be purchased up to 6 dots. This denotes the super elite category of the “Stupid Rich”. These are people that are so rich it's just stupid. This is Bill Gates, Warren Buffet, Donald Trump, Bruce Wayne, Aristotle Onasis, Tony Stark rich. Players will have to go well above and beyond a normal level of detail in substantiating this level of wealth for their character in order to purchase the Background past level 5. They will also need to have their characters’ Resources supported by plenty of supporting Backgrounds, other Traits, character concepts, and histories.

Players will not be able to start with more than Resources 4. Period. If your character concept is a Bruce Wayne or Tony Stark type, well take it as a given that when the character starts WoDG, their empire is in need of a little TLC. The starting traits, character history, and concept can support a justification for additional dots to be purchased with Experience Points later.

Also, we will not allow players to trust fund, inheritance, law suit settlement, lotto win, etc. their characters into a posh lifestyle without need to maintain that source of income. Players can buy up to 2 dots in Resources for their characters if their only means is from some sort of settlement, investment vehicle, or award. Anything Resource rating over that must contain revenue streams that player characters earn in some way and have to work to maintain.

Further, please note that to have a residence to one’s self costs quite a bit in the Tri-state area (See: Median Rental Pricing by Neighborhood). Below is a Resource Rating Chart with a few possible samples of what sorts of legal residences can be afforded comfortably on the income. Of course illegal dwellings and squatting doesn’t cost anything, but present their own problems and are not covered here. For more about possible residences, see Real Estate in the Living in New York City category.

STs will be on the hunt for Resource abuse. If your character has Resources 3 and you’re constantly requesting exotic and expensive equipment for him, be prepared to submit a monthly budget otherwise your player character will go into Debt.

Resources Chart
Rating Income Available Residences
0 Broke Busted with no opportunities. Can scrounge $100 in assets. Monthly income of no more than $40. Squatting in abandoned dwellings, homeless shelters, couching it at a friend’s, living with parents.
1 Working Poor Dead end or Entry level job in a menial and uncertified field which requires little or no education or training to perform. Unskilled laborer. Perhaps an older cheap vehicle if the character lives out in the suburbs. Small liquid savings of no more than $5,000. Monthly income of $2,000. Small studio apartment in an outer lying borough or in New Jersey in a poor neighborhood (The Bronx, Queens, Staten Island, Jersey City, Newark, Elizabeth, etc.), small apartment with several roommates in Manhattan. Small apartment with one other roommate in Brooklyn or Hoboken.
2 Lower Middle Class Entry level job in a field that requires education or training, Senior support position in a field that does not require any training or education, Junior skilled laborer like a contractor’s helper. Possibly a slightly used mid-range car or a newer economy class vehicle if the character lives out in the suburbs. Can liquidate assets of up to $80,000 (including savings). Monthly income of $4,000. Nice one or two bedroom apartment or condo in an outer lying borough or in New Jersey. Small apartment with one other roommate in Manhattan. Small studio without roommates in Brooklyn or Hoboken.
3 Middle Class Senior support position in a field that requires education or training, Mid-management in a position that does not require training or education, Senior skilled laborer, Small business owner just starting out. Possibly a slightly used luxury class or new mid-range class vehicle if the character lives out in the suburbs. Can liquidate assets of up to $500,000 in value (including savings). Monthly income of $7,000. Enough income to justify buying a small condo in an outer lying borough or in New Jersey in a decent neighborhood. Small apartment (shoe-box) without roommates in Manhattan. Nice one or two bedroom apartment in Brooklyn or Hoboken.
4 Well-off Mid-management position in a field that requires education or training, Upper-management in a position that does not require training or education, Successful small business owner of an established retail business, Skilled labor business owner like a contractor or an auto shop owner. Perhaps a slightly used exotic or new luxury class vehicle. Can liquidate $1 million in assets (including savings). Monthly income of $25,000. Enough income to justify buying a single family residence or townhome in an outer lying borough or in New Jersey in a good neighborhood. Enough income to justify buying a small co-op or condo in Manhattan. Enough income to justify buying a swank townhome or condo in Brooklyn or Hoboken. Can rent a decent sized one or two bedroom apartment in Manhattan in an executive class building.
5 Rich A millionaire. C level executive of a successful corporation, a successful business owner, etc. A small fleet of cars, a private propeller plane, or yacht. A mansion. Can liquidate $20 million in assets (including savings). Monthly income of $75,000. Enough to live in just about any area in the city. Your character could purchase a dream penthouse with a view of Central Park.
6 Stupid Rich Stupid Rich. C-level or Higher executive of an international corporate powerhouse – perhaps even an owner or Chairman of the Board. A fleet of cars and perhaps a couple aircraft including a private jet, a few yachts. Several mansions. Can liquidate $1 billion or more. Monthly income of a stupid amount $500,000 or more. Really it doesn’t matter how much at this point. It’s a lot. Your character is Stupid Rich. He can have as many houses in as many locations as he pleases.


Retainers (S) – Retainers are close assistants and trusted advisors or companions to your character. For mages they may be acolytes. For vampires they may be ghouls. For Garou they may be an especially close kinfolk. However, there’s no reason that they can’t just be an everyday mortal. Since Retainers are so close to your character, they require a bit more attention than other types of members of a character’s retinue. For this reason, characters cannot Differentiate Retainers. Retainers are your NPCs to run. Players are responsible for making character sheets for their respective Retainers if they want to use them for anything more than a RP prop. To do so, please follow the character creation rules for supporting characters in your character’s respective venue: Mage, Mortal, Vampire, and Werewolf.

  1. One Retainer
  2. Two Retainers
  3. Three Retainers
  4. Four Retainers
  5. Five Retainers


Status (D) – Status is a special background that is handled separately in each venue. No player character can start with Status in their respective supernatural societies. Mortals do not have a Status Background as Status among mortals is handled sufficiently by Influence.

In WoDG, Status among Mages and Vampires is used in a play by forum format. Obviously, Werewolf: the Apocalypse has its own Renown and Ranking System and so has no use for Status.

See Mage Status and Vampire Status for more information.

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