Backgrounds
All 14 V20 Backgrounds: what each represents and what each dot level provides.
Backgrounds represent external resources and social capital — the things your character has access to rather than innate capacities. They are generally purchased at character creation and can change during play as circumstances change.
Key distinction: Backgrounds can be lost, damaged, or stolen in ways that Attributes and Abilities cannot. A character whose Haven is burned out has lost that Background until they rebuild it.
Allies
Mortals who support you willingly — friends, colleagues, family, associates who help you when asked. Unlike Contacts (who provide information), Allies actively do things on your behalf.
| Dots | Allies Available |
|---|---|
| ● | One ally of moderate ability (a cop, a reporter) |
| ●● | Two moderate allies, or one influential ally |
| ●●● | Three moderate allies, or a combination of moderate/influential |
| ●●●● | Several allies across multiple spheres of influence |
| ●●●●● | A network of allied contacts across many fields |
Contacts
Information sources you can tap — people who know things in their specific spheres. Unlike Allies, Contacts don’t act on your behalf; they provide intelligence.
| Dots | Contacts |
|---|---|
| ● | One reliable contact in one specific area |
| ●● | Two contacts in different areas |
| ●●● | Three contacts; access to broader information networks |
| ●●●● | Four contacts; fairly comprehensive informal intelligence |
| ●●●●● | Five contacts; a substantial information network |
Domain
Physical territory you have feeding rights over. Each dot reduces hunting difficulty within your domain by 1 (minimum difficulty 3). Also confers some political standing.
| Dots | Territory |
|---|---|
| ● | One block or establishment; minimal traffic |
| ●● | A small neighborhood; modest hunting population |
| ●●● | Several blocks or a significant venue; adequate hunting |
| ●●●● | A district; good hunting population |
| ●●●●● | A significant part of a city; prime hunting ground |
Domain may overlap with the coterie system’s Chasse, Lien, and Portillon sub-traits.
Fame
Recognition in mortal society — musicians, athletes, actors, public figures. Fame reduces hunting difficulty in areas where you’re recognized (−1 per dot, minimum 3). It also creates problems: being remembered is a Masquerade risk.
| Dots | Fame Level |
|---|---|
| ● | Local recognition in specific circles |
| ●● | Regional recognition |
| ●●● | National recognition in your field |
| ●●●● | International celebrity; widely recognized |
| ●●●●● | Global icon; face recognized everywhere |
Generation
Starting blood purity beyond the default 13th Generation. Each dot drops starting Generation by one:
| Dots | Generation |
|---|---|
| ● | 12th |
| ●● | 11th |
| ●●● | 10th |
| ●●●● | 9th |
| ●●●●● | 8th |
Cannot be purchased above 5 dots at creation. Affects Blood Pool maximum and Blood Points per turn. Elders purchase this Background heavily or earned it through diablerie.
Haven
A secure resting place with daytime protection. No dots = sleeping somewhere inadequate and vulnerable. Each dot adds security and comfort.
| Dots | Haven Quality |
|---|---|
| ● | A marginal sanctuary; minimal security |
| ●● | A small, private place with basic protections |
| ●●● | A comfortable haven with reliable security measures |
| ●●●● | An extensive haven with multiple access points and serious protections |
| ●●●●● | A fortress-haven; difficult to locate, harder to assault |
Herd
Mortals who feed you willingly or who you’ve established as regular prey. A herd provides automatic blood without a hunt roll.
| Dots | Herd Size / Yield |
|---|---|
| ● | 3–5 vessels; up to 3 BP per night without roll |
| ●● | 6–10 vessels; up to 5 BP per night without roll |
| ●●● | 11–20 vessels; up to 8 BP per night without roll |
| ●●●● | 30 vessels; up to 10 BP per night without roll |
| ●●●●● | 60 vessels; up to 12 BP per night without roll |
Influence
Sway in mortal society — political, criminal, social, or institutional. Influence allows you to affect mortal organizations and systems without personal involvement.
| Dots | Influence Level |
|---|---|
| ● | Minor pull in a single area (a small city department, a local business sector) |
| ●● | Moderate sway; can affect local decisions in your area |
| ●●● | Significant power; a major institution bends when you push |
| ●●●● | Broad influence across multiple sectors |
| ●●●●● | City-level power; can affect major political and social forces |
Mentor
A more powerful Kindred who advises, protects, and sometimes directs you. Mentors provide information, smooth political waters, and can pull strings — but they have their own agendas.
| Dots | Mentor Power |
|---|---|
| ● | An ancilla with limited local standing |
| ●● | A significant local figure or experienced ancilla |
| ●●● | A primogen-level elder; significant regional power |
| ●●●● | A powerful elder; city-defining influence |
| ●●●●● | A justicar or equivalent; international authority |
Resources
Liquid wealth and earning capacity. Covers both cash on hand and the ability to generate more.
| Dots | Resources |
|---|---|
| ● | Struggling; limited cash, maybe a car |
| ●● | Comfortable; steady income, an apartment |
| ●●● | Wealthy; significant savings, property |
| ●●●● | Rich; substantial assets across multiple holdings |
| ●●●●● | Extremely wealthy; near-unlimited personal funding |
Retainers
Loyal followers who serve you — ghouls, dominated mortals, fanatically devoted employees. Unlike Allies (who help when asked), Retainers are more consistently available but also more dependent.
| Dots | Retainers |
|---|---|
| ● | One relatively loyal servant |
| ●● | Two servants, or one particularly capable one |
| ●●● | Three servants of varying capability |
| ●●●● | Four servants; some with significant skills |
| ●●●●● | Five servants; a small, capable household |
Status
Acknowledged standing within Kindred society. Status is specific to a sect; Camarilla Status doesn’t transfer to Anarch standing.
| Dots | Standing |
|---|---|
| ● | Known; a recognized member of the community |
| ●● | Respected; opinion carries weight among peers |
| ●●● | Established; a significant local figure |
| ●●●● | Prominent; voice matters at city level |
| ●●●●● | Luminary; major regional figure; others seek your favor |
Status can be stripped publicly; the gain that took decades to build can collapse in a single poor decision.
Communal Haven (Group Background)
A shared haven controlled by the coterie. Players divide points among three sub-traits:
Luxury — Quality of appointments.
| Dots | Quality |
|---|---|
| ● | Sparse — salvaged furniture, minimal comfort |
| ●● | Modest — basics of a functional modern space |
| ●●● | Comfortable — amenities and relative ease |
| ●●●● | Luxurious — distinctive and well-appointed |
| ●●●●● | Opulent — extreme wealth or celebrity level |
Size — Physical space available.
| Dots | Size |
|---|---|
| ● | 1–2 rooms |
| ●● | 3–4 rooms |
| ●●● | 5–8 rooms / warehouse / church |
| ●●●● | 9–15 rooms / mansion / tunnel network |
| ●●●●● | 20+ rooms / sprawling estate / vast network |
Security — Difficulty for intruders to breach.
| Dots | Security |
|---|---|
| ● | Cheap locks, minimal barriers |
| ●● | Reinforced doors, barred windows, guard dog |
| ●●● | Modern locks, electronic security, alarms and cameras |
| ●●●● | Reinforced walls, sectionalized access, panic rooms |
| ●●●●● | All previous features plus unique elements: isolated location, geographic barriers, occult protections |
Each dot of Security adds +1 to the difficulty of penetration rolls or +1 to the number of successes required for access.
Note: Communal Haven is distinct from Domain — the coterie’s turf. A haven may sit within contested domain territory.
Ghoul-Specific Backgrounds
Domitor
Represents the power level and disposition of the vampire you serve.
| Dots | Domitor |
|---|---|
| ● | 11th–13th Generation; valued enough to access better resources |
| ●● | 9th–10th Generation; domitor has passing fondness for you |
| ●●● | 8th Generation; your input is occasionally tolerated |
| ●●●● | 7th Generation; you are expected to perform, not advise |
| ●●●●● | 5th–6th Generation; remarkably tolerated — the elder barely notices you |
Higher dots mean more powerful access — but paradoxically less personal attention, not more.
Family Elder (Revenants only)
Authority within your revenant family.
| Dots | Role |
|---|---|
| ● | Big Sister/Brother — keep younger family members in line, run errands |
| ●● | Aunt/Uncle — supervise sibling tier, lead small missions |
| ●●● | Mother/Father — advise on family matters, shape futures |
| ●●●● | Grandmother/Grandfather — oversee estate, manage other Elders |
| ●●●●● | Matriarch/Patriarch — final authority on all family decisions |