Merits
And Flaws
Merits
and Flaws are two new classes of Traits. Merits provide
the character with an advantage, while Flaws give the character
a disadvantage. Merits and Flaws allow you to describe your
character in more detail than that provided by the basic
character creation process, but these new rules are optional.
If you do not take Merits and Flaws for your character,
you will not suffer; your character is simply different
from who she might otherwise be.
When you create a character in Vampire, you are given 15
'freebie' points to assign to whatever Traits you like in
order to give your character the finishing touches that
make her unique. The optional system of Merits and Flaws
expands on this idea, and further allows you to personalize
your character.
Merits may only be bought with freebie points. Flaws give
you extra freebie points to spend on Merits or anything
else. You can purchase as many Merits as you wish, up to
the full amount of your freebie points ( though that would
leave you weak in your other areas). Each Merit has a different
cost, which is described in terms of freebie points - if
you wish to take it you must spend that number of freebie
points.
Each Flaw you purchase gives you additional freebie points.
The amount gained is listed with the Flaw. Thus, buying
Flaws can allow you to buy more Merits. For instance, the
Flaw "Light-Sensitive" gives you five additional
freebie points, while the Merit "Daredevil" costs
three freebie points. However, you can only take up to seven
points of Flaws (which makes it impossible for any character
to have or speed more than 22 freebie points). Additionally,
Merits and Flaws can only be bought when the character is
first generated (unless the Storyteller makes an exception
for someone who missed the opportunity earlier).
In some chronicles, especially those in which horror is
emphasized, Merits and Flaws may not be permitted, or may
be restricted in some way. Make sure you have the Storyteller's
permission before you start using these Traits. Keep in
mind that this system was not created to allow you to "minimax."
It was designed to let you create a more fully realized
character. The more you misuse the Merits and Flaws to create
a super-character, the less likely it is that you will be
allowed to take them when you design your next character.
Merits & Flaws
Psychological
These Merits and Flaws deal with the psychological makeup
of your character, and may describe ideals, motivations
or pathologies. Some psychological Flaws can be temporarily
ignored by spending a Willpower point, and are so noted.
If you possess such a Flaw and do not roleplay it when the
Storyteller thinks you should, then she may tell you that
you have spent a point of Willpower for the effort. Flaws
cannot be conveniently ignored.
Code of
Honor: (1 pt Merit)
You have
a personal code of ethics to which you strictly adhere.
Even when you are in frenzy, you will attempt to obey it
(and thus get three extra dice to your Self-Control rolls
when in danger of violating your code). You can automatically
resist most temptations that would bring you in conflict
with your code. When battling supernatural persuasion that
would make you violate your code, you either gain three
extra dice to resist supernatural persuasions, or the opponent's
difficulties are increased by two (Storyteller's choice).
You must construct your own personal code of honor in as
much detail as you can, outlining the general rules of conduct
by which you abide.
Higher
Purpose: (1 pt Merit)
You have
a goal that drives and directs you in every thing. You do
not concern yourself with petty matters and casual concerns,
because your higher purpose is everything Though you may
sometimes be driven by this purpose and find yourself forced
to behave in ways contrary to the need of personal survival,
it can also grant you great persona strength. You gain two
extra dice on all rolls that have anything to do with this
higher purpose. You need to decide what your higher purpose
is. Make sure you talk it over with the Storyteller first.
(If you have the Flaw Driving Goal below you cannot take
this Merit )
Berserker:
(2 pt Merit)
The Beast
is in you, but you know how to direct and make use of it.
You have the capacity to frenzy at will, and are thus able
to ignore your wound penalties. However, you must pay the
consequences of your actions while in frenzy just as you
normally would. Your chance of entering an unwilling frenzy
is also unaffected.
Dual Nature:
(2 pt Merit)
You have
two distinct Natures, both of which have an influence on
your personality and behavior. When you pick these Natures,
be careful to choose Archetypes that are somewhat compatible.
Dual Nature does not mean schizophrenia (that is a Derangement).
This Merit allows you to regain Willpower using both Natures.
You may still choose a Demeanor, and it can be as different
from the character' Natures as the player desires.
Compulsion:
(1 pt Flaw)
You have
a psychological compulsion of some sort which can cause
you a number of different problems. You compulsion may be
for cleanliness, perfection, bragging stealing, gaming,
exaggeration or just talking. A compulsion can be temporarily
avoided at the cost of a Willpower point,. but is in effect
at all other times.
Dark Secret:
(1 pt Flaw)
You have
some sort of secret that, if uncovered, would be of immense
embarrassment to you and would make you a pariah in the
Kindred community. This can be anything from having murdered
an elder to having once been a member of the Sabbat. While
this secret weighs on you mind at all times, it will only
surface in occasional stories Otherwise. it will begin to
lose its impact.
Intolerance:
(1 pt Flaw)
You have
an unreasoning dislike of a certain thing. This may be an
animal, a class of person, a color, a situation, or just
about anything at all. The difficulties of all dice roll
involving the subject are increased by two. Note that some
dislikes may be too trivial to be reflected here-a dislike
of White Wolf Magazine or tissue paper, for instance, will
have little effect on play in most chronicles. The Storyteller
is the final arbiter on what you can pick to dislike.
Nightmares:
( 1 pt Flaw)
You experience
horrendous nightmares (daymares?) every time you sleep,
and memories of them haunt you during your waking hours.
Sometimes the nightmares are so bad they cause you to lose
one die on all your actions for the next night (Storyteller's
discretion). Some of the nightmares may be so intense that
you mistake them for reality. A crafty Storyteller will
be quick to take advantage of this.
Phobia
(Mild): (1 pt Flaw)
You have
an overpowering fear of something. You instinctively and
illogically retreat from and avoid the object of your fear.
Common objects of phobias include certain animals, insects,
crowds, open spaces, confined spaces and heights. You must
make a Courage roll whenever you encounter the object of
your fear. The difficulty of this roll is determined by
the Storyteller. If you fail the roll, you must retreat
from the object.
Prey Exclusion:
( 1 pt Flaw)
You refuse
to hunt a certain class of prey. For instance an animal-lover
might decide to hunt only humans, or a character might decide
to spare a class of person she particularly admires: police,
teachers, medical professionals, clergy, peace activists
and so on. You are disturbed when others feed from this
type of prey, and could possibly enter a frenzy (Storyteller's
discretion). If you accidentally feed upon this class of
prey yourself, you will automatically frenzy and will need
to make a roll for Humanity loss (difficulty 8 or greater).
Note: This is not as restrictive as the Ventrue limitation,
which limits a vampire to a certain class of prey (therefore
Ventrue cannot take this Flaw).
Overconfident:
( 1 pt Flaw)
You have
an exaggerated and unshakable opinion of your own worth
and capabilities-you never hesitate to trust your abilities,
even in situations where you risk defeat. Because your abilities
may not be enough, such overconfidence can be very dangerous.
When you do fail, you quickly find someone or something
else to blame. If you are convincing enough, you can infect
others with your overconfidence.
Shy: (
1 pt Flaw)
You are
distinctly ill at ease when dealing with people and try
to avoid social situations whenever possible. The difficulties
of all rolls concerned with social dealings are increased
by one; the difficulties of any rolls made while you are
the center of attention are increased by two. Don't expect
such a character to make a public speech.
Soft-Hearted:
( 1 pt Flaw)
You cannot
stand to watch others suffer-not necessarily because you
care about what happens to them, but simply because you
dislike the intensity of emotion. If you are the direct
cause of suffering, and you witness it, you will experience
nights of nausea and days of sleepless grief. You avoid
situations where you might have to witness suffering and
will do anything you can to protect others from it Whenever
you must witness suffering, difficulties of all rolls are
increased by two for the next hour.
Speech
Impediment: (1 pt Flaw)
You have
a stammer or some other speech impediment which hampers
verbal communication. The difficulties of all relevant rolls
are increased by two. Do not feel obliged to roleplay this
impediment all the time, but in times of duress or when
dealing with outsiders, you should attempt to simulate it.
Low Self-lmage:
(2 pt Flaw)
You lack
self-confidence and don't believe in yourself You have two
fewer dice in situations where you don't expect to succeed
(at the Storyteller's discretion, though the penalty might
be limited to one die if you help the Storyteller by pointing
out times when this Flaw might affect you ). At the Storyteller's
option, you may be required to make Willpower rolls to do
things that require self confidence, or even to use a Willpower
point when others would not be obliged to do so.
Short
Fuse: (2 pt Flaw)
You are
easily angered. The difficulties of rolls to avoid frenzy
are always two less, no matter how you were provoked. This
is a dangerous Flaw; don't choose it without careful thought
Territorial:
(2 pt Flaw)
You are
extremely territorial. You do not like to leave your territory,
nor do you like to have strangers enter it. In fact, you
get so nervous and disoriented while outside your territory
that the difficulties of all your rolls are increased by
one. In addition, you must make a frenzy roll when other
vampires enter your territory, unless they obtain your permission
to pass through.
Vengeance:
(2 pt Flaw)
You have
a score to settle. This score may be from either your mortal
or vampiric days. Either way, you are obsessed with wreaking
vengeance on an individual (or perhaps an entire group),
and make revenge your first priority in all situations.
The need for vengeance can only be overcome by spending
Willpower points, and even then it only temporarily subsides.
Someday you may have your revenge, but the Storyteller won't
make it easy.
Driving
Goal: (3 pt Flaw)
You have
a personal goal, which sometimes compel and directs you
in startling ways. The goal is always limitless in depth,
and you can never truly achieve it. It could be to eradicate
the Sabbat or achieve Golconda.. Because you must work toward
your goal throughout the chronicle (though you can avoid
it for short periods by spending Willpower), it will get
you into trouble and may jeopardize other actions. Choose
your driving goal carefully, as it will direct and focus
everything your character does.
Hatred:
(3 pt Flaw)
You have
an unreasoning hatred of a certain thing. This hate is total
and largely uncontrollable. You may hate species of animal,
a class of person, a color, a situation- anything. You must
make a frenzy roll whenever faced with the object of your
hatred. You constantly pursue opportunities to harm the
hated object or to gain Dower over it.
Phobia
(Severe): (3 pt Flaw)
You have
an overpowering fear of something. Common objects of fear
include certain animals, insects, crowds, open spaces, confined
spaces, heights, and so on. You must make a Courage roll
not to enter Rotschreck when faced with the object of your
fear. The difficulty depends on the circumstances. If you
fail the roll, you must retreat in terror from the object
of fear. If you score fewer than three successes, you will
not approach it. The Storyteller has final say over which
phobias are allowed in a chronicle.
Mental
These Merits and Flaws deal with the mind: its strengths
weaknesses and special capacities.
Common
Sense: (1 pt Merit)
You have
a significant amount of practical, everyday wisdom. Whenever
you are about to do something contrary to common sense,
the Storyteller should alert you to how, your potential
action might violate practicality. This is an ideal Merit
if you are a novice player because it allows you to receive
advice from the Storyteller concerning what you can and
cannot do, and (even more importantly) what you should and
should not do.
Concentration:
(1 pt Merit)
You have
the ability to focus your mind and shut out any distractions
or annoyances. Any penalty to a difficulty or Dice Pool
arising from a distraction or other inauspicious circumstance
is limited to two, though no extra benefits are gained if
only one penalty die is imposed.
Lightning
Calculator: (1 pt Merit)
You have
a natural affinity with numbers and a talent for mental
arithmetic, making you a natural when working with computers
or betting at the racetracks. The difficulties of all relevant
rolls are decreased by two. Another possible use for this
ability, assuming you have numbers on which to base your
conclusions, is the ability to calculate the difficulty
of certain tasks. In appropriate situations, you may ask
the Storyteller the difficulty rating of a task you are
about to perform.
Time Sense:
( 1 pt Merit)
You have
an innate sense of time and are able to estimate the passage
of time accurately without using a watch or other mechanical
device. You can accomplish this whether you are concentrating
or not. You can estimate the time of day to within a minute
or two, and the passage of time with the same accuracy.
Eidetic
Memory: (2 pt Merit)
You can
remember things seen and heard with perfect detail. By gaining
at least one success on an Intelligence + Alertness roll,
you can recall any desired sight or sound accurately, even
if you heard it or glanced at it only once (though the difficulty
of such a feat would be high). Five successes enable you
to recall an event perfectly: the Storyteller relates to
you exactly what was seen or heard.
Light
Sleeper: (2 pt Merit)
You can
awaken instantly at any sign of trouble or danger, and do
so without any sleepiness or hesitation. The rules regarding
how Humanity restricts the number of dice usable during
the day are waived.
Calm Heart:
(3 pt Merit)
You are
naturally calm and well-composed, and do not easily fly
off the handle. Raise the difficulties of all your frenzy
rolls by two, no matter how the incident is provoked.
Iron Will:
(3 pt Merit)
When you
are determined and your mind is set, nothing can thwart
you from your goals. You cannot be Dominated, nor can your
mind be affected in any way by spells or rituals. However,
the Storyteller may require you to spend Willpower points
when extremely potent powers are directed at you.
Self-Confident:
(5 pt Merit)
When you
spend a point of Willpower to gain an automatic success,
your self-confidence may allow you to gain the benefit of
that expenditure without actually losing the Willpower point.
You do not lose the point when you spend it, unless you
end the roll with only one success, i.e. you do not gain
any additional successes from the dice you roll. This Merit
may only be used when you need confidence in your abilities
in order to succeed. This means you can use it only when
the difficulty of your roll is six or higher. You may spend
Willpower at other times; however, if the difficulty is
five or less, the Willpower will be spent no matter what
you roll.
Deep Sleeper:
(1 pt Flaw)
When you
sleep, it is very difficult for you to awaken. Raise the
difficulty by two on any such roll, and roleplay how you
never seem to be on time when you have an appointment early
in the evening.
Amnesia:
(2 pt Flaw)
You are
unable to remember anything about your past, yourself or
your family. Your life is a blank slate. However, your past
may someday come back to haunt you. (You can, if you wish,
take up to five points of other Flaws without specifying
what they are, and leave it to the Storyteller to detail
them. Over the course of the chronicle, you and your character
will slowly discover them.)
Confused:
(2 pt Flaw)
You are
often confused, and the world seems to be a very distorted
and twisted place. Sometimes you are simply unable to make
sense of things. You need to roleplay this behavior all
the time to a small degree, but your confusion becomes especially
strong whenever stimuli surround you (such as when a number
of different people talk all at once, or you enter a nightclub
with loud pounding music). You may spend Willpower to override
the effects of your confusion, but only temporarily.
Weak-Willed:
(2 pt Flaw)
You are
highly susceptible to Dominate and intimidation by others;
you are, in fact, unable to use your Willpower freely. You
can employ your Willpower only when survival is at stake
or it is appropriate to your Nature.
Absent-Minded:
(3 pt Flaw)
This Flaw
may not be taken with the Merit Concentration. Though you
do not forget such things as Knowledges or Skills, you do
forget names, addresses, and when you last ate. In order
to remember anything more than your own name and the location
of your haven, you need to make a Wits roll or, as a last
resort, spend a Willpower point.
Awareness
These
Merits and Flaws involve perception, or the lack thereof.
Acute
Hearing: (1 pt Merit)
You have
exceptionally sharp hearing, even for a vampire. The difficulties
of all dice roll that relate to hearing (e.g. Perception
+ Alertness to hear a faint noise, or Perception + Linguistics
to overhear a conversation in a foreign language) are decreased
by two. Combined with Heightened Senses (Level One Auspex),
this Merit can provide superhuman hearing acuity.
Acute
Sense of Smell: (1 pt Merit)
You have
an exceptionally keen sense of smell. The difficulties of
all dice rolls that relate to smell (e.g., Intelligence
+ Occult to identify a ritual incense) are reduced by two.
Combined with Heightened Senses (Level One Auspex), this
Merit can provide superhuman olfactory acuity.
Acute
Sense of Taste: (1 pt Merit)
You have
an exceptionally keen sense of taste. The difficulties of
all dice rolls that relate to taste (e.g., Perception +
Medicine to spot the taint of poison in blood or another
substance ) are reduced by two. You are able to make precise
distinctions in taste. Combined with Heightened Senses (Level
One Auspex), this Merit can provide superhuman taste acuity.
Acute
Vision: (1 pt Merit)
You have
exceptionally keen eyesight. The difficulties of all dice
rolls that relate to vision (e.g., a Perception roll to
spot a clue, or Perception + Alertness to see the shadow
of an approaching attacker) are reduced by one. Combined
with Heightened Senses (Level One Auspex), this Merit can
provide superhuman visual acuity.
Color
Blindness: (1 pt Flaw)
You can
only see in black and white. Color means nothing to you,
though you are sensitive to color density, which you perceive
as shades of gray. This makes it impossible to use the Level
Two Auspex power of Aura Perception. Note: color blindness
actually indicates an inability to distinguish between two
colors, but we fudged a bit for the sake of brevity.
Hard of
Hearing: (1 pt Flaw)
Your hearing
is defective. The difficulties of all dice rolls related
to hearing are increased by two. You may not take Acute
Hearing if you take this Flaw.
Bad Sight:
(2 pt Flaw)
Your sight
is defective. The difficulties of all dice rolls related
to vision are increased by two. This Flaw is neither nearsightedness
nor farsightedness; it is a minor form of blindness, and
is not correctable. You may not take Acute Vision if you
take this Flaw.
One Eye:
(2 pt Flaw)
You have
one eye - choose which, or determine randomly during character
creation. You have no peripheral vision on your blind side,
and two fewer dice are rolled for any feat requiring depth
perception. This includes missile combat.
Deaf:
(4 pt Flaw)
You cannot
hear sound, and automatically fail any rolls that require
hearing.
Blind:
(6 pt Flaw)
You automatically
fail all dice rolls involving vision. You cannot see-the
world of color and light is lost to you.
Aptitudes
These
Merits and Flaws establish special capacities and abilities
for your character, or modify the effects and powers of
your character's other Traits.
Ambidextrous:
(1 pt Merit)
You have
a high degree of off-hand dexterity and can perform tasks
with the 'wrong' hand at no penalty. The normal penalty
for using both hands at once to perform different tasks
(e.g. fighting with a weapon in each hand) is plus one difficulty
for the 'right' hand and plus three difficulty for the other
hand.
Computer
Aptitude: (1 pt Merit)
You have
a natural affinity with computers, so the difficulties of
all rolls to repair, construct or operate them are two less.
Crack
Driver: (1 pt Merit)
You have
a natural affinity with driving motorized wheeled vehicles,
such as cars, 18-wheelers and even tractors. The difficulties
of all rolls requiring risky or especially difficult driving
maneuvers are two less.
Eat Food:
(1 pt Merit)
You have
the capacity to eat food. It's an ability you developed
at an early point in your undead existence, or perhaps it
has been a latent ability all along. This is considered
disgusting by other Kindred, but can be of great assistance
in maintaining the Masquerade.
Mechanical
Aptitude: (1 pt Merit)
You are
naturally adept with all kinds of mechanical devices (note
that this aptitude does not extend to electronic devices
such as computers). The difficulties of all dice rolls to
understand, repair or operate any kind of mechanical device
are two less. However, this Merit doesn't help you drive
any sort of vehicle.
Pitiable:
(1 pt Merit)
There
is something about you that others pity. This causes them
to care for you as if you were a Child (see the Archetypes
section). Some Natures will not be affected by this Merit
(Autocrat, Deviant, Fanatic, Sycophant), and some Demeanors
may pretend they are not. You need to decide what it is
about you that attracts such pity, and how much (or how
little) you like it.
Natural
Linguist: (2 pt Merit)
You have
a flair for languages. This Merit does not allow you to
learn more languages than are permitted by your Linguistics
score, but you may add three dice to any Dice Pool involving
languages, both written and spoken.
Daredevil:
(3 pt Merit)
You are
good at taking risks, and are even better at surviving them.
All difficulties are one less whenever you try something
particularly dangerous, and you can ignore one botch result
when you roll "ones" on such actions (you can
cancel a single "one" that is rolled, as if you
had an extra success ).
Fast Learner:
(3 pt Merit)
You learn
very quickly, and pick up on new things faster than most
do. You gain one extra experience point at the conclusion
of each story (not each game session).
Jack-Of-AII-Trades:
(5 pt Merit)
You have
a large pool of miscellaneous skills and knowledge obtained
through your extensive travels, the jobs you've held, or
just all-around know-how. You automatically have one dot
in all Skill and Knowledge Dice Pools. This is an illusory
level, used only to simulate a wide range of abilities.
If the character trains or spends experience in the Skill
or Knowledge, he must first buy one dot, then two, etc.
as if he had no dot in it.
Illiterate:
(1 pt Flaw)
Through
lack of education or as the result of a condition like dyslexia,
you are unable to read or write.
Inept:
(5 pt Flaw)
You are
not attuned to your natural aptitudes, and therefore have
five fewer points to spend on your Talents (so the greatest
number of points you can spend on your Talents at the beginning
of play would be eight, and the fewest would be zero). Of
course, you can still spend freebie points to buy Talents.
However, at the beginning of the game, you cannot have more
than three dots in any Talent.
Uneducated:
(5 pt Flaw)
As Inept,
above, but dealing with Knowledge Abilities.
Unskilled:
(5 pt Flaw) As Inept, above, but dealing with Skill Abilities.
Supernatural
These
Merits and Flaws are different kinds of supernatural benefits
or detriments. They are highly abnormal, and not at all
common. Because of the potential of these particular Traits,
and the liberal way in which they deal with the "laws
of reality," the Storyteller may not allow you to choose
from this category - ask before you choose one. Furthermore,
you should not select such Traits unless they firmly fit
your character concept, and you can explain why your character
possesses them. In general, we do not recommend that anyone
have more than one or two supernatural Merits or Flaws -
they should be strictly controlled by the Storyteller.
Inoffensive
to Animals: (1 pt Merit)
Animals
do not fear or distrust you the way they do most of the
Kindred. They treat you as they would any mortal and do
not shy from your touch.
True Love:
(1 pt Merit)
You have
discovered, but may have lost (at least temporarily) a true
love. Nonetheless, this love provides joy in a torrid existence
usually devoid of such enlightened emotions. Whenever you
are suffering, in danger or dejected, the thought of your
true love is enough to give you the strength to persevere.
In game terms, this love allows you to succeed automatically
on any Willpower roll, but only when you are actively striving
to protect or come closer to your true love. Also, the power
of your love may be powerful enough to protect you from
other supernatural forces (Storyteller's discretion). However,
your true love may also be a hindrance, and require aid
(or even rescue) from time to time. Be forewarned: this
is a most exacting Merit to play over the course of a chronicle.
Medium:
(2 pt Merit)
You possess
the natural affinity to sense and hear spirits, ghosts and
shades. Though you cannot see them, you feel their presence
and are able to speak with them when they are in the vicinity.
It is even possible for you to summon them (through pleading
and cajoling) to your presence. Spirits will not simply
aid you or give you advice gratis - they will always want
something in return.
Danger
Sense: (2 pt Merit)
You have
a sixth sense that warns you of danger. When you are in
danger, the Storyteller should make a secret roll against
your Perception + Alertness; the difficulty depends on the
remoteness of the danger. If the roll succeeds, the Storyteller
tells you that you have a sense of foreboding. Multiple
successes may refine the feeling and give an indication
of direction, distance or nature. This Merit is more reliable
and specific than the Level One Auspex power; the two can
be combined to create an even more potent warning system.
Faerie
Affinity: (2 pt Merit)
Your presence
does not frighten faeries; indeed, it attracts them, and
you are naturally attuned to their ways. You are able, unlike
most Kindred, to enter Arcadia, the mystical kingdom of
the faeries, provided you find an entrance.
Magic
Resistance: (2 pt Merit)
You have
an inherent resistance to the rituals of the Tremere and
the spells of the mages of other creeds and orders. Although
you may never learn the Discipline of Thaumaturgy, the difficulties
of all such spells and rituals are two greater when directed
at you. Note: this includes all spells, beneficial and malign
alike!
Occult
Library: (2 pt Merit)
You possess
a library of occult materials, which may include at least
one version of the Book of Nod. You are not necessarily
familiar with the contents of these volumes of knowledge
( that is a function of your Abilities), but in time of
need your library can be an invaluable source for research.
Spirit
Mentor: (3 pt Merit)
You have
a ghostly companion and guide. This spirit is able to employ
a number of minor powers when it really struggles to exert
itself (see Haunted, below), but for the most part its benefit
to you is through the advice it can give. This ghost is
the incorporeal spirit of someone who was once living, perhaps
even someone particularly famous or wise. The Storyteller
will create the ghost character, but will not reveal to
you its full powers and potencies.
Unbondable:
(3 pt Merit)
You are
immune to being Blood Bound. No matter how much blood you
drink from other vampires, you will never be Bound to them.
Werewolf
Companion: (3 pt Merit)
You have
a friend and ally who just happens to be a werewolf. Though
you may call upon this being in time of need, it also has
the right to call upon you (after all, you are friends).
However, neither your kind nor its appreciate such a relationship,
and your respective societies will punish both of you if
your friendship is discovered. Arranging for meeting places
and methods of communication will be difficult. The Storyteller
will create the werewolf character, but will not reveal
to you its full powers and potencies.
Luck:
(3 pt Merit)
You were
born lucky - or else the Devil looks after his own. Either
way, you can repeat three failed rolls per story. Only one
repeat attempt may be made on any single roll.
Destiny:
(4 pt Merit)
You have
a great destiny, though you may well not realize it. Your
destiny will become more and more apparent as the chronicle
continues. Prophecies and dreams guide your way, and grant
you clues to your ultimate goal. The sense of direction
and security granted by this feeling of destiny helps you
overcome fear, depression and discouragement caused by anything
not relevant to your destiny. Until your destiny is fulfilled,
you may suffer setbacks, but nothing will thwart you permanently.
How this is played is up to the Storyteller.
Charmed
Existence: (5 pt Merit)
Your unlife
is somehow protected, and you do not face the perils that
others must. It could be that you are simply lucky. Whatever
the reason, you may ignore a single "one" on every
roll you make. This makes it far less likely that you will
ever botch, and grants you more successes than others obtain.
Guardian
Angel: (6 pt Merit)
Someone
or something watches over you and protects you from harm.
You have no idea who or what it is, but you have an idea
that someone is looking out for you. In times of great need
you may be supernaturally protected. However, one can never
count upon a guardian angel. The Storyteller must decide
why you are being watched over, and by what (not necessarily
an angel, despite the name).
True Faith:
(7 pt Merit)
You have
a deep-seated faith in and love for God, or whatever name
you choose to call the Almighty. Perhaps your faith came
to you before your Embrace, and was strong enough to survive
even this test; or, incredibly enough, the adversity you
have experienced in your current condition has brought out
what is best in you. You begin the game with one point of
Faith (a Trait with a range of 1-10). Your Faith provides
you with an inner strength and comfort that continues to
support you when all else betrays you. Your Faith adds to
all Willpower and Virtue rolls. The exact supernatural effects
of Faith, if any, are completely up to the Storyteller (though
it will typically have the effect of repelling Kindred).
It will certainly vary from person to person, and will almost
never be obvious - some of the most saintly people have
never performed a miracle greater than managing to touch
an injured soul. The nature of any miracles you do perform
will usually be tied to your own Nature, and you may never
realize that you have been aided by a force beyond yourself.
You must have a Humanity of 10 in order to choose this Merit,
and if it ever drops below nine, you lose all Faith points
and may only recover them through extensive penitence and
work (and only when your Humanity is again 10). No one may
start the game with more than one Faith point. Additional
points are only awarded at the Storyteller's discretion.
Cursed:
( 1-5 pt Flaw)
You have
been cursed by someone or something with supernatural or
magical powers. This curse is specific and detailed, it
cannot be dispelled without extreme effort, and it can be
life-threatening. Some examples follow:
If you
pass on a secret that was told to you, your betrayal will
later harm you in some way. (1 pt)
You stutter
uncontrollably when you try to describe what you have seen
or heard. (2 pt)
Tools
often break or malfunction when you attempt to use them.
(3 pt)
You are
doomed to make enemies of those to whom you become most
attached (so whatever you do, don't get too close to the
other characters! ). (4 pt)
Every
one of your accomplishments or achievements will eventually,
inevitably, become soiled and fail in some way. (5 pt)
Taint
of Corruption: (1 pt Flaw)
Plants
wither when you approach, and will die if you touch them.
It is rumored that Caine himself possesses this Flaw.
Repulsed
by Garlic: (1 pt Flaw)
You cannot
abide the smell of garlic, and the smallest taint of its
scent will drive you from a room. The full force of its
pungent odor will bring bloody tears to your face and render
you nearly blind, while its touch can cause boils and even
open wounds.
Magic
Susceptibility: (2 pt Flaw)
You are
susceptible to the magical rituals of the Tremere, as well
as to spells of mages of other creeds and orders. The difficulty
to cast a spell upon you is two less, and all spells cast
have twice normal effect on you.
Repelled
by Crosses: (3 pt Flaw)
You are
repelled by the sight of ordinary crosses ( just as if they
were holy). Kindred who were of the Church prior to their
Embrace are the ones most likely to possess this Flaw; they
perceive that their new form is a judgment from God.
Can't
Cross Running Water: (3 pt Flaw)
You cannot
cross running water unless you are at least 50 feet above
it. "Running water" is any body of water more
than two feet wide in any direction and not completely stagnant.
A Kindred with this Flaw obviously believes too much in
old wives' tales.
Haunted:
(3 pt Flaw)
You are
haunted by a ghost that only you (and Mediums) can see and
hear. It actively dislikes you and enjoys making your life
miserable by insulting, berating and distracting you - especially
when you need to keep your cool. It also has a number of
minor powers it can use against you (once per story for
each power): hide small objects; bring a "chill"
over others, making them very ill at ease with you; cause
a loud buzzing in your ear or the ears of others; move a
small object such as a knife or pen; break a fragile item
such as a bottle or mirror; trip you; or make eerie noises
such as chains rattling. Yelling at the ghost can sometimes
drive it away, but it will confuse those who are around
you. The Storyteller will likely personify the ghost in
order to make things all the more frustrating for you.
Dark Fate:
(5 pt Flaw)
You are
doomed to experience a most horrible demise or, worse, suffer
eternal agony. No matter what you do, someday you will be
out of the picture. In the end, all your efforts, your struggles,
and your dreams will come to naught. Your fate is certain
and there is nothing you can do about it. Even more ghastly,
you have partial knowledge of this, for you occasionally
have visions of your fate - and they are most disturbing.
The malaise these visions inspire in you can only be overcome
through the use of Willpower, and will return after each
vision. At some point in the chronicle, you will indeed
face your fate, but when and how is completely up to the
Storyteller. Though you can't do anything about your fate,
you can still attempt to reach some goal before it occurs,
or at least try to make sure that your friends are not destroyed
as well. This is a difficult Flaw to roleplay; though it
may seem as if it takes away all free will, we have found
that, ironically, it grants freedom.
Light-Sensitive:
(5 pt Flaw)
You are
even more sensitive to sunlight than other vampires are.
Sunlight causes double normal damage, and even moonlight
(which is, after all, the reflected light of the sun) harms
you. Indeed, even bright lights can be painful, but that
pain can be mitigated by wearing sunglasses. When the moon
is shining, the light it casts will cause wounds in the
same way sunlight does for normal individuals. However,
the wounds caused by the moon are not aggravated, and can
be healed normally. Remember, even on nights when the moon
is full, it may have already set when you venture outside,
or be obscured by the clouds.
Kindred Ties
These
Merits and Flaws deal with the place, position and status
of a character within vampiric society.
Boon:
( 1-3 pt Merit)
An elder
owes you a favor because of something either you or your
sire once did for him. The extent of the boon owed to you
depends on how many points you spend. One point would indicate
a relatively minor boon, while three points would indicate
that the elder probably owes you his unlife. See the rules
on Prestation (in Chapter Four) for more information.
Prestigious
Sire: (1 pt Merit)
Your Sire
had or has great Status in the Camarilla, and this has accorded
you a peculiar honor. Most treat you respectfully as a result,
while some have only contempt for you, believing you to
be nothing compared to them. This prestige could greatly
aid you when dealing with elders acquainted with your sire.
Indeed, your sire's contacts may actually approach you at
some point offering aid. Though your sire may no longer
have contact with you, the simple fact of your ancestry
has marked you forever.
Special
Gift: ( 1-3 pt Merit)
Your sire
gave you a valuable gift after the Embrace. The Storyteller
should create something suitable or choose one item from
the Mystical Items list to give to you (though you can 'suggest'
something). The Storyteller will decide how much a particular
item is worth.
Reputation:
(2 pt Merit)
You have
a good reputation among the Kindred of your chosen city.
This may be your own reputation, or it may be derived from
your sire. Add three dice to all Dice Pools for social dealings
with the city's Kindred. A character with this Merit may
not take the Flaw of Notoriety.
Clan Friendship:
(3 pt Merit)
For any
number of different reasons ó appearance, bearing,
background or demeanor ó something about you appeals
to members of a clan other than your own (your choice ).
The difficulties of all rolls related to social dealings
with members of this clan are two less. This can be a two-edged
sword; you are also marked by others as a sympathizer with
that clan, whether you like it (or deny it! ) or not.
Pawn:
(3 pt Merit)
You can
manipulate and have some control over another vampire ó
one of higher generation than you. Your hold was likely
formed through Blood Bond, but can also come from a variety
of other sources, such as blackmail, bribes or threats ó
you make it up. The pawn does not necessarily know that
it is being controlled.
Enemy:
( 1-5 pt Flaw)
You have
an enemy, or perhaps a group of enemies, who seek to harm
you. The value of the Flaw determines how powerful these
enemies are. The most powerful enemies (Methuselahs or Archmages)
would be five-point Flaws, while someone nearer to your
own power would be worth only one point. You must decide
who your enemy is and how you became enemies in the first
place.
Infamous
Sire: (1 pt Flaw)
Your sire
was, and perhaps still is, distrusted and disliked by many
of the Kindred in the city. As a result, you are distrusted
and disliked as well. This is a heavy load, and one not
easily shed.
Insane
Sire: (1 pt Flaw) Your sire has completely lost his grip
on reality, and has become dangerously insane. Any wrong
committed by your sire may affect your standing, and some
of your sire's dangerous schemes may somehow involve you.
Because their sires are already assumed to be insane, Malkavians
cannot take this Flaw.
Mistaken
Identity: (1 pt Flaw)
You look
similar to another Kindred, and are mistaken for her, much
to your chagrin. This individual's allies will approach
you and tell you things you do not want to hear, her enemies
will attempt to do away with you, and others will treat
you in odd ways. Ultimately you might be able to sort out
things, but it will take tremendous effort.
Sire's
Resentment: (1 pt Flaw)
Your sire
dislikes you and wishes you ill. Given the smallest opportunity,
your sire will seek to do you harm, and may even attack
you if provoked. Your sire's friends will also work against
you, and many elders will thus resent you.
Twisted
Upbringing: (1 pt Flaw)
Your sire
was quite malevolent and taught you all the wrong things
about Kindred society. All your beliefs about how vampires
interact are wrong, and your faulty beliefs are likely to
get you into a great deal of trouble. Over time, after many
hard lessons, you can overcome this bad start (the Storyteller
will tell you when). But until then, you will continue to
believe what you were first told, no matter how others try
to "trick" you into thinking otherwise.
Clan Enmity:
(2 pt Flaw)
For some
reason, something about you inspires contempt or hatred
in members of a clan other than your own. There is a two-dice
penalty to all rolls for social dealings with members of
this other clan. Select the 'enemy' clan randomly or choose.
Diabolic
Sire: (2 pt Flaw)
Your sire
is engaged in acts that could cause a tremendous uproar
in the Camarilla. She could be wantonly breaking the Masquerade,
or hunting down the elders of the city and feasting on their
blood. Archons are likely to come to you in order to discover
your sire's whereabouts, and they may not believe you if
you tell them you do not know.
Notoriety:
(3 pt Flaw)
You have
a bad reputation among the Kindred of your chosen city.
This may be your own reputation, or it may be derived from
your sire. There is a two-dice penalty to all dice rolls
for social dealings with the city's Kindred. A character
with this Flaw may not take the Merit of Reputation.
come from
a variety of other sources, such as blackmail, bribes or
threats ó you make it up. The pawn does not necessarily
know that it is being controlled.
Mortal Society
These
Merits and Flaws deal with the influence, power and station
of a character within mortal society. Some of them correspond
very closely to certain Background Traits (such as Resources,
Contacts, and Influence), while others simply elaborate
and expand upon them. The Backgrounds give you more creative
freedom, while the Merits provide you with exact details
of what you possess.
Judicial
Ties: (2 pt Merit)
You have
both influence over and contacts in the justice system.
You know most of the judges as well as the attorneys in
the prosecutor's department, and can affect the progress
of various cases and trials with limited difficulty. Though
it is difficult to intervene in a case, you can influence
it in one direction or another. These ties can also make
it easy to acquire search warrants.
Mansion:
(2 pt Merit)
You own
a large mansion ó a home with 25 or more rooms ó
as well as the surrounding estate. The servants, if you
have any, are provided for if you choose this Merit, though
they cannot be used as Herd or Retainers unless you purchase
the appropriate Background. The mansion is assumed to have
the most current electronic security available, as well
as a fence around the perimeter. While the mansion can be
in as poor or as good shape as you wish, the more inhabited
it appears to be, the more attention it will garner. A ghost
house won't attract IRS audits.
Media
Ties: (2 pt Merit)
You have
both influence over and contacts in the local media. You
can suppress and create news stories (though not always
with 100 percent efficiency; journalists are an unruly bunch)
and you have access to the files and gossip of the staffs
of newspapers and TV stations.
Nightclub:
(2 pt Merit)
You own
a moderate-sized nightclub, perhaps one of the hottest nightspots
in the city. This club brings in enough money to support
you in moderate luxury ($1000 a month, but it can grow),
but more important than the money is the prestige. You may
use the nightclub as your haven, or you may simply hang
out there. The name of the nightclub, its style, design,
and its regular patrons are all up to you. Variations on
this theme could include: a restaurant, theater, comedy
club, sports arena or retail store.
Church
Ties: (3 pt Merit)
You have
influence and contacts in some local churches, and have
the means to create protest rallies and raise money. The
more you use your ties, of course, the greater your risk
of being found out.
Corporate
Ties: (3 pt Merit)
You have
both influence over and contacts in the local corporate
community. You understand the dynamics of money in the city
and have links with all the major players. In times of need,
you can cause all sorts of financial mayhem, and can raise
considerable amounts of money (in the form of loans) in
a very short period of time.
Police
Ties: (3 pt Merit)
You have
both influence over and contacts in the local police department.
You can, with a single phone call, cause an APB to be issued.
However, the more often you use your ties with the police
department, the weaker they become, and the more attention
you attract toward yourself. Your influence is not solid
(that can be achieved only through game play), and can let
you down at times.
Political
Ties: (3 pt Merit)
You have
both influence over and contacts among the politicians and
bureaucrats of the city. In times of need, you can shut
off the power and water to a building or neighborhood, and
can unleash many different means of harassment against your
enemies. The more you use your political ties, the weaker
they become. Total control can only be achieved through
game play.
Underworld
Ties: (3 pt Merit)
You have
both influence over and contacts in the local Mafia and
organized street gangs. This provides you with limited access
to large numbers of "soldiers," as well as extensive
links to the underworld of crime. The more often you use
your ties with the criminal element, the weaker they grow.
Corporation
CEO: (5 pt Merit)
You have
a particular influence and sway over a major corporation
and associated companies, just as if you were its chief
executive officer. Indeed, you may have owned this company
before your Embrace, and retained your control. Through
this corporation, you know much that takes place in the
corporate community, and have the means to wage economic
warfare. This Merit provides you with some informal Contacts
and Resources, the exact extent of which are determined
by the Storyteller.
Anachronism:
(2 pt Flaw)
You have
been a vampire for some time, and are unable (or unwilling)
to keep up with the changing times. An Intelligence roll
is needed whenever you have to deal with something from
a later period than your own breathing days. If the roll
is failed, total the net failures and use this total as
a negative modifier to your attempts. Example: Osric, a
fifth-century Goth by birth, has this Flaw and is attempting
to deal with a computer. His Intelligence roll results in
two net failures. Osric now has a two-dice penalty when
determining the outcome of his attempt to make the infernal
machine cooperate. Note that characters with this Flaw will
generally have been vampires for longer than the 50 years
suggested in Vampire, so Storytellers should decide whether
or not to allow this Flaw in their chronicles.
Ward:
(3 pt Flaw)
You are
devoted to the protection of a mortal. You may describe
your ward, though the Storyteller will actually create her.
This character may be a friend or relative from your pre-Embrace
days, or simply a mortal you admire and consider important.
Wards have a way of getting caught up in the action of stories,
and are frequent targets of a character's enemies.
Hunted:
(4 pt Flaw)
You are
pursued by a fanatical witch-hunter who believes you are
a dangerous, vile beast inimical to humanity (perhaps you
are). All those with whom you associate may be hunted by
the same individual as well. Though this hunter seeks to
destroy all vampires, something about you drives the passion
of this killer.
Physical
These
Merits and Flaws deal with your health and physical makeup.
Double-Jointed:
(1 pt Merit)
You are
unusually supple. Reduce the difficulty of any Dexterity
roll involving body flexibility by two. Squeezing through
a tiny space is one example of a use for this Merit.
Baby Face:
(2 pt Merit)
You look
more human than other vampires, enabling you to fit in the
human world much more easily. Your skin is pink, you never
really stopped breathing (even though you don't need to),
and even sneezing comes naturally. You can make your heart
beat as long as you have at least one Blood Point. This
Merit cannot be taken by Nosferatu.
Misplaced
Heart: (2 pt Merit)
Your heart
has actually moved within your body, though no more than
two feet from its original position near the middle of your
chest. Those who attempt to stake you find it very difficult
to find the right location (which should be your most tightly
guarded secret).
Efficient
Digestion: (3 pt Merit)
You are
able to draw more than the usual amount of nourishment from
blood. Every two Blood Points ingested increase your Blood
Pool by three. Round down so leftover 'halves' are ignored.
For instance, taking four Blood Points raises the Blood
Pool by six, and so does taking five Blood Points.
Huge Size:
(4 pt Merit)
You are
abnormally large in size, possibly over seven feet tall
and 400 pounds in weight. You therefore have one additional
Health Level, and are able to suffer more harm before you
are incapacitated. Treat this extra Level as an extra Hurt
Level, with no penalties to rolls.
Allergic:
( 1-3 pt Flaw)
You are
allergic to some substance, in a manner not unlike mortal
allergies. However, you do not get hives or sneeze, but
are actually incapacitated by your reaction. If the substance
was in the blood you drank, the reaction will be very strong,
though touch alone is enough to disturb you. If it was in
the blood, you will have five fewer dice on all your Dice
Pools for 10 minutes - if you just touched it, the penalty
is reduced to two dice. Choose from the list below or make
up the substance to which you are allergic.
Plastic:
1 pt
Alcohol: 2 pt
Illegal Drugs: 2 pt
Metal: 3 pt
Short:
(1 pt Flaw)
You are
well below average height, and have trouble seeing over
high objects and moving quickly. You suffer a two-dice penalty
to all pursuit rolls, and you and the Storyteller should
make sure your height is taken into account in all situations.
In some circumstances, this will give you a concealment
bonus.
Disfigured:
(2 pt Flaw)
A hideous
disfigurement makes you ugly and easy to notice as well
as remember. You therefore have a zero Appearance, much
like the Nosferatu (who cannot take this Flaw).
Selective
Digestion: (2 pt Flaw)
You can
digest only certain types of blood. You can choose whether
you can drink only cold blood (the blood of a dead person),
blood with the taste of fear (found in blood only in moments
of terror), or blood with the taste of joy, or perhaps only
certain types (A, O, etc.) of blood. This Flaw may not be
taken by Ventrue characters, since they already have something
like it through their clan weakness
Child:
(3 pt Flaw)
You were
a small child at the time of the Embrace. Although time
and experience may have changed your outlook, you are stuck
with a child's body. You have the Short Flaw (see above),
and you find it difficult to be taken seriously by others
(two-dice penalty to all relevant rolls). Because you have
never before experienced any sort of transformation change
(never having undergone the experience of puberty), you
are ill suited to withstanding the demands of the Hunger
(the difficulties of all such rolls are one greater). Additionally,
certain clubs may not admit you, because you are "underage."
Deformity:
(3 pt Flaw)
You have
some kind of deformity - a misshapen limb, a hunchback or
whatever - which affects your interactions with others and
may inconvenience you physically. The difficulties of all
dice rolls related to physical appearance are raised by
two. Your deformity will also raise the difficulty of some
Dexterity rolls by two, depending on the type of deformity
you possess.
Lame:
(3 pt Flaw)
Your legs
are injured or otherwise prevented from working effectively.
You suffer a two-dice penalty to all dice rolls related
to movement. A character may not take this Flaw along with
the Merit Double-Jointed.
Monstrous:
(3 pt Flaw)
There
is something wholly monstrous about you, something that
makes you even more hideous than a Nosferatu. You scarcely
look human, but the manner in which you differ is up to
you. Perhaps you have grown scales or warts all over your
body, or perhaps the scream you issued when you died has
been permanently frozen on your face. Not only is your Appearance
a zero, but you make even the Nosferatu uneasy. Nosferatu
may take this Flaw, but only gain one point for it.
One Arm:
(3 pt Flaw)
You have
only one arm - choose which, or determine randomly at character
creation. This happened before the Embrace. It is assumed
that you are accustomed to using your remaining hand, so
you suffer no off-hand penalty. However, you do suffer a
two-dice penalty to any Dice Pool where two hands would
normally be needed to perform a task. A character may not
take this Flaw along with the Merit Ambidextrous.
Permanent
Wound: (3 pt Flaw)
You suffered
injuries during the Embrace, which your sire did nothing
to repair. You start each night at the Wounded Health Level.
This can be healed like normal damage, but each evening,
after sleep, your wounds always return.
Mute:
(4 pt Flaw)
Your vocal
apparatus does not function, and you cannot speak at all.
You can communicate through other means -typically writing
or signing.
Thin-Blooded:
(4 pt Flaw)
You have
weak blood, and are unable to use it for anything but sustaining
yourself from night to night and healing your wounds. Blood
cannot be used to add to your Physical Attributes, to fuel
blood Disciplines, or to create a Blood Bond. Moreover,
you will not always be able to create a vampire. Half the
time the Embrace will simply not work.
Paraplegic:
(6 pt Flaw)
You can
hardly move without assistance, such as a pair of crutches
or a wheelchair. Even then it can be painful and cumbersome
to do so. The Storyteller and you should take care to roleplay
this Flaw correctly, no matter how difficult it makes things.
A character may not take this Flaw along with the Merit
of Double-Jointed.
Hunters Merits & Flaws
These
flaws were created to be used with Vampire Hunters only!
Now lets be honest here, they already got a crappy job,
so lets let them have these Merits & Flaws to give them
a little help. If you are not a Vampire Hunter do not take
any of these Merits or Flaws.
Psychological
Addicted
to Kindred Vitae (3 Pt. Flaw): You need the rush Vampire
blood gives you when you drink it. You feel dead and listless
otherwise. This is a very dangerous habit. It can only be
overcome with long therapy and friends to help you quit
cold turkey.
Physical
Thick-Skinned
(2 Pt. Merit):
Kindred
must make their Strength plus Potence roll versus your Stamina
to penetrate your skin with their bite. This only works
if you struggle. If unconscious or unmoving, a Kindred can
slowly pierce your skin and drink.
Hemophiliac
(3 Pt. Flaw):
If you
get cut, you will not stop bleeding without medical help.
Any Kindred who bites you will find that they cannot seal
the wound with a lick.
Potent
Blood (3 Pt. Flaw):
Your blood,
for some reason, is very potent and Kindred will desire
to drink it. They will not easily give up the chance to
continue using you as a source vitae. They gain two blood
points for every one drunk.
Poisonous
Blood (3 Pt. Merit):
Your blood
is poisonous to kindred, though they will not know this
until they drink it. Every blood point drunk causes one
health level of damage (not aggravated) to them.
Resemble
Kindred (2 Pt. Merit):
You look
like a Vampire -- unusually pale and thin like them. You
can move among them as one of them, but they may force the
new stranger before the Prince for recognition, and he may
ask for a Blood Bond.
Mental
Iron Will
(from The Players Guide): This costs 1 extra point (4 points
total) for a mortal hunter to be immune to Kindred Domination.
Weak Willed
(from The Players Guide): This is worth one extra point
(-3 Flaw) than normal to a hunter, due to the susceptibility
it gives to Kindred Domination. The hunter with this Flaw
cannot use Thaumaturgy, as her will is not strong enough
for it.
Spiritual
Pule Aura
(2 Pt. Merit):
Any color
your aura takes has a pallor to it like a Vampire' s. In
fact, if a Vampire makes less than five successes on an
Aura Perception roll, she believes you to he one of them.
Invisible
(4 Pt. Merit):
Your very
nature makes it difficult for Kindred to even look at you.
To them, you have a Level 10 obfuscate.
Fist of
God (7 Pt. Merit):
You can
deliver blows to Kindred that cause aggravated damage. You
should work with the Storyteller to come up with the reasons
why. Maybe you spent long years in a dojo, refining your
martial arts chi by punching howls of tightly- packed sand
until your fists were raw, scintillating chi energy.
Or your vision quest led to the Cave of the Wolf, where
a half-man/haif-wolf put claws on your hands to be used
in the battle against your enemy. One option is that you
need a weapon such as a sword or bullet to use this power.
The damage done is as much as your fist (or whatever weapon
it is defined as) normally does, but is considered to be
aggravated against Kindred. Only mortals with a Human- ity
of 7 or higher may purchase this Merit, although many supernatural
hunters possess it as a racial or magical ability for instance,
the claws of werewolves.
Clear
Sighted (3 Pt. Merit):
You can
see through all Levels of Kindred Obfuscate with a Perception
+ Alertness roll against the level of Obfuscate + 3.
Ghoul
(5 PL Merit):
You were
previously turned into a Ghoul by a Vampire (and obviously
had a failing out with your prior master). This gives you
all the Ghoulish benefits, including a Blood Pool, a Potence
rating of 1 (and the potential for other Disciplines), and
retarded aging. Unfortunately, to keep your immortal state,
you need a regular supply of Kindred vitae (once a month
minimum) to become mortal once more. If you revert to mortality,
you can never again become a Ghoul and will age at the following
rate:
Real Age Less than 100 years 100-250 years 250 or more years
Aging normal 10x normal (each day counts as 10) instantly
crumble to dust
Ghouls who begin the game at 100 or more years get three
free points to spend on Skills and Knowledges (they have
the experience of a long life without the rigidity of the
Vampire brain); ghouls who are 250 or more years old have
six free points.
The Beast
Within (5 Pt. Flaw):
The Beast
is awake within you. You are prone to frenzies, just like
Vampires. These are caused by situations of intense emotions:
fear, anger, hate. You are a figure of great rage and fear
to the rest of humanity, much like Charles Manson. Mortals
with a high Humanity who buy this Flaw are doomed, like
the Kindred, to a horrible degeneration into bestiality.
Black Hand Merits and Flaws
Aptitudes
Animal Affinity (1 pt. Merit)
You have
an innate understanding of and rapport with a certain type
of animal, such as dogs, bats, rats, cats or wolves. Animalism
and Animal Ken rolls with these animals have their difficulty
reduced by 2.
Entrepreneur
(1 pt. Merit)
Making
money comes easy to you, and you know what it takes to succeed
in business. All rolls that involve acquiring money through
business reduce their difficulty by 2.
Supernatural
Mage Companion
(3 pt. Merit)
You have
a friend and ally who just happens to be a mage. Though
you have the right to call upon her in times of need, she
can call on you as well. Most likely this mage is of the
Euthanatos or Verbena, but she can be of any Tradition or
Convention.
Wraith
Companion (3 pt. Merit)
This is
the exact same Merit as Spirit Mentor. Just bear in mind
that the spirit mentor is a wraith, and you can see and
touch him in the Underworld. For those with Wraith: The
Oblivion, consider the character one of the wraith's more
powerful fetters.
Faerie
Hatred (2 pt. Flaw)
You are
hated by the fey. They find you totally repulsive because
of some past action -- or for no reason whatsoever. You
cannot interact with them and, should they get the opportunity,
they will thwart your every effort.
Demon
Plagued (2 pt. Flaw)
Either
you once practiced Infernal Diablerie and then tried to
break it off, or you have angered Infernal Diabolists, be
they Baali, Sabbat or mortal cultists. Whatever the case,
you are plagued by the evil efforts of a demon. The demon
constantly tries to cause all sorts of problems for you,
but it is seldom powerful enough to face you directly.
Kindred Ties
Blackmailed (1 pt. Flaw)
You are
being blackmailed by a Kindred powerful enough or smart
enough to keep you from destroying her. Your blackmailer
uses you to her personal advantage, forcing you to do all
sorts of awful things you hate doing. She may take money
from you, she may take blood, or she may force you to aid
her in her own schemes.
Capable
Assistant (7 pt. Merit)
You have
another vampire who acts as your right hand in everything.
She is loyal, capable, and powerful enough to stand against
those in her way. She may be Blood Bound to you, but would
serve your will anyway.
Elysium
Domain (1 pt. Merit)
You control
some part of the city's Elysium. You are its recognized
protector, and in many ways it is considered your domain.
However, it does not belong to you, and other Kindred can
enjoy it freely. While this Merit involves some measure
of responsibility, you can enjoy this Elysium domain at
your leisure, and you gain respect and Status as its protector.
Inconnu
Associate (4 pt. Merit)
You are
friends with another Kindred who belongs to the Inconnu.
Though you may call upon your friend in times of need, she
may call on you as well. Neither of your sects appreciate
such relationships, and your leaders would punish you if
your friendship were discovered. Arranging methods of communication
and meeting places will be difficult.
Safe Passage
(1 pt. Merit)
You have
the right to pass through the territory of some other vampire
or sect that does not normally allow others (or at least
members of your particular sect) passage through their territory.
Toreador often have this Merit for various hostile cities,
allowing them to enjoy the Elysiums of those cities without
fear.
Sanctuary
(2 pt. Merit)
Another
vampire has promised you protection from all harm should
you come to her for sanctuary. This may be a mentor, a sire,
or someone who owes you a boon. The vampire has the power
to protect you from most threats.
Student
(1 pt. Merit)
You serve
as a mentor to a younger, more inexperienced vampire. The
student is most likely a neonate or an ancilla. This student
will assist you as you command, but you also consider this
Kindred your ward. You take responsibility for training
this vampire and for protecting her from harm.
Valuable
Secret ( 1 to 3 pt. Merit)
Others
would kill or die to know this secret you guard. The Valuable
Secret should be created and given by the Storyteller. Perhaps
the character knows that the prince is an Infernal Diabolist
or that the primogen are actually all Sabbat. Whatever the
case, only those involved in the secret and the character
know about the Valuable Secret.
Well-Traveled
(2 pt. Merit)
You have
traveled all over the globe, seen many different cities
and met a great number of Kindred. There is a chance you
will know of a vampire from another city when you hear his
name. This is an Intelligence roll (difficulty of 10 minus
the Kindred's Status).
Mortal Society
Airport
(4 pt. Merit)
You control
a major airport, and all Kindred who would use it must answer
to you, for it is your domain.
Castle
(5 pt. Merit)
You own
a castle with at least 50 rooms and maybe as many as 500.
You also control a large estate around the castle. The servants,
if you have any, are provided for if you choose this Merit.
The castle can be in as poor or as good a condition as you
wish. The more inhabited it appears to be, the more attention
it will garner. Characters in the New World cannot have
this Merit unless they can justify it -- "An insane
relative had the castle moved from Scotland, stone by stone."
Extremist
Group (4 pt. Merit)
You have
both Influence over and Contacts within an extremist group
of some sort. This could be a group of near-insane survivalists
with a cause, some hate group or a terrorist group. This
group provides you with assistance, and possibly even agents
to handle your dirty work. It might also provide you with
ties to similar groups. The more often you use your ties,
the weaker they grow.
University
(4 pt. Merit)
You have
control over a university. The trustees and important officials
serve your interests. You have full access to the school,
and you can hunt the campus freely. The professors and libraries
are useful in providing you with research information. The
campus also has lots of computer equipment, along with those
who know how to use it.
Physical
Strong
Blood (5 pt. Merit)
Your blood
is especially potent. Any Kindred who tastes your blood
will find it extremely rich and potent and will recognize
its great strength. Any diabolist who tastes it will lust
after it. You can Blood Bond someone with but two drinks
of your blood.
Irretractable
Fangs (1 pt. Flaw)
You are
unable to retract your fangs. You should be very careful,
lest the wrong mortals see them. Vicissitude 3 (Bonecraft)
can be used to forcibly cause them to shrink, but the process
is painful and the fangs will return the next night.
Methuselah's
Thirst (7 pt. Flaw)
You are
no longer capable of drinking mortal blood to sustain yourself
and must feed upon the vitae of other Kindred.