Merits

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Whether Tzimisce like it or not, they carry a germ of the gestating Antediluvian inside them. Between it, vicissitude and their often strange habits, there are unique merits and flaws to personalize each fiend. Pain Tolerance: Maybe you have deadened your nerves thru vicissitude. Maybe you're a tough bastard. Maybe it turns you on. Regardless, you ignore one dice wound penalties. That is, at hurt or injured, you suffer no wound penalties. You still suffer full wound penalties at wounded and below. You must have a conviction or courage rating of 3 or more to take this merit. If you possess the advanced vicissitude power ecstatic agony, you gain no additional dice until you are at least wounded; your indifference to pain deprives you of its power.

MET system: Your body is hardened to pain, possibly because your nerves just dont convey these adverse feelings or simply because you've experienced suffering and torture beyond comprehension and it has pushed you beyond the average tolerance. As such, you ignore penalties at the bruised health levels.


Dracon's Temperment (3-pt. mental merit)

Taking the notion of Azhi Dahaka to new levels, you've emulated the permutable nature of change and evolution into your very psyche. Like protean Dracon, your a whirlwind of temperments. Unlike mutiple personalities, which gives you more than one identity, you are the same person but with different and changing natures. Essentially, you either have no anchored sense of self, or you're so mutable that you can be anybody. At the beginning of each story, until its conclusion, you may choose one personality archetype to function as your nature. This does not change your identity; it simply alters the way you percieve situations and how you deal with others. You also regain willpower according to your new nature and may be affected by other effects or discipline powers as per your new nature as well.

Met system: At the start of each game session, you may choose a new nature. However, the ST may, at his leisure, call you over and swap your present nature for a new one to act out.


Haven Affinity (3-pt. supernatural merit)

Caine's curse resonates strongly in your bones, but it possesses a proven advantage. You are connected to the soil of your prime haven, granting you an extra die to all dice pools when you operate there. It also acts as a mystic beacon to you, allowing you to home in on its location with a standard perception+survival roll (difficulty 6), +1 difficulty when a state or country seperates you; +2 if you're halfway across the globe. This applies only to your prime haven and to none of your auxiliary shelters.

Met: You must first spend a mental trait and engage in a simple challenge with the ST. If sucessful, you will earn a bonus trait in all challenges initiated within your haven, as well as feeling a spirtual tug from the direction of your haven. If your haven is a goodly distance away, such as in another city, the the ST may decide to have you make a hard test and spend a willpower trait rather then a mental trait, to reflect the strong mystical connection you share with your distant prime haven.


Revenant Disciplines (3-pt. supernatural merit)

The ties to your revenant family stayed with you well past the embrace. As such, the disciplines that were innate to you as a ghoul have remained so as cainite. At character creation, select the ghoul family from which you hail. Instead of the Tzimisce's standard complement of animalism, auspex and vicissitude, you instead draw from your 3 family disciplines for your starting allocation (though you may buy other disciplines with freebies, as normal) Also, you learn your family disciplines at the cost of a clan discipline. It's either or, however, meaning you cannot buy both the Tzimisce and family powers at clan cost unless they both share a particular ability like vicissitude.

MET: You must first clear the heritage of your revenant family with the ST before purchasing this merit. With ST approval you may, at charactet creation, take the 3 innate disciplines of your revenant family instead of those of the Tzimisce. Any discipline not of your revenant family, even ones passed on through the blood of the Tzimisce, must be purchased as it is out of clan.


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