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| Psycological
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.
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| Mental
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.
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| Awareness
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.1
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.
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| Aptitudes
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.
(Whether this allows you to also "drink" is debatable and up to the discretion
of the Story Teller. In any case, the food or beverage ingested will need to be
regurgitated at some point during play.)
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.
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| Supernatural
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. (Further
note: This is not needed for Vampires to feel love. Vampires, particularly young ones are
capable of emotions. Humanity ratings may indicate capacity for love, however.)
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.
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| Kindred Ties
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 � appearance, bearing, background or demeanor �
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 � 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 � you make it up. The pawn does
not necessarily know that it is being controlled.
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| Mortal Society
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 � a home with 25 or more rooms � 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.
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| Physical
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.
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