Updated: 1 May 1998
MERITS & FLAWS
To the contrary of Level 6+ Discipline powers, which should be, for the most part, unique, and so are only described in the each revelant Character Sheet, Merits & Flaws can be possessed by everyone. Here are the Merits & Flaws used in the Paris, la nuit..., with links to the characters having them, as well as a complete description of their powers.
MERITS:
Most of those Merits must be bought with freebie points, at the creation. Still, some, like Atheism, could well be won after centuries of unlife.
Atheism (7-points Elder/Supernatural Merit)
You've seen (or learnt) too much, you know too much about the sources of their faith... How naive they are!... And still, they try to impress you with lies you, or any other supernatural fed them long ago. If their faith is powerful, its source is so weak you are not as easily impressed by them. Indeed, your own willpower can sometimes counter their faith, and sent it back to them at full force... In some way, you seem to have an innate Faith about the futility of their own belief...
System:
This Merit can only be bought by Elders who were concerned
about matters of Faith (like being revered themselves as Gods),
or by Kindred who were awakened (like a Mage who knew she could
by her willpower only, change the ''rules'' of the Reality...)
Any Faith effect used against someone with Atheism must follow the following mecanics: The Priest must roll his Faith against the Kindred's Willpower. Furthermore, the Priest as an automatic 1 as a malus, that could well provoke a Botch. Should the roll be Botched, the Priest loses 1 Permanent Faith point as the Kindred's power demonstrate the failure the Priest is, or worst, his God or beliefs are! In such case, never again the Priest will be able to affect this particular Kindred. In the same fashion this particular Kindred's powers are not stopped anymore by the Priest's failing Faith (treat that the Priest has zero in Faith when interacting with this particular Kindred).
It is easy to see this Merit is effective only for high-Willpower Kindred... Further more, someone with this Merit can't have True Faith.
Known Characters:
Natural Linguist (Major) (5-points Merit)
Your talent in linguistics is unmatched. You can learn languages at marveling speed , and more languages than the average mortal.
System:
This is similar to the Natural Linguist 2-points Merit
described in the Player Guide to Vampire, p12. In addition
to the described bonus, you can learn twice the numbers of
Languages described in the Knowledge Ability section of the
Vampire: The Masquerade, Revised Edition.
Known Characters:
Profiler (3-points Psychological Merit)
You are naturally emotionnaly and psychologically connected to others. In fact, you find it easy to put yourself in their place, and thus, divine what are their true nature, their emotional drives, and with a variable accuracy, their possible action in immediate future.
System:
First, if the character is Kindred, or is in anyway limited
in its empathy roll by, say, her Humanity, this limitation
does not exist anymore.
Second, the character has a difficulty bonus of -2 to any
roll involving Empathy (and some associated Capacities, like
psychology, etc.).
This can be a dangerous Merit as one can be so stuck in the other's personnality she could well switch personnality: A Botch on a particularily critical roll (like using Auspex to read the mind of a ''profiled'' person can lead to an adequate derangement, at Storyteller's whim).
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FLAWS:
Most of those Flaws must be bought with freebie points, at the creation. Still, some, could well be won after centuries of unlife, or as a Deranggement.
Addicted, Minor (1-points Psychological Flaw)
You are addicted to some drug, be it alcohol, cocaine, etc.. If you didn't have your fix for the night, you will find it difficult to keep calm. You will frenzy more easily. Of course, the drug must be absorbed diluted in Blood, or ingested if you have the Eat Food Merit.
System:
If you didn't have your fix for the night, every Frenzy
(not R�tschrek) roll will have a +1 Difficulty. You will have
to succeed in a normal Self-Control to avoid at least showing
signs of addiction, at worst to avoid running to take it, whenever
you will be around you chosen drug, like having coke in the next
table, etc. if you didn't have your fix for the night.
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