Difference between revisions of "Merits"

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| When your character was Embraced, her sire dispensed with Tremere tradition, or perhaps didn’t have the means necessary to finish the job, or just died before it could be done right. Your Tremere was drained of bleed and then brought across, but never went through the Transubstantiation of Seven. As a result, even if your character took the oath, she didn’t undertake any steps toward a blood bond with the Council of Seven. Because your character has no imperative toward the Seven, her loyalty to the Tremere clan comes solely from her own conscience. Effectively, you can do as you damn well please without any unnatural feelings getting in the way.
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| Synopsis: Almost all Tremere are given a cup of blood, transubstantiated with the blood of the council of seven, who rule the entire clan -- but not you!<br>System: You are not one step bound to the will of the council.<br>Notes: If you are playing a Tremere, and it's found out that you had not been demanded that you drink, nothing good can come of it at all.<br>Book Ref: Clanbook: Tremere, Pg. 67
 
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|'''Harpy'''
 
|'''Harpy'''

Revision as of 07:52, 22 November 2013

Ability Aptitude      Acute Hearing            Acute Sense Of Smell
 Acute Sense Of Taste     Acute Vision             Additional Discipline
 Alternate Identity       Ambidextrous             Ancestor Ally
 Angelic Aura             Angelic Gaze             Animal Magnetism
 Approachable             Atavistic Form           Attuned Taste
 Baby Face                Benevolent Blood         Benevolent Domitor
 Berserker                Blood Flaw Immunity      Blush Of Health
  Boon                     Broken Bond              Bruiser
  Bullyboy                 Calm Heart               Cat-like Balance
 Charmed Existence        Church Ties               Clan Friendship
 Code Of Honor            Coldly Logical           Common Sense
 Compassionate            Computer Aptitude        Concentration
 Consanguineous ResistanceControllable Night Sight Corporate Ties
 Corporation CEO          Crack Driver             Danger Sense
 Daredevil                Deadened Nerves          Deceptive Aura
 Destiny (merit)          Disembodied Mentor       Domain
 Double-jointed           Dracon's Temperament     Dual Nature
 Dynamic Personality      Early Maturation         Early Riser
  Eat Food                  Efficient Digestion      Eidetic Memory
  Elysium Regular           Embraced Without The Cup Enchanting Voice
 Faerie Affinity          Faerie Eternity          Faint Reflection
 Fair Glabro              False Reflection         Force Of Spirit
 Forgettable               Former Ghoul             Foul Blood
 Friend Of The UndergroundFriendly Face            Gaping Maw
 Gnosis (merit)           Good Looking             Good Right-left Hook
 Green Thumb              Guardian Angel           Harmless
  Harpy                    Haven Affinity           Healing Touch
  Hidden Diablerie         Hidden Power             Higher Purpose
 Holder Of Office         Huge Size                Immaculate Aura
 Immortal                 Inoffensive To Animals   Iron Will
 Jack-of-all-trades       Judicial Ties            Kinain
 Kinfolk (merit)          Legendary Attribute      Light Sleeper
 Lightning Calculator     Lizard Limbs             Long Fingers
 Magic Resistance         Magical Addict           Manifest Avatar
  Mansion                  Master Of Red Tape       Mechanical Aptitude
 Media Ties               Medium                   Metamorph
 Misplaced Heart          Mixed-morph              Mole
 Natural Channel          Natural Linguist          Nightclub
 Notable Lineage          Occult Library           Old Pal
 Open Road                Oracular Ability         Oversized Fangs
 Pain Tolerance           Pale Aura                Paragon (merit)
 Patagia                  Pawn                     Pelagic Harmony
 Perfect Liar             Piscine                  Pitiable
 Police Ties              Political Ties           Precocious
 Prestigious Sire          Primogen                  Primogen Friendship
 Projectile Vomiting      Protege                  Proxy Kissed
 Purity (merit)           Regeneration             Rep
 Reptile Buddy            Reputation               Revenant Disciplines
 Rip Van Winkle           Rising Star              Rugged Bad Looks
  Sabbat Survivor          Sanguine Incongruity     Scholar Of Enemies
 Scholar Of Others        Self-confident            Sheriff's Friend
 Silence (merit)          Silver Tolerance         Sleep Unseen
 Slimy                    Smooth (merit)           Spark Of Life
 Speaker With The Dead    Special Gift             Spirit Mentor
  Spirit Sight (merit)     Stormwarden              Strength Of Psyche
  Strength Of Shadows      Supernatural Companion   Sympathetic Bond
 The Flow Of Ki           Time Sense               True Faith
 True Gypsy               True Love                Unaging
  Unbondable              Underworld Ties          Unpossessed
 Useful Knowledge         Virulent Strike          Weak Shadow
 Weather Sense            Werewolf Companion       Wholecloth
 Wild Talent (merit)      Winged (merit)           Wolf Sight

Merits

Merit Cost Type Details
Embraced Without the Cup 3 Vampire Synopsis: Almost all Tremere are given a cup of blood, transubstantiated with the blood of the council of seven, who rule the entire clan -- but not you!
System: You are not one step bound to the will of the council.
Notes: If you are playing a Tremere, and it's found out that you had not been demanded that you drink, nothing good can come of it at all.
Book Ref: Clanbook: Tremere, Pg. 67
Harpy 5 Vampire You count yourself among the harpies, the vampires who rule the roost in Elysium. Yours is one of the voices that mock, exalt or humble the Kindred of the city.. Your opinion is very influential, which means that you’re going to face all sorts of attempts - from bribes to threats - to change it. You are at -1 difficulty on all Social rolls when acting in your official capacity.
Sabbat Survivor 1 Vampire You’ve lived through at least one Sabbat attack and /or attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again. You are at -1 difficulty on all Perception rolls when it comes to Sabbat based matters. This Merit comes into play most frequently as a means of avoiding ambushes and the like.
Nightclub 2 Economic 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, com edy club, sports arena or retail store.

You must have at least 2 dots in Resources to obtain this merit.

Spirit Sight 4 Supernatural You can see and hear all varieties of spirits, changelings, wraiths and similar entities. This Merit provides all of the advantages granted by the Merit Medium. Like the Medium Merit, Spirit Sight reduces the difficulties of all Spirit magic by two. Nevertheless, this ability is a mixed blessing. Seeing these beings is not a choice; it is a normal part of your vision. You cannot help but see them. Being yelled at by an irate wraith who is shaking her fist in your face can be extremely distracting if you are attempting to hold a conversation with a Sleeper, and it's even worse if you are driving a car in bad weather!
Former Ghoul 3 Vampire For three points: You are at -1 difficulty on all Social rolls when in the presence of other neonates (particularly those who haven’t been educated by their sires), and have a better understanding of Cainite society and the powers of the Blood. The difficulty of all rolls to recall such information is 2 less than normal. In addition, you may purchase Potence with your starting Discipline dots, although it is not considered a Clan Discipline unless that is normally the case.
Former Ghoul 1 Vampire For one point: You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society. You are at -1 difficulty on all Social rolls when in the presence of other neonates (particularly those who haven’t been educated by their sires), and have a standing -1 difficulty on rolls relating to knowledge of the Kindred.
Blush of Health 2 Vampire You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch.


This merit cannot be taken by Nosferatu, Gargoyle, or Samedi.
This may also not be taken if you possess the flaws Touch of Frost or Monstrous.

Boon 1-6 Vampire Someone owes you a favor. The vampire in your debt might be the lowliest neonate in the city or might be the prince herself; it all depends on how many points the Merit costs. You only have that single favor owed you (unless you take the Merit multiple times), so using it properly is of paramount importance. Depending on status and other factors, the vampire who owes you a favor may well resent his debt, and might go out of his way to "settle" it early – even going so far as to create situations from which he must "rescue" you and thus clear the slate.
Clan Friendship 3 Vampire 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.
Clan Friendship 4 Vampire One particular clan (not your own) has a special liking for you. You might have done the clan as a whole a favor at some point, or perhaps you’re just a loud voice in support of their aims. Whatever the cause, you’re at -2 difficulty on Social rolls involving members of the clan in question.
Of course, the reaction your cozy relationship with another clan is likely to draw from your own clan leaders is an entirely different can of worms.
Broken Bond 4 Vampire You were once blond bound but have secretly slipped the leash, an you are free to act as you will once more. Your regnant has no idea that you are not in fact bound, and continues to threat you as if you were. At Storyteller discretion, the experience of having been bound once may render you immune to even being enthralled again.

You spend an unusual amount to time at the various Elysiums in your city. You see and are seen to such an extent that all of your movers and shakers of Elysium know who you are. Extended time spent in Elysium also gives you extended opportunities to interact with the harpies and other Kindred of that stature - and they’ll know your name when you approach them.

Eat Food 1 Vampire You have the capacity to eat food and even savor its taste. While you cannot derive any nourishment from eating regular foods, this ability will serve you well in maintaining the Masquerade. Of course, you can't digest what you eat, and there will be some point during the evening when you must force yourself to heave it back up.
Efficient Digestion 3 Vampire You are able to draw more than the usual amount of nourishment from blood. When feeding, you gain an additional point to your blood pool for every two points of blood you consume. This does not allow you to exceed your blood pool maximum.
Hidden Diablerie 3 Vampire The tell-tale black streaks of diablerie do not manifest in your aura.
Mansion 2 Economic You own a large manor - 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, although they cannot be used as Herd or Retainers unless you purchase the appropriate Background. The mansion is assumed to be fences or walled in, and makes an excellent haven. While the mansion can be in as poor or good repair as you wish, the more inhabited it appears to be, the more attention (from taxmen and the like) will it garner. Similarly, superstitious mortals will go out of their way to avoid a "haunted" manor.
Primogen 7 Vampire You are part of the ruling coterie of vampires in the city in which you reside. Your voice is one of the few to which the prince must listen, and you have tremendous influence in your clan. On the other hand, there are always others plotting to take your place, making your position a precarious one.
Primogen Friendship 4 Vampire The ruling council of the city values you and your opinions. You are called in to consult on decisions, and your recommendations carry great weight. Your positions may not be an official one, but it’s powerful nonetheless.
Sheriff's Friend 2 Vampire For whatever reason (maybe your winning smile or perhaps just your superb groveling technique), the local head lawman likes you. He’s inclined to overlook your minor trespasses and lets you in on things you’re not supposed to know about. He even gives you warnings about occasional crackdowns and times when the prince isn’t feeling generous. Of course, abusing this connection might well turn a friendly sheriff into an enemy - and the change might not be apparent until it’s too late.
Bullyboy 2 Vampire You're part of the brute squad the local sheriff calls on when he needs some muscle. As a result, you get in on action that others miss entirely, score points with those in power, and occasionally get a change to act outside the law. How far outside the law the sheriff is willing to let you go depends on circumstance and how much the sheriff likes you.
Strength of Shadows 4 Vampire Allows the Lasombra who possesses this Merit to strengthen the shadows he calls so that even daylight will not immediately dispel them. The Strengthened shadows dissipate after four hours in the sun, but it certainly does provide a nasty suprise to enemies when, even after sunrise, shadows hound them.
Unbondable 3 Vampire You are immune to being blood bound.