Merits
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Merits
Merit | Cost | Type | Details |
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Acute Sense | 1 | Physical | Synopsis: One of your five senses (touch, taste, sight, hearing, smell) is incredibly sharp. System: -2 difficulty on rolls involving the specified sense. |
Ambidextrous | 2 | Physical | Synopsis: You can use both of your hands without ineptitude! System: +1 difficulty to do two different tasks at once (one with each hand), instead of +3 for off hand. |
Blush of Health | 2 | Vampire | Synopsis: Though undead, your skin has color, but it is still cold like a corpse. System: None Specified. |
Boon | 1-6 | Vampire | Synopsis: Another Vampire owes you a favor. System: Consult Staff regarding Boon system, read book for more information. |
Broken Bond | 4 | Vampire | Synopsis: Somehow, you are freed from the shackles of a blood bond, and your domitor has no clue. System: ? |
Bullyboy | 2 | Vampire | Synopsis: You are in the Sheriff's posse when brute force is needed. System: Provides RP opportunities, no system bonuses. |
Cat-Like Balance | 1 | Physical | Synopsis: You've got a better sense of balance than others. System: -1 difficulty to any balance related rolls. |
Clan Friendship | 3 | Vampire | Synopsis: It's easier for you to associate with a clan other than your own. System: -2 difficulty to social dealings with chosen clan. |
Controllable Night Sight | 2 | Physical | Synopsis: You can see in the darkness as if it were light -- which then turns light into darkness. System: Spend a turn, you can see perfectly in the dark. Any source of light, however, is treated as vision imparing darkness. |
Crack Driver | 1 | Physical | Synopsis: You can drive like you just smoked a fat crack rock, but without all the crashing and burning non-sense that would otherwise happen! System: -2 difficulty to any Driving roll. |
Eat Food | 1 | Vampire | Synopsis: Your character can eat food and enjoy it, but not gain any kind of nourishment from it. It will have to be regurgitated later. System: None. |
Efficient Digestion | 3 | Vampire | Synopsis: When you drink blood, blood appears from blood and gives you extra blood! System: For every two blood you drink, you generate an extra point of blood. Round down if you feed from a number not evenly divisible by two. |
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 |
Former Ghoul | 1 | Vampire | Synopsis: Although not necessarily bound now, you used to be some kindred's meat bag! System: -1 difficulty to all social rolls with Neonates, and -1 difficulty on all rolls relating to Kindred knowledge. |
Former Ghoul | 3 | Vampire | Synopsis: Although not necessarily bound now, you used to be some kindred's meat bag! System: -1 difficulty to all social rolls with Neonates, and -2 difficulty on all rolls relating to Kindred knowledge. |
Harpy | 5 | Vampire | Synopsis: Your voice is part of a caste within Camarilla society that publishes news, states opinions, and sways public opinion. In a society that is based around information, regard and propaganda, you are both a sword and a shield. System: -1 on all social rolls when acting in official capacity. |
Hidden Diablerie | 3 | Vampire | Synopsis: When a Vampire diablarizes another Vampire, they get black veins in their aura noting them as diablarists. You do not get that. In other words: it's dinner time. System: Black lines do not manafest in your aura after diablarie. |
Mansion | 2 | Economic | Synopsis: You own a big ass house (25 or more rooms), with servants and state-of-the art electronic security. System: If you want to feed off of the servants, you'll need Herd. If you want to use the servants outside of their housely function, you'll need Retainer. If you want to make this a truly livable estate without fear of governmental intervention, you'll need Resources. |
Nightclub | 2 | Economic | Synopsis: You own a medium-sized nightclub, perhaps one of the hottest spots in the city. System: This gives you 1K a month starting, and can grow. |
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. |
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. |
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. |
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! |
Strength of Shadows | 4 | Vampire | Synopsis:Allows the Lasombra who possesses this Merit to strengthen the shadows he calls so that even daylight will not immediately dispel them.
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Unbondable | 3 | Vampire | You are immune to being blood bound. |
Kinfolk | 4 | Human/Mage/Ghoul/Vampire | Synopsis: You are related (Biologically) to a shifter tribe of some type. System: ? |
Double-Jointed | 1 | Physical | Synopsis: You are atypically limber! System: -2 difficulty of any dexterity roll involving body flexibility. |
Good Right-Left Hook | 1 | Physical | Synopsis: You, Rocky Balboa and Mike Tyson all have one thing in common: you all hit as hard as a brick!! System: +2 dice to damage for any brawl-based attack. |
Huge Size | 4 | Physical | Synopsis: You're massive! Possibly over seven feet tall, and 400 pounds in weight. System: You get one additional health level, and are able to suffer more harm before incapacitated. |
Insensible To Pain | 5 | Physical | Synopsis: Hey, crack head! That's a sword that just pierced your gut! Oh. You knew, but you just didn't care. Right then, carry on. System: You ignore all wound penalties until your character is finally killed. |
Animal Magnetism | 1 | Social | Synopsis: You have that special kind of way with other people that makes them want to fuck you. System: -2 difficulty on seduction and similar rolls. |
Bruiser | 1 | Social | Synopsis: You look like a straight up thug, and nobody wants to mess with them thugs. System: -1 difficulty on intimidation rolls for people who haven't bested you in combat. |
Coldly Logical | 1 | Social | Synopsis: Your are able to separate fact from fiction by tossing emotionaity out the window. System: -1 difficulty on any roll to sense deception. |
Daredevil | 3 | Social | Synopsis: Like Evil Kenevil, you love taking risks. You're even not-so-much accident prone (anymore)! System: -2 difficulty on dangerous feats, and you can ignore a single 1 on your roll. |
Dual Nature | 2 | Social | Synopsis: You have two natures, each acting together for your betterment. System: You can choose another nature and regain Willpower from either. |
Enchanting Voice | 2 | Social | Synopsis: There is something about your voice that others cannot ignore. System: The difficulties of all die rolls involving the use of the voice to persuade, charm or command are reduced by two. |
Feral Appearance | 1 | Social | Synopsis: There's something about you that drives woofs wild (the good kind of wild, that they like you. Not the kind involving them wanting to rip your head clean off ... necessarily). System: +1 to rolls to Appearance when dealing with homid Garou, and you are considered having an extra dot of Charisma among lupus Garou. |
Friendly Face | 1 | Social | Synopsis: You've got a recognizable face that reminds people of someone else, or simply use it as an excuse to get to know you. System: -1 difficulty on appropriate social rolls (Seduction, for example, but not intimidation). Only usable on first meeting. |
Gall | 2 | Social | Synopsis: You ain't afraid of nobody! You'll tell it like it is, beating down the man's doors and anybody else. You represent! System: +1 die to any social roll involving a display of backbone. |
See also: MeritsFlawsDescription