Merits
Revision as of 07:29, 22 November 2013 by imported>Wyck
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 BalanceCharmed ExistenceChurch 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 ThumbGuardian AngelHarmless 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 OthersSelf-confidentSheriff'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)StormwardenStrength 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 | 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. |
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.
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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. |