Difference between revisions of "Merits"

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imported>Ghost
imported>Ghost
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| 3
 
| 3
 
| Vampire
 
| 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!<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
+
| ''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
 
|-
 
|-
 
|'''Harpy'''
 
|'''Harpy'''
 
| 5
 
| 5
 
| Vampire
 
| 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.
+
| ''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. <br> 
 +
''System:'' -1 on all social rolls when acting in official capacity. <br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Guide to the Camarilla, Pg. 76
  
 
|-
 
|-
Line 90: Line 93:
 
| 2
 
| 2
 
| Economic
 
| 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.<br>
+
| ''Synopsis:'' You own a medium-sized nightclub, perhaps one of the hottest spots in the city. <br> 
You must have at least 2 dots in Resources to obtain this merit.
+
''System:'' This gives you 1K a month starting, and can grow. <br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Changeling: The Dreaming, Core Rulebook, P. 166
 
|-
 
|-
 
| '''Spirit Sight'''
 
| '''Spirit Sight'''
Line 101: Line 106:
 
| 3
 
| 3
 
| Vampire
 
| 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.
+
|''Synopsis:'' Although not necessarily bound now, you used to be some kindred's meat bag!<br> 
 +
''System:'' -1 difficulty to all social rolls with Neonates, and -2 difficulty on all rolls relating to Kindred knowledge.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Guide to the Camarilla, Pg. 74
 
|-
 
|-
 
| '''Former Ghoul'''
 
| '''Former Ghoul'''
 
| 1
 
| 1
 
| Vampire
 
| 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.
+
| ''Synopsis:'' Although not necessarily bound now, you used to be some kindred's meat bag!<br> 
 +
''System:'' -1 difficulty to all social rolls with Neonates, and -1 difficulty on all rolls relating to Kindred knowledge.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Guide to the Camarilla, Pg. 74
 
|-
 
|-
 
| '''Blush of Health'''
 
| '''Blush of Health'''
 
| 2
 
| 2
 
| Vampire
 
| 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.
+
| ''Synopsis:'' Though undead, your skin has color, but it is still cold like a corpse.<br>
<br>This merit cannot be taken by Nosferatu, Gargoyle, or Samedi.
+
''System:'' None Specified.<br>
<br>This may also not be taken if you possess the flaws Touch of Frost or Monstrous.
+
''Notes:'' 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. <br>
 +
''Book Ref:'' Vampire: The Masquerade (revised), Pg. 296
 
|-
 
|-
 
| '''Boon'''
 
| '''Boon'''
 
| 1-6
 
| 1-6
 
| Vampire
 
| 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.
+
| ''Synopsis:'' Another Vampire owes you a favor.<br>
 +
''System:'' Consult Staff regarding Boon system, read book for more information.<br>
 +
''Notes:'' Points invested symbolize the power of the NPC-Vampire whom the boon is owed.<br>
 +
''Book Ref:'' Vampire Player's Guide, Pg. 41
 
|-
 
|-
 
| '''Clan Friendship'''
 
| '''Clan Friendship'''
 
| 3
 
| 3
 
| Vampire
 
| 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.
+
| ''Synopsis:'' It's easier for you to associate with a clan other than your own.<br> 
|-
+
''System:'' -2 difficulty to social dealings with chosen clan.<br>
| '''Clan Friendship'''
+
''Notes:'' Clan must be put into a +note.<br>
| 4
+
''Book Ref:'' Vampire Player's Guide, Pg. 42
| 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.<br>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'''
 
| '''Broken Bond'''
 
| 4
 
| 4
 
| Vampire
 
| 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.
+
| ''Synopsis:'' Somehow, you are freed from the shackles of a blood bond, and your domitor has no clue. <br> 
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.
+
''System:'' ? <br>
 +
''Notes:'' None.<br>
 +
''Book Ref:'' <br><br>
 +
 
 
|-
 
|-
 
| '''Eat Food'''
 
| '''Eat Food'''
 
| 1
 
| 1
 
| Vampire
 
| 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.
+
| ''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.<br> 
 +
''System:'' None. <br>
 +
''Notes:'' None. <br>
 +
''Book Ref:'' Vampire: The Masquerade, Pg. 296
 
|-
 
|-
 
| '''Efficient Digestion'''
 
| '''Efficient Digestion'''
 
| 3
 
| 3
 
| Vampire
 
| 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.
+
| ''Synopsis:'' When you drink blood, blood appears from blood and gives you extra blood!<br> 
 +
''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.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Vampire Players Guide, Pg. 11
 
|-
 
|-
 
| '''Hidden Diablerie'''
 
| '''Hidden Diablerie'''
 
| 3
 
| 3
 
| Vampire
 
| Vampire
| The tell-tale black streaks of diablerie do not manifest in your aura.
+
| ''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.<br> 
 +
''System:'' Black lines do not manafest in your aura after diablarie.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Guide to the Camarilla, Pg. 79
 
|-
 
|-
 
| '''Mansion'''
 
| '''Mansion'''
 
| 2
 
| 2
 
| Economic
 
| 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.
+
| ''Synopsis:'' You own a big ass house (25 or more rooms), with servants and state-of-the art electronic security. <br> 
 +
''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.<br>
 +
''Notes:'' <br>
 +
''Book Ref:'' Vampire Player's Guide, 2nd Ed., Pg. 17
 
|-
 
|-
 
| '''Primogen'''
 
| '''Primogen'''
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| 2
 
| 2
 
| Vampire
 
| 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.
+
| ''Synopsis:'' You are in the Sheriff's posse when brute force is needed.<br>
 +
''System:'' Provides RP opportunities, no system bonuses.<br>
 +
''Notes:'' None.<br>
 +
''Book Ref:'' Guide to the Camarilla, Pg. 75<br><br>
 
|-
 
|-
 
| '''Strength of Shadows'''
 
| '''Strength of Shadows'''

Revision as of 09:07, 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 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.
Notes:
Book Ref: Guide to the Camarilla, Pg. 76

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 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.
Notes:
Book Ref: Changeling: The Dreaming, Core Rulebook, P. 166

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 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.
Notes:
Book Ref: Guide to the Camarilla, Pg. 74

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.
Notes:
Book Ref: Guide to the Camarilla, Pg. 74

Blush of Health 2 Vampire Synopsis: Though undead, your skin has color, but it is still cold like a corpse.

System: None Specified.
Notes: 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.
Book Ref: Vampire: The Masquerade (revised), Pg. 296

Boon 1-6 Vampire Synopsis: Another Vampire owes you a favor.

System: Consult Staff regarding Boon system, read book for more information.
Notes: Points invested symbolize the power of the NPC-Vampire whom the boon is owed.
Book Ref: Vampire Player's Guide, Pg. 41

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.
Notes: Clan must be put into a +note.
Book Ref: Vampire Player's Guide, Pg. 42

Broken Bond 4 Vampire Synopsis: Somehow, you are freed from the shackles of a blood bond, and your domitor has no clue.

System: ?
Notes: None.
Book Ref:

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.
Notes: None.
Book Ref: Vampire: The Masquerade, Pg. 296

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.
Notes:
Book Ref: Vampire Players Guide, Pg. 11

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.
Notes:
Book Ref: Guide to the Camarilla, Pg. 79

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.
Notes:
Book Ref: Vampire Player's Guide, 2nd Ed., Pg. 17

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 Synopsis: You are in the Sheriff's posse when brute force is needed.

System: Provides RP opportunities, no system bonuses.
Notes: None.
Book Ref: Guide to the Camarilla, Pg. 75

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.