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 Merits: General

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DarkeST
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Merits: General Empty
PostSubject: Merits: General   Merits: General EmptyFri Jun 12, 2009 10:02 am

Below are four lists: Physical Merits, Social Merits, Mental Merits, and Supernatural Merits. These are the ones recognized by this game. If you have questions about merits or flaws that don't appear here, either checked the banned and restricted list, or PM us. All merits/flaws are optional and you can have up to seven points worth. Thanks!


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PostSubject: Re: Merits: General   Merits: General EmptyFri Jun 12, 2009 10:03 am

Physical Merits

Acute Sense (1pt Merit)
You have exceptionally sharp hearing, smell, vision or taste. The difficulties of all dice rolls that relate to the sense in question (e.g. Perception +Alertness to hear a faint noise, taste poison in food or see an oncoming attacker) are decreased by two. Combined with Auspex, this Merit can grant truly superhuman sense. This Merit can be purchased up to five times (a Cainite could have Acute Vision and Acute Taste for instance).

Ambidextrous (1 pt Merit)
You have a high degree of off hand dexterity, and can perform tasks with the "wrong" hand at no penalty. The normal penalty for using both hands at once to perform different tasks (such as fighting with a weapon in each hand) is a +1 difficulty for the "right" hand and a +3 difficulty for the other hand.

Bloat (1 to 5 pt merit)
You can store more blood than your generation should allow. Every point invested in this merit increases your maximum blood pool by one, although it does not increase the rate at which you can precess or expend vitae. When you exceed your normal limits, your skin blushes red as though you burned, or visibly bulges, giving you a grotesque visage (lose one die from all Appearance-based pools while in this state). Other Cainites (and beings with heightened senses) can smell the blood trying to squeeze past your pores with a successful perception + Alertness roll (difficulty 7). This can incite frenzy in hungry vampires.

Blood Connoisseur (3 pt merit)
With a single whiff or tasted drop, you can learn much about a given sample of blood. Your refined palette can even detect the presence of foreign substances or taint. Whenever you analyze a sample, roll Perception + Alertness (diffculty 6). Each success allows you to glean one fact about the blood, such its potency, freshness, species, or whether it has been poisoned or contaminated with disease. If multiple successes are spent learning a single fact, additional details may be unveiled at Storyteller discretion. Note that this Merit does not confer preternatural awareness like the Rego Vitae power A Taste for Blood. In no cases may characters discern supernatural properties like clan or generation.

Blush of Health (2 pt merit)
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.

Catlike Balance (1-pt Merit)
You possess an innately perfect sense of balance. Characters with this Merit reduce difficulties of all balance related rolls (e.g. Dexterity + Athletic to walk along a narrow ledge) by two.

Controlled Thirst (1-pt. Merit)
Regular time spent among mortals has dulled the hungers of your palette. You reduce the difficulty of any frenzy roll involving the sight, scent or taste of blood by one. You cannot frenzy from sensing blood if your blood pool is full; conversely, you lose your normal difficulty reduction if your blood pool is less than a quarter full (rounded down).

Deadened Nerves (4pt Merit)
Whether it was a condition you held in life or an odd side effect of the Embrace, your nervous system is missing a few connections. You suffer a +3 difficulty to all tactile-related Perception rolls. However your deadened nerves also protect you from pain, allowing you to ignore your wounds until your lesh is literally blasted from your bones. All penalties for wound levels are halved, rounding down.

Double-Jointed (1pt Merit)
You are unusually supple, Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit.

Drug Resistance (2pt Merit)
You are unusually resistance to drugs. Alcohol, narcotics and similar addictive substances have little or no effect upon you. You can drink from winos with impunity, or pretend to be far drunker than you are in order to take advantage of an opponent.

Eat Food (1pt Merit)
You have the capacity to eat food and even savor its taste. While you cannot derive any nourishment from eating regular foods, this ability is useful for passing as a mortal. 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.

Foul Humors (3 pt merit)
Your flesh and blood tastes bilious or outright putrescent. Anyone who bites or feeds from you must make a Willpower roll (difficulty 5 plus the number of health levels inflicted or blood points consumed). Those who fail spend the next turn choking, retching, or gagging. Any fool who actually attempts to drink you dry must make three consecutive willpower rolls at difficulty 9 to suceed. If any of these checks fail, the feeding vampire spends the rest of the scene vomiting his enture blood pool in a fountain of tainted gore.

Heart of Bone (1-5 pt merit)
Your heart is protected by a sheath of leathery cariltage or warped bone. For every point invested in this merit, you can one extra soak die to resist staking attempts or other attacks intended to pierce the heart. These soak dice fo not protect against other forms of damage.

Huge Size (4pt Merit)
You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore have one additional Health Level, and are able to suffer more harm before you are incapacitated. Treat this extra Level as an extra Hurt Level, with no penalties to rolls.

Immune to Disease (2 pt merit)
You are preternaturally resistant to disease and may freely gorge on infected blood without risk of becoming a carrier. Only magical diseases can afflict you, and you gain an extra die to resist these unnatural maladies. Few Cainites with such resistance are aware of their gift.

Maw (2 pt merit)
Unlike other vampires, you have a distended maw willed with jagged, knifelike fangs. Your bite inflicts an extra die of damage, and you may drain one extra blood point each turn when feeding. Unfortunately, your teeth are obviously inhuman and cannot retract. Unless you keep your mouth closed, you suffer +2 difficulty on all social rolls not involving intimidation.

Misplaced Heart (2pt Merit)
Your heart has actually moved within your body, though no more than two feet from its original position near the middle of your chest. Those who attempt to stake you find it very difficult to find the right location (which should be your most tightly guarded secret).

Pain Tolerance (3pt Merit)
Either because of personal proclivity, extreme exposure to pain, or the rigors of Vicissitude, you have become acclimatized to pain. This affinity enables you to ignore one die of wound penalties. Thus, when you are Hurt or Injured, you suffer no penalties to actions. You suffer only a one-die penalty to action at the Wounded and Mauled states, and even Crippling injuries subtract four dice rather than five. You are still Incapacitated normally.

Sanguine Humor (3pt Merit)
You look more human than other vampires, enabling you to fit in the human world much more easily. Your skin is pink, you never really stopped breathing (even though you don’t need to), and even sneezing comes naturally. You can make your heart beat as long as you have at least one Blood Point. This Merit cannot be taken by Nosferatu.

Scent of the Beast (3 pt Merit)
Your body exudes the scent of a predator, and any Cainite who is able to follow a scent will identify you as a beast (such as a wolf or a bear, or perhaps a large hunting dog) rather than as a Cainite. Cainites using Auspex are able to accurately identify your true nature with a successful Perception + Survival roll (Difficulty 7). Animals likewise fear you as they would a large predator, but they do not feel the same fear of the supernatural from you that most Cainites instill.

Silence (1pt Merit)
You have an unusual ability to move quietly that goes far beyond the norm. Reduce the difficulty on any Stealth roll involving moving quietly by two. you are even able to move quietly over dry leaves. Should the wind blow while you're moving, there's no way to hear you.

Supple Joints (1 or 3 pt merit)
You are unusually lithe. For one point, you reduce the difficulty of all Dexterity rolls involving body flexibility by two (such as escaping restraints or contorting through tight spaces). For three points, you can bend most joints backward, dislocate others at will, and perform feats of contortion impossible for a human body (such as turning your head to look straight back). You can escape most restraints and slither through small spaces automatically, although the Storyteller may require a roll for extreme feats.

Trained Scent (2-pt. Merit)
You have an uncanny ability to smell blood that appeals to you or repulses you, even while it flows in the veins of your unsuspecting prey. This Merit only benefits Ventrue and other vampires with discerning hunger, such as through the Flaws Prey Exclusion (Dark Ages: Vampire p. 305) or Selective Thirst (see p. 205). Sensing blood you feel strongly about requires a reflexive Perception + Alertness roll (difficulty 6), and you must actually be close enough to breathe the target’s scent — usually within three yards. Picking a single target out of a crowd may require a second Wits + Alertness roll at a difficulty determined by the Storyteller.

Unmarred Face (2 to 6pt Merit)
Even if your body is a leprous husk of pustules or a monstrous chimera of fused animals, your face remains eerily pristine. So long as your face is the only part of you that is visible, your effective Appearance rating is one dot for every two points invested in this merit. Nosferatu characters with this merit suffer worsened deformities on other parts of their bodies, gaining at least one physical Flaw for which they gain no points. Obviously, this merit is useless ( and not permissible) to characters without serious full-body deformity of some kind.


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PostSubject: Re: Merits: General   Merits: General EmptyFri Jun 12, 2009 10:06 am

Social Merits

Adopted Into Grace (1 pt merit)
Despite your lineage, you have been accepted by local members of the High Clans as a noble, or at least worthy of respect. Unfortunately, your own clanmates see you as pretentious and toady. The difficulty of all Social rolls involving other Cainites who know of your reputation increases or decreases by 1, depending on which class you are interacting with. Characters must have a least one dot of Status to purchase this Merit. The benefits of this Merit only extend as far as the character’s reputation – seldom more than a single city.

Alternate Identity (1-5 pt Merit)
You have established a false persona that stands up to scrutiny and investigation. The quality and detail of the face depends on the number of points invested in the Merit. For one point, your identity is new or intended for casual use only. At two points, it takes determined effort to reveal your ruse. For three points, your false name is known in several cities. At four points, your identity is widely known and respected. For five points, you can even deceive the most paranoid elders. Although the difficulty equals your Alternate Identity rating +5, it is up to you to actively maintain your persona. Characters with more than one false face must purchase this merit multiple times.

Angel Face (1 pt merit or flaw)
Your outward visage reflects your spiritual purity or fallen depravity. In addition to its usual effects, your aura modifier adds to (or subtracts from) your actual Appearance rating. This cannot reduce your Appearance below zero or increase to more than one dot above your generational maximum. Angel Face can be either a Merit or a Flaw (and therefore the Aura’s effects on Appearance only apply in one “direction”, no matter how devout a vampire with the Flaw becomes, she never becomes any prettier as a result.

Animal Affinity (1pt Merit)
You've an innate understanding of & rapport w/ a certain type of animal, such as dogs, bats, rats, cats or wolves. Animalism & Animal Ken rolls w/ these animals have their difficulty reduced by 2.

Boon (1-6pt Merit)
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 to you (unless you take the Merit multiple times), so using it properly id 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 form which he must "rescue" you and thus clear the slate.

Broken Bond (4pt Merit)
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.

Bruiser (1pt Merit)
Your appearance is sufficiently thug-like to inspire fear or at least disquiet in those who see you. While you’re not necessarily ugly per se, you do radiate a sort of quiet menace, to the point where people cross the street to avoid passing near you. You are at -1 difficulty on all Intimidation rolls against those who have not demonstrated their physical superiority to you.

Celebrated Lineage (1-4pt Merit)
Your mortal lineage brings you certain status, even if you may have fallen far from the tree. You get some preferential treatment at tourneys and at court, and troubadours will pay special attention to you. In circumstances where she judges it appropriate, the Storyteller may give you a -1 diff bonus on social rolls. This is a variable merit, where cost indicates the repute of your lineage. A 1 pt version indicates that your family is relatively minor but said to descend from heroic stock. A 4pt version indicates that you are a recognized member of one of the prominent royal houses of Europe, such as those of Anjou or Aquitaine. Note that this Merit does not indicate your own reputation or power, only that of your relatives.

Childe, Loyal (3pt Merit)
Your childe’s loyalty goes beyond any Blood Bond, being born of true affection and admiration. She would do almost anything to aid you, and you trust her as you do no other among the Kindred. You would be grief-stricken should anything happened to her.

Church Rank (1-3pt Merit)
You were part of the Church in life, and somehow maintain the illusion that you still live, thereby still possessing some of the advantages of church rank. You can influence local politics to some extent, an locals respect you as a representative of God. One point of this Merit might mean you are a summoner or deacon; 2 a monk, nun or pardoner. Three points represent a local friar or ranking monk.

Debt of Gratitude (1-3pt Merit)
An elder owes your gratitude because of something either you or your sire did for her. The depth of gratitude the elder owes depends on how many points the player wishes to spend. One point might mean an elder owes the character a favor, three points might mean that she owes the character her unlife.

Downey (2pts)
"Downey" is Victorian slang for a practiced liar and deciever. Each level of this merit, up to a maximum of three levels, adds one die to social tests involving deceit and manipulation.

Ecstatic (2pt Merit)
This is a Merit of dubious benefit. You are prone to the features of religious ecstasy: stigmata, glossarial (speaking in tongues), visions & trances, et al. While some may distrust your religious hysteric, you'll be highly regarded as "touched by God", which can be both a bane and a boon. Add one die to any rolls involving social interactions in the Society.

Enchanting Voice (2pt Merit)
There is something about your voice cannot ignore. When you command, they are cowed. When you seduce they swoon. Whether thunderous, gentle, pausing or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to pursued, charm or command are reduced by two.

Entrepreneur (1pt Merit)
Making money comes easy to you & you know what it takes to succeed in business. All rolls that involve acquiring money through business reduce their difficulty by 2.

Fetch/Mortal Double (2pt Merit)
You have access to a mortal who looks just like you. Perhaps she's your twin sister, a long-lost relative, someone who has been Vicissituded or simply very good at disguise. Unless she is ghouled, however, she will age and eventually no longer be your double. Your fetch may move about during the day, conducting your business and keeping up your semblance of a mortal life- but also commits actions for which you will be held responsible. Remember, your fetch should be kept carefully informed regarding your relationship and business dealings. She must also be a good actor to properly impersonate you and even then trouble could still occur. You must also buy retainer for this Fetch.

Friendly Face (1pt Merit)
You have a face that remained everyone of someone, to the point where strangers are inclined to be well-inclined toward you because of it. The effect doesn’t fade if you explain the "mistake" leaving you at -1 difficulty on all appropriate Social-based rolls (yes for Seduction, no for Intimidation, for example) when a stranger is involved. This Merit only functions on a first meeting.

Good Mimic (2 pt merit)
You have studies the behavior of wolves or are simply a naturally good mimic of their behavior. Whenever you assume the form of a wolf using Protean, you may subtract one from the difficulty of all Animal Ken rolls to fit in with a pack of wolves, as well as from any Animalism difficulties to communicate with or control them. When associating with werewolves, the Animal Ken bonus still applies, but only when you are in wolf form. You will still need to cover your scent, or lack thereof, somehow.

Holdings (1-5pt Merit)
You own a number of properties that have been in your possession for years. These have all been modified to provide you with protection, numerous places to rest and emergency escape routes. Although such holdings are often ancient castles, museums and the like, they can also be specifically prepared apartment complexes, mountain lodges, old churches, etc. For every point taken in this Merit you have two such holdings, which can almost anywhere in the world. While the rights to this territory are yours, there are responsibilities that come along with it. If those responsibilities are not met, the prince may well strip you of your holdings.

Humanity's Window (3pt merit)
Although otherwise monstrous in appearance, you retain one striking feature from your mortal life. Beautiful eyes are the feature most commonly preserved this way, but Humanity's Window can encompass any aspect of what you once had, such as a wonderful voice or sensitive fingers. This merit adds one die to the character's dice pool for social interactions with others encountering the character for the first time. It can be purchased only by characters of Appearance 0, such as Nosferatu and Gargoyles.

Innocent (2 pt Merit)
You look innocent – even if you are not. Something about you causes you to exude an air of pristine virtue to which others, even some vampires, may instinctively respond to in a highly positive fashion. Some may take steps to protect and shelter you from the horrors and unpleasantness of the world, making them very easy to manipulate, and will often not believe anything bad might be said about you. They do not necessarily disbelieve the evidence of their own eyes, however, so it often behooves you not to get caught in too many compromising positions and to take special care of dispose of any genuinely damning evidence of your activities. Rather than radiating your normal Road Aura, you radiate a strangely appealing Aura of Innocence, which is difficult for others to resist.

Leader of the Pack (3 pt merit)
You have an aura of command about you, a raw, forceful presence that others find difficult to ignore. Others to to you as a leader in times of conflict or whenever physical action is required. Mortals instinctively submit to your leadership in times of stress and physical thread. Lower by the difficulties of all Intimidation, Leadership, and Etiquette rolls when dealing with such situations. Other Cainites are affected by this aura as well, but only if they are of a higher generation than your character.

Likeness of a Saint (1pt Merit)
Through some quirk of fate, your visage is identical to that of one of the saints whose image is commonly enshrined in the region where you dwell. How you trade on this coincidence is up to you, but you are at -1 difficulty in all Social situations with persons who have especial veneration for the saint in question.

Living Icon (4pt Merit)
You have a band of mortals convinced that you are, in fact, a saint or other divinity of some sort, perhaps even the Messiah. Your followers do not doubt your divine status for an instant, and they follow your every command within their capabilities. Their devotion is such that they gladly give up their lives for you, either as sustenance or to root out any who blaspheme against you. Your band of worshipers is, of course, limited; the population of a single village is about the most you can expect without unnecessary complication. The only fly in the ointment of this scenario is a simple one. Should your followers ever be convinced that you are not in fact divine after all, they are sure to turn on you with all the fury the can muster. Furthermore, it may not take very much - say, the appearance of another Cainite whose powers are as impressive as your “divine” ones - to trigger such an adverse reaction.

Mage Companion (3pt Merit)
You have a friend & ally who just happens to be a mage. Though you have the right to call upon her in times of need, she can call on you as well. Most likely this mage is of the Euthanatos or verbena, but she can be of any Tradition or Convention.

Master of Protocol (1-pt. Merit)
Your sire or another mentor has laboriously tutored you in most forms of etiquette, even customs outside your own culture and time. You likely know the proper greeting for a Roman senator or the appropriate bow for a caliph as easily as the titles of address within your own kingdom. As such, you may learn as many Etiquette specialties as your Intelligence + Etiquette, and you receive a –1 difficulty to any Etiquette roll involving those specialties.

Natural Leader (1pt Merit)
You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.


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PostSubject: Re: Merits: General   Merits: General EmptyFri Jun 12, 2009 10:06 am

(SOCIAL MERITS, Cont.)

Noble Bearing (2 pt Merit)
You have the bearing and manner of a true monarch, no matter how low your station. You carry yourself with grace and dignity, and your words sing with purpose and passion. Reduce your difficulty on Social rolls by two in any situation where your nobility can show through, such as court, or taking command on the field of battle. Your bearing is likely to draw attention to you, and may even earn you the enmity of the petty and jealous, or those who believe you act above your station.

Noble Blood (1 pt Merit)
You were born of a noble and honored family, and its blood still runs in your veins, even altered by the curse of Caine. Although you may have lost any title or lands that were your due as living heir, you retain your heritage (and, perhaps, your family name). This reflects favorably on your with those who place stock in good breeding and hereditary nobility, as many people in the Dark Medieval world do. You may also be of particular interest to certain Scions, and to Ventrue with a taste for noble blood. You receive a -1 to all social difficulties when dealing with anyone who would be impressed by your lineage, and to all Etiquette rolls concerning courtly behavior in your native lands.

Noted Confessor (1pt merit)
You have a particularly well-respected confessor, an ashen priest of the Road of Heaven to whom many look up. Your association is most likely an open (and highly envied) one. This merit differs from the Mentor Background in that your confessor need not provide you with any real service aside from taking your confession (and thereby increasing your own reputation among the Faithful, of course). Your confessor is likely a locally revered ashen priest with a large congregation and disciples of his own. While confessionals are theoretically sacrosanct, Storytellers may (and probably will) note the potential double-edged sword of willingly pouring your soul out to a Cainite of both power and influence.

Old Pal (2pt Merit)
An acquaintance form your breathing days was embraced at the same time you were. Fortunately, your friendship has endured even death and unlife, and you find a constant source of support and aid in your old friend. She expects the same of you, which isn’t always convenient, but at least you each have someone to hang onto who remembers the good old night - and days.

Open Road (2pt Merit)
Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routs and methodologies, not to mention haven space available in any number of destinations. Unless someone out there knows your exact route and is specifically looking for you, you can move between cities unimpeded by random encounters with Lupines, overzealous state troopers and the like.

Pawn (3pt Merit)
You can manipulate and have some control over other vampire - one of higher generation than you. Your hold was likely formed through Blood Bond, but can also come from a variety of other sources, such as blackmail, bribes or threats - you make it up. The pawn does not necessarily know that it is being controlled.

Pitiable (1pt Merit)
There is something about you that others pity. This causes them to care for you as if you were a child (see the Archetypes section). Some Natures will not be affected by this Merit )Autocrat, Deviant, Fanatic, Sycophant), and some Demeanor may pretend they are not. You need to decide what it is about you that attracts such pity, and how much (or how littler) you like it.

Powerful Gaze (3 pt Merit)
You have a quality that makes your gaze forceful and menacing. Those who meet your eyes must look away, or else are captured, almost entranced, by your gaze. You gain a -2 to the difficulties of Social rolls where you are able to make and maintain eye contact with the person you are dealing with. This means being at fairly close quarters (a few yards or less) and it only affects one person at a time.

Powerful Liege (1 to 2 pt Merit)
You serve a powerful and renowned liege-lord respected, and likely feared, by many. This gives you a measure of prestige in dealing with your liege’s vassal and peers, and others are likely to respect (and envy) your position. As a one point merit, the liege is a renowned baron or other local lord. As a two point Merit, your liege is an influential prince or rising start among the nobility. You are probably required to wear the standard of your lord prominently, which announces you as his vassal to friend and enemy alike. However, the more powerful your lord, the less willing others are to attack you outright.

Prestigious Order (1pt Merit)
You are a member of one of the most prestigious of the knightly orders of the day, most likely the Templars or Hospitalers. By your membership, you stand as a paragon of Christian knighthood, a warrior monk. You gain a -1 diff on social rolls among knights not part of the order. This Merit does not define your status within the order. Note also that Templars and Hospitalers generally cannot have the Resources Background as they take a vow of poverty.

Prestigious Sire (1pt Merit)
Your Sire had or has great Status in the Camarilla, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compared to them. This prestige could greatly aid you when dealing with elders acquainted with your sire. Indeed, your sire’s contacts may actually approach you at some point offering aid. Though your sire may no longer have contact with you, the simple fact of your ancestry has marked you forever.

Pretender of the Blood (1 pt merit)
You have successful passed yourself off as a member of the High Clans, at least locally. As such, you receive acceptance from the aristocracy and suffer none of the stigmas associated with your actual ancestry. You can expect terrible retribution if your ruse is discovered.

Protégé (1pt Merit)
Your sire watched you for some time before Embracing you, and spoke glowingly of you to acquaintances. These vampires may be inclined to look favorably on you by dint of your sire’s recommendation; you are at -1 difficulty on Social rolls with all those who’ve hear good things about you.

Refined (2pt Merit)
You are a member of the elite. You are at home in high society and you never feel out of place there. The difficulty on all Etiquette rolls involving high society is reduced by three.

Rep (1pt Merit)
our fame has exceeded the bounds of your sect. Everyone knows who you are. What you’ve done and what you’re supposed to have done (which might not be the same thing). The publicity can be good or bad; what matters is that everybody knows your name. Whether individuals outside your immediate social circle know enough to match your face to your name is a different matter.

Safe Passage (1pt Merit)
You have the right to pass through the territory of some other vampire or sect that does not normally allow others passage through their territory. Toreador often have this Merit for various hostile cities, allowing then to enjoy the Elysium of those cities without fear.

Sanctity (2pt Merit)
This Merit is sometimes called the halo effect; everyone consid4ers you pure and innocent, though not necessarily not naive. You have a saint-like quality that is hard to pinpoint but cannot be denied. You are trusted, even if you are not trustworthy. At Storyteller's discretion, you tend to receive lesser punishments for wrongdoing, and you are liked by most.

Sanctuary (2pt Merit)
Another vampire has promised you protection from all harm should you come to her sanctuary. This may be a mentor, a sire or someone who owes you a boon. The vampire has the power to protect you from most threats.

Scarred (1 pt Merit)
Whether a result of battle wounds or religious practices, your body is heavily adorned with scars. These Scars do not interfere with your movement or sensation, nor are they ugly enough to reduce your appearance. However, anyone who beholds you recognizes you as someone intimately familiar with pain and violence. Your reduce the difficulties of all Intimidation rolls by two. As a rule, town drunks are less inclined to quarrel with you and most individuals will assume you know how to fight (whether or not you actually do). This merit can also reflect branding, tattooing, or other rarer markings at Storyteller discretion.

Soothing Voice (3pt Merit)
Your voice is calm and soothing, almost entrancing. You may add two dice to all rolls that directly involve use of your voice - singing, debating, leading etc.

Special Rapport (2pt Merit)
You have a special bond w/ another vampire that extends beyond any other bond you know of. You may not love the other vampire, but you have a special link to her. This link allows you to always know when she's in pain, when she's lying & when she needs you. In return, she knows the same about you as well.

Spirit Mentor (3pt Merit)
You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance.

Student (1pt Merit)
You serve as a mentor to a younger, more inexperienced vampire. The student is most likely a neonate or an ancilla. This student will assist you as you command, but you also consider this Kindred your ward. You take responsibility for training this vampire & for protecting her from harm.

Supernatural Spouse (4pt Merit)
You share a relationship with a supernatural creature other than another Kindred. Both of you receive the benefits of the True Love Merit for one another. This creature may be a mage, a werewolf, a changeling, a wraith, or something even more unusual. Unfortunately, both of your kind would consider you threats if they knew of your relationship. You may declare your love for one another openly, although you risk becoming an outcasts or worse. You and your spouse would die or kill for one another.

Unbroken Lineage (1- or 2-pt. Merit)
You can perfectly recite your lineage back to your Antediluvian progenitor. If this Merit is worth only one point, noble Cainites accept your recitation and treat you more favorably as a true keeper of the Traditions. If this Merit is worth two points, your bloodline has sufficient prestige to warrant an extra dot of Status that remains as long as none of your direct ancestors rejects you. Even if you err and lose face, you always have at least one dot of Status from your birthright.

Well-Placed Confessor (1-3pt Merit)
Either you or someone you control has obtained the position of personal confessor to a figure of some importance. It could be a local lord, an abbot or even a king. As confessor, or patron to the confessor, you have access to the content of the individual's confession, which may well include tidbits of extreme political importance, blackmail material or salable intelligence. Whether you honor the sanctity of the confessional is up to you; the information is in your hands to do with as you will.

Werewolf Companion (3pt Merit)
You have a friend and ally who just happens to be a werewolf. Though you may call upon this being in time of need, it also has the right to call upon you (after all, you are friends). However, neither your kind nor its appreciates such a relationship, and your respective societies will punish both of you if your friendship is discovered. Arranging for meeting places and methods of communication will be difficulty. The Storyteller will create the werewolf character but will not reveal to you its full powers and potencies.
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PostSubject: Re: Merits: General   Merits: General EmptyFri Jun 12, 2009 10:07 am

Mental Merits

Ability Aptitude (1-pt. Merit)
You are particularly gifted with one Ability. Perhaps you are a poet of great renown or a master fleshcrafter. Within your specific Aptitude, reduce all difficulties by 2. Characters may purchase this Merit more than once, but Storytellers should feel free to veto any Ability selections that seem too powerful or unbalanced, especially for combat Abilities.

Artful Visionary (2-pt. Merit)
You are a consummate artist at heart. You reduce the difficulty of any roll to create something new by 1. This can be actual Expression or Crafts rolls, or even the development of a new tactic or torture method... Conversely, you add +1 to the difficulty of any repetitive or menial task. You are ill suited to such labor — surely everyone should see that you are more important than mere drudgery!

Artistically Gifted (3pt Merit)
The difficulty on all Creativity rolls, and Artistic Expression rolls are reduced by three.

Calm Heart (3pt Merit)
You are naturally calm and well-composed, and do not easily fly off the handle. Raise the difficulties of all your frenzy rolls by two, no matter how the incident is provoked.

Cathartic Fury (2-pt. Merit)
Forced to play the part of the civilized monster, you find solace and strength in periodic outbursts of rage. At the conclusion of any frenzy, roll Courage (difficulty 5). Each success restores one point of Willpower, up to your usual maximum. Vampires with this Merit still suffer degeneration for their frenzy if such anger violates the tenets of their road.

Code of Honor (3pt Merit)
You have a personal code of ethics to which you strictly adhere. The specifics of this code must be worked out with the Storyrteller prior to play, and the character must follow it strictly. You must construct you own personal code of honor in as much detail as you can, outlining the general rules of conduct by which by abide. Characters with this merit gain two additional dice to all Willpower or virtue rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code. When battling supernatural persuasions that would make you violate your code, the opponent’s difficulties are increase by two.

Coldly Logical (1pt Merit)
While some might refer to you as a "cold fish" you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all Sense Deception and related rolls)

Common Sense (1pt Merit)
You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense., the Storyteller should alert you to how your potential action might violate practicality. This is an ideal Merit if you are a novice player because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (even more importantly) what you should and should not do.

Concentration (1pt Merit)
You have the ability to focus your mind and shut out any distractions or annoyances. Any penalty to a difficulty or Dice Pool arising from a distraction or other inauspicious circumstance is limited to two, though no extra benefits are gained if only one penalty die is imposed.

Devotion (3 pt merit)
You are devoted to a higher ideal or purpose, be it loyalty, honor, duty, your sworn liege lord, or your faith in the Almighty. You draw great strength from your devotion, giving you an automatic success on all willpower rolls where you devotion is tested in some way. You must remain absolutely true to your purpose in order to retain this merit. If you falter, or are found wanting, you lose it until you can somehow redeem yourself and atone for your sins.

Disciplined Eye (3-pt. Merit)
With a point each of blood and Willpower and a successful Willpower roll (difficulty 6), you may force your third eye closed for a full scene. It will not betray you no matter what Valeren powers you use. Other Salubri may regard your with distrust or envy if they know of your unusual gift. Only vampires with two or more dots of Valeren may purchase this Merit.

Dual Nature (2pt Merit)
You have two distinct Nature, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Natures. You may still choose a Demeanor, and it can be as different from the character’s Natures as the player desires.

Eidetic Memory (2pt Merit)
You remember what you see and hear with perfect detail. Documents, events, and conversations can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect.
Note: You, as a player, are responsible for keeping all information and conversations you wish your character to have memorized.

Flock (3pt merit)
You feel strong ties of kinship with a specific community of mortals. The difficulty to resist frenzy is always two less than normal where your flock is concerned, enabling you to better withstand the lure of their blood and forgive their trespasses. If you do succumb to frenzy, you may spend one Willpower point to recognize members of your flock as friends. As long as these individuals stay out of your way, do not directly provoke you, you may ignore them for the duration of the rampage. This Merit is often coupled with the Prey Exclusion Flaw. Storytellers should feel free to disallow any communities deemed unbalancing or too inclusive.

Focused Rage (1-pt. Merit)
You have partially transcended the blood fury of your clan by focusing your Beast’s anger. Select one frenzy condition from the chart on page 265 of Dark Ages: Vampire... When faced with that provocation, you automatically frenzy. You do not suffer the usual difficulty increase to other frenzy conditions, however. The Storyteller must approve the selected condition. Only Brujah and other vampires who suffer a similar frenzy difficulty increase may purchase this Merit.

Higher Purpose (1pt Merit)
You have a goal that drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself force to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on all rolls that have anything to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. (If you have the Flaw Driving Goal, you cannot take this Merit).

Introspective (1pt Merit)
You have keen insight into the ulterior motives of all your actions. Through this nightly exercise, you also have incredible insight into the underlying motives of others’ actions. Add two dice to your Perception dice pool when you must take an action against someone with the same Nature or Demeanor as you.

Jack-of-all-Trades (5 pt Merit)
You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you’ve held or just all-around know-how. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to simulate a wide range of abilities. If the character trains or spends experience in the Skill or Knowledge, he must pay the point cost for the first level a "second time" before raising the Skill or Knowledge to 2.


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PostSubject: Re: Merits: General   Merits: General EmptyFri Jun 12, 2009 10:08 am

(MENTAL MERITS, Cont)

Lion-Hearted (1-pt. Merit)
In a moment of great crisis, you may call upon your honor and nobility to fortify your resolve. Once per story, you may spend a point of Willpower to substitute your Road rating for both your Self-Control/Conviction and Courage for the scene. Characters who ascribe to roads that do not venerate heroism and valor may not purchase or retain this Merit, particularly those on the Road of Sin (although followers of the Via Adversarius may possess this Merit; see Road of Sin for more information).

Lightning Calculator (1pt Merit)
You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. The difficulties of all relevant rolls are decreased by two. Another possible use for this ability, assuming you have numbers on which to base you conclusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Storyteller the difficulty rating of a task you are about to perform.

Literacy (2pts)
You are able to read and write without the benefit of having been formally schooled. Either you are self-taught (very difficult) or an ally, acquaintance, mentor, or even a family member, when you were living, taught you to decipher the letters and words and to form them on paper. The level of literacy this merit covers is more functional than nuanced. You might have little grasp of actual grammar and syntax, but you can understand written passages and create your own. This merit is only needed to read for those characters who have no Academics ability.

Mechanical Aptitude (1 or 2pt Merit)
You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronics devices such as computers). The difficulties of all dice rolls to understand, repair or operate any kind of mechanical device are two less. However, this merit doesn’t help you drive any sort of vehicle.

Meticulous Planner (2-pt. Merit)
You are inhumanly thorough in your preparations, weighing contingencies and every course of action with cold, calculating precision. You may substitute Intelligence for Wits in any situation where your dedication may prevent you from being caught flat-footed or unprepared, and the Storyteller should occasionally give you advice as per the Common Sense Merit.

Natural Cypher (2pts)
You have a natural flair for mathematical aptitude. You may have little to no formal schooling that involves numbers or logic, but when presented with a problem that involves numbers or logic, you are able to tackle it with great facility. Add three dice to your dice pool when employing this Merit against logic problems, mathematical problems, and games that require mathematical aptitude.

Natural Linguist (2 pt Merit)
You have a flair for languages. This Merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add three dice to any Dice Pool involving languages (both written and spoken)

Obsessive Savant (2-pt. Merit)
You have a particular fixation that drives your existence, be it as esoteric as death or vampirism or as mundane as the tactics of chess. You must have one Specialty for an Ability (usually a Knowledge, although sometimes a Skill) that forms the core of your obsession... For rolls involving this specialty, you reduce the difficulty by three in addition to receiving the usual bonus die (minimum difficulty of 3). Your intensity discomfits those who do not share your obsession, adding +1 to the difficulty of most Social rolls with people who observe you indulging your hobby. Storytellers should feel free to veto any Obsessions that seem too powerful or unbalanced for their games.

Paranoia, Limited (2pt Merit)
You know that there are many vampires, hunters, Garou, and the like who would love to destroy you. You go out of your way to prepare contingency plans, vary your movement patterns and habits, and otherwise make yourself a difficult target. As a result, you are less likely to be attacked unawares (-1 difficulty to spotting ambushes and the like).

Patience (3pt Merit)
You have learned the wisdom of patience in all things. Passions may burn brightly; but as they say revenge is served best cold. Often, with enough patience, new avenues of endeavor open, enemies grow careless and favors shift. Those who wait and watch are in a position to take full advantage of the vagaries of time. Due too your mastery of patience all Frenzy rolls are made with a -1 difficulty modifier.

Pelagic Harmony (3pt Merit)
A rare state of mind that runs counter to this disorder, seems to grant the reverse effect, giving added mental equilibrium (-1 difficulty to all willpower rolls) if the character is on or within sight of the sea.

Precocious (3pt Merit)
You learn quickly. The time for you to pick up a particular Ability (or Abilities, at Storyteller discretion) is cut in half, as is the experience cost.

Sanguine Lucidity (1pt merit)
In situation you find sanity. Whenver your blood pool is completely full, you do not suffer the effects of any derangements. As a result, you often gorge in the futile hope that you can silence your inner demons forever. This merit cannot suppress a malkavin’s core derangement, although it may alleviate additional madness. Sane characters may purchase this merit, although they do not learn of their resistance unless they gain a derangement.

Scholar of Enemies (2pt Merit)
You have taken the time to learn about and specialize in one particular enemy of Cainite society. You are aware of at least some of the group's customs, strategies, abilities and long-term goals, and can put that knowledge to good use. This Merit is worth a -2 difficulty for all rolls pertaining specifically to the subject of your specialization. On the other hand, you are at a +1 difficulty when it comes to dealing with other enemies simply because you're so thoroughly focused on your field.

Scholar of Others (2pt Merit)
This Merit functions identically to Scholar of Enemies, except that it applies to a group that is not necessarily inimical to Cainite society.

Secular (4pt Merit)
You have begun to explore the first glimmers of what awaits mankind after the renaissance. You have a dim understand of the scientific method, and while such concepts as evolution and entropy are still beyond you, you have begun to suspect that the world is much more complex than the Christians and pagan fools imagine. The difficulties to affect you with any Faith-based power (including Infernal magic!) is raised by one. Once per story, you may automatically regain a single Willpower point (you do not live with the same dread of damnation that many other Cainites do). Moreover, by spending a Willpower point and making an appropriate Intelligence + Science roll, you may formulate concepts and invent machines unknown in your time (higher mathematics, elaborate torture devices, etc.). The Storyteller must use prudence in adjudicating this; a da Vinci-esque flying machine is remotely conceivable, while a A-bomb (fun as the thought might be) is impossible. You may not follow the Road of Heaven or the Road of the Adversary. Moreover, the difficulties of all Conscience/Conviction rolls are increased by one (you are too existential to be overly concerned with your actions.

Self-Confident (5pt Merit)
You spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. You do not lose the point when you spend it, unless you end the roll with only one success (i.e. you do not gain any additional successes from the dice you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. This means you can use it only when the difficulty of your roll is six or higher. You may spend Willpower at other times; however, if the difficulty is five or less, the Willpower will be spent no matter what you roll.

Valuable Secret (2pt Merit)
Others would kill or die to know this secret you guard. The Valuable Secret should be created & given by the Storyteller. perhaps the character knows that the Prince is & Infernal Diabolist or that the primogen are actually all Sabbat. Whatever the case, only those involved in the secret & the character know about the Valuable Secret.

Vindictive (3pt Merit)
Your personal honor is your life, and you will go to the ends of the earth to settle a score or avenge a slight. When directly opposing someone who has insulted, shamed or harmed you, you gain an additional die to all combat Dice Pools. This bonus does not apply towards casual foes, only blood enemies. For example, a Tzimisce would not get this bonus against the bandit who ambushes her on the road but would receive against the Shadow Lord who slew her sire and drove her from her ancestral fief. The down side to this Merit is that you must do everything in your power to avenge such deeds or insults. Should you refrain from action, the Storyteller is within his rights to deduct temporary Willpower from your character until such time as you pursue your vengeance once more.

Well-Educated (3-pt. Merit)
Either through monastic training or determined royal tutors, you are one of the lucky few to receive superlative tutelage in classics, natural sciences and theology... Whenever you attempt a task involving a Knowledge you do not possess, your player may still roll at +1 difficulty as if the required Ability was a Skill. Characters must have at least three dots of Academics to purchase this Merit.
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PostSubject: Re: Merits: General   Merits: General EmptyFri Jun 12, 2009 10:09 am

Supernatural Merits

Abomination (4 pt Merit)
You radiate palpable, monstrous horror. Mortals with a Willpower rating of 3 or less (i.e. most individuals) who behold you run screaming or curl up and sob in abject terror. In addition, their fragile minds cannot cope with such fear and quickly repress all memories of the encounter. Mortals with Willpower ratings between 3 and 7 can hold their ground and interact with you, but suffer penalty of one die to all actions. Those rare individuals with a Willpower rating of 8 or more are severely discomfited by your presence, but may act normally. You cannot turn off your aura of fear and it had no effect on supernatural beings.

Additional Discipline (5pt Merit)
You may choose an out of clan Discipline towards which you have a natural inclination. Leaning times and experience costs for your chosen discipline are the same as an in clan discipline. However, you still require a teacher from an appropriate clan to learn the discipline from. A character can not take this merit more than once and may not take it for clan-specific disciplines. All discipline choices are up to ST approval.

Blazing Demise (1 pt Merit)
If you suffer Final Death, your body will instantly erupt into consuming fire. This spontaneous combustion sets flammable obects alight and inflicts three dice of aggravated damage on anything within a foot of your demise. As a result, you leave no evidence for witch hunters and may enact petty vengeance on your murderer from beyond the grave.

Blessed Myroblite (4 pt Merit)
By some divine providence, your blood has been blessed with a strange saint-like quality. The bodies of saints are believes to be composed of, and thus to break down into a substance called chrism. (One who demonstrates this upon his demise is known as a myrobite). It is believed that this chrism carries with it certain mystical properties, and such is the case with you and your vitae. For narrative purposes, your blood is considered to be slightly “less damned” than your soul. It shares the regenerative properties common to all vampiric blood, but it has more “life” in it, and when given in small amounts to living creatures, it can and will heal them without creating ghouls. Your blood is not infertile per se, and you may still create ghouls and childer normally, if you so desire. Likewise, the reverse is thus true; your blood is commensurately toxic to others of your own kind. If a Cainite drinks of your blood, he finds it at once succulent and painful, and will suffer one lethal wound for every point he consumes. Only those on Road of Heaven and its Paths may benefit from this Merit.

Berserker (2pt Merit)
The Beast is in you, but you know how to direct and make use of it. You have the capacity to frenzy at will, and this able to ignore your wound penalties. However, you must pay the consequences of your actions while in frenzy, just as you normally would. Your chance of entering an unwilling frenzy is also unaffected.

Celestial Attunement (1pt Merit)
You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device. You can accomplish this whether you are concentrating or not. You can estimate the time of day within a minute or two, and the passage of time with the same accuracy.

Controllable Thirst (1pt Merit)
Because your spend so much time around mortals, resisting frenzy caused by the smell, sight or taste of blood is easier for you. Whenever you makes a Frenzy roll over blood, reduce the difficulty by three. May only be taken by those on Road of Humanity.

Danger Sense (2pt Merit)
You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger. IF the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give and indication of direction, distance or nature. This Merit is more reliable and specific than Level One Auspex power, the two can be combined to create and even more potent warning system.

Daredevil (3pt Merit)
You are good at taking risks, and even better at surviving them, When attempting exceptionally risky actions (such as leaping form one moving car to another), characters with this Merit add an additional three dice to their rolls, and negate a single botch die that may result from such a roll. Generally, such action must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed.

Deceptive Aura (1pt Merit)
Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura.

Discipline Prodigy (5-pt. Merit)
You are especially skilled in the use of one of your clan Disciplines. The difficulty to use any level of this Discipline is reduced by 1, although this Merit can never reduce the difficulty of any roll below 4. Characters may purchase this Merit only once and gain no benefit when using Discipline techniques. Prodigies of Koldunic Sorcery or other forms of blood sorcery reduce the difficulty of all paths and rituals. Prodigies of Obtenebration also find Abyss rituals easier.

Early Riser (1pt Merit)
You always seem to be the first to rise & the last to go to bed. You always get up at least an hour before everyone else, even stay up until dawn. You seem to have the ability to exist on less rest.

Efficient Digestion (3pt Merit)
You are able to draw more than the usual amount of nourishment from blood. Every two Blood Points ingested increase your Blood Pool by three. Round down so leftover ‘halves’ are ignored. For instance, taking four Blood Points raises the Blood Pool by six, and so does taking five Blood Points.


Exceptional Steed (2-3pt Merit)
You own a warhorse of supreme quality, one with greater speed or courage than the norm. It also has a special bond with you, and you receive a -1 difficulty bonus on all Animal Ken rolls with it and on Ride rolls that involve stunts on one kind or another (simply chasing an opponent does not qualify, but jumping a hedge to do so does). The 2 point version of this Merit indicates an exceptional but natural warhorse; the 3 point version indicates a ghoul horse. Note that you must have Animal Ken 1 or Animalism to purchase the 2 point version. You should develop a background for this steed. Where did you get it? Who trained it? If it is a ghoul, what dangerous qualities has it developed?

Family Member (1pt Merit)
A member of your mortal family is also a vampire. You have a good relationship w/ that member & he'll come to your aid if you call. However, he may also call upon you for aid someday. If the family member is close by, this is a 2 Pt Merit. If the family member is in your pack, it's a 3 Pt Merit.

Harmless (1pt Merit)
Everyone in the city knows you, and knows that you’re no threat to their plans. While that sort of estimation may seem insulting, it’s also what kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. Of you start acting in a way that demonstrates that you are not longer harmless, others’ reactions to you will likely change as a result.

Healing Touch (1pt Merit)
Normally vampires can only seal the wounds they inflict by licking them. With but a touch, you can achieve the same effect.

Hidden Diablerie (3pt Merit)
The tell-tale black streaks of diablerie do not manifest in your aura.

Holy Aura (2pt Merit)
Your aura, no matter what color it takes, is unusually brilliant to those who can see it; you're practically a beacon among other mortals, burning w/ a religious devotion. Even those who cannot see auras are immediately drawn to your presence.

Hypersensitive Palate (2pt merit)
You have an almost supernatural ability to analyze the blood you drink. Any sip of blood you are able to sample allows a single Perception roll (difficulty 7 + [the age of blood in hours]) to detect familiar tastes or distinction. If any successes are scored, the Storyteller may require a second roll to correctly identify the flavors tasted (water from the Thames, French merlot, Lingenwald factory soot, a particular family's blood).

Immaculate Aura (1pt Merit)
Whether because of your iron control or some fluke chance, your aura does not give away your insanity. The aura doesn't shift or swirl at all, even when you're confused, frenzied or in a psychotic fit.

Inoffensive to Animals (1pt Merit)
Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch.

Light Sleeper (2pt Merit)
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. The rules regarding how Road rating restricts the number of dice usable during the day are waived.

Lunar Influence (1pt Merit)
The moon has an unusually strong effect on you. During periods of the new moon, your Strength, Dexterity & Stamina are cut in half. During periods of the full moon your Strength, Dexterity & Stamina are increased by half again. During the waxing & waning phases, the Attributes stay the same.

Magic Resistance (2pt Merit)
You have an inherent resistance to the rituals of Tremere and the spells of mages of other creeds and orders. The difficulty of such magic, both malicious and beneficent, is two higher when directed at you. You may never learn the Discipline Thaumaturgy.
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PostSubject: Re: Merits: General   Merits: General EmptyFri Jun 12, 2009 10:10 am

(SUPERNATURAL MERITS, Cont)

Medium (2 or 4pt Merit)
You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, through pleading or cajoling, draw them to your presence. You may call upon them for aid or advice, but there will always be a price.

Miracles of the Faith (5pt Merit)
Somehow, in some way even you don’t understand, you are able to conjure miracles. You cannot do so on command, or even very often, but when the power comes upon you, the results are impressive. Fountains turn from water to blood, bread turns to flesh and other such impossibilities occur in your presence, usually when you need them to manifest to convince unbelievers or inspire the faithful. The source of your powers is unknown, though you most probably see it as a mark of divine favor. Whether or not that is actually the case, or if there are darker powers involved, is a question you prefer not to examine.

Mystic Ability (2pt Merit)
For some reasons you have visions. the visions are not necessarily precognitive, but like precognition, the visions occur outside your control. You may make yourself more sensitive to them through ascetic practices, but you can never consciously induce a vision. The again you may have a vision as you're walking down the street minding your own business.

Occult Library (2pt Merit)
You possess a library of occult material which may include at least one version of the Book of Nod. You are not necessarily familiar with the contents of these volumes of knowledge (that is a function of your Abilities), but in time of need your library can be an invaluable source for research.

Oracular Ability (3pt Merit)
You can see and interpret signs and omens. You are able to draw from these omens, for they provide hints of the future and warnings of the present. When the Storyteller feels that you are in a position to see and omen, you will be required to make a Perception + Occult roll, with the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen, the difficulty again relative to the complexity of the omen.

Personal Aura (2-pt. Merit)
You do not project the aura associated with your road. Instead, your aura reflects some deeper aspect of your Nature or personality. You may choose the aura associated with any road or design your own (subject to Storyteller approval), calculating your aura modifier according to your permanent Willpower.

Precognition (4pt Merit)
You have the ability to perceive events before they happen. this ability is not under your control. The premonitions come to you when you least expect them to. The focus of the premonition is not under your control either.

Prophetic (3pts)
You see the future and detect pivotal moments in time. You may have some ritual or routine to perform when you try to glimpse future nights, but most often, your ability is sporadic and involuntary. You might be harassed by distant sounds echoing backward through time, or you might recieve terrifically vivid mental images of a single future moment. The Storyteller may require a Perception + Alertness roll (difficulty based on your proximity to a person or place that will be instrumental to history) to make sense of your prophetic signal. Prophecies may be important or insignificant and may relate to the future of the world or your future alone.

Prophetic Ability (4pt Merit)
God speaks to you in signs and portents, visions and images. Some visions may be precognitive, while others might be warning or advice. You can not request or induce others a prophetic vision; they come in on their own. These visions will range from the obvious to the symbolic; the exact nature and effect of the visions is up to the Storyteller. This Merit should provide dramatic moments, and players should not come to rely upon them for plot resolution.

Pure Blood (5-pt. Merit)
The Curse of Caine runs strongly in your veins. You may spend one more blood point per turn than your generation should permit. You look especially pale and drawn under Soulsight.

Save Thy Servant (3pt Merit)
This merit is most commonly found among those on the Path of Penitence, but it is available to any of the Faithful. Of all Cainites, it is those who walk the Road of Heaven that are most often given to ritual self-abuse and vicious bouts of flagellation in their attempt to do what they believe is God’s will on Earth. The paradox of such behavior, however, is that it can leave terrible wounds when taken to extremes – wounds that invariably require the vampire to hunt down and shed yet more innocent blood.

This merit seems to be the means by which God has reconciled this paradox. Those graced with it have the ability to regenerate self-inflicted damage. Any would you suffer at your own hand (and in the name of prayer or atonement) counters merely as bashing damage, no matter how grievous the wound itself may be, and may be healed with the expenditure of a single blood point, regardless of how many wound levels were suffered. This, if you cut off your own arm in penance, suffering two “aggravated” wounds in the process, you may regrow that arm at the cost of a single blood point. This ability may not be transferred to another nor benefited from at the expense of the Merit’s intent.

Sleep Unseen (2 pt merit)
By spending a blood point, you can unconsciously maintain your Obfuscate Discipline during the day. Observers will ignore your sleeping form according to the power used, making you all but undetectable to mortals and vampires without Auspex. Characters without Obfuscate may purchase this Merit, representing an innate capacily that manifests if they ever learn the discipline.

Soothe the Beast (2-5pt Merit)
The touch of your hands is calming, the sound of your voice lulling…but not to a restless body or over-stimulated mind - rather, to the Beast within all vampires. You have the ability to aid vampires in their attempts to resist the loss of their humanity. Depending on the point value of this Merit, you may be able to help preserve the serf-control of one Cainite you know well - your master, someone else you are close to, or a vampire with whom you are not particularly well-acquainted, depending on the value of the merit.

Sweet Blood (1-pt. Merit)
Your vitae tastes like the finest wine, sweet and heady without the slightest trace of salt or metallic tang. As such, you may hide your blood in a chalice or feed ghouls without betraying the true nature of their draught. Cainites drinking your sweet blood do not automatically know it is vitae (as they would with standard cainite blood), but they do get to make a Perception + Altertness check to notice what it truly is.

True Love (4pt Merit)
You have discovered, perhaps too late, a true love. He or she is mortal, but is the center of your existence, and inspires you to keep going in a world of darkness and despair. Whenever you suffer, the thought of your true love gives you one automatic success on all Willpower rolls, which can be negated only by a botch die. This can be a great gift and also a hindrance, for your true love may require protection and occasional rescue

Unbondable (3pt Merit)
You are immune to being blood bound.

Uncanny Sight (2pt Merit)
Either due to some innate ability or to your long exposure to vampires, you are aware on a visceral level of their inhuman nature. On meeting a vampire, possibly even at first glance, you may have an immediate sense that your new acquaintance bears the mark of Caine. This perception is not always accurate, depending on the Storyteller's judgment.

Weather Sense (1pt Merit)
This merit grants occasional warnings (with a Perception + Survival roll, difficulty 7) of impending inclement weather, even that which stems from unnatural causes.
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