Casa di Sangue: Venice
Would you like to react to this message? Create an account in a few clicks or log in to continue.


A World of Darkness: Dark Ages Vampire Game
 
HomeSearchLatest imagesRegisterLog in

 

 Merits: Clan Specific

Go down 
AuthorMessage
DarkeST
Admin
DarkeST


Posts : 166
Join date : 2009-06-11

Merits: Clan Specific Empty
PostSubject: Merits: Clan Specific   Merits: Clan Specific EmptyFri Jun 12, 2009 10:19 am

These are merits that apply to a certain clan. These are intended to be only bought by the corresponding clan, however, if you are of another clan but feel a merit would be appropriate for your character, you are welcome to ask about it. Some clan specific merits have been moved to the General Flaws section, as staff felt they were appropriate for a broader character base. If you do not see something there, please check in the General Merits section before PMing the STs about it.
Back to top Go down
https://casadisangue.rpg-board.net
DarkeST
Admin
DarkeST


Posts : 166
Join date : 2009-06-11

Merits: Clan Specific Empty
PostSubject: Re: Merits: Clan Specific   Merits: Clan Specific EmptyFri Jun 12, 2009 10:19 am

BRUJAH

Brujah - Compassionate (4pt - Mental Merit)
You have the moral character of the Brujah of old, the proud warrior-poets who did what they did because their hearts called to them. If you ever fail a Conscience (but not Conviction) toll, you may spend a point of Willpower and attempt the roll again, at a difficulty of I higher than the last. If you succeed on this roll, it counts as if you succeeded on the first. You may do this only once per Conscience roll; you must accept the results of the re-roll. If you botch this second roll, you lose one permanent point of Willpower in addition to any consequences of the failed Conscience roll.

Brujah - Fury’s Focus (2pt Merit)
Whether they accept the truth of it or not, susceptibility to frenzy is a distinguished characteristic of the Brujah. Certain brethren of the clan, through their devotion to Entelechy, have more fully integrated their awareness of Beast and Self. While unable to resist the call of the Beast any more than their less disciplined brothers, these Brujah can for a brief time control he direction their frenzies take, A player with this Merit must spend a Willpower point and roll her Self-Control or Instincts at a difficulty one higher than the original difficulty to resist frenzy. For each success achieved the character may control her actions for one turn.
Back to top Go down
https://casadisangue.rpg-board.net
DarkeST
Admin
DarkeST


Posts : 166
Join date : 2009-06-11

Merits: Clan Specific Empty
PostSubject: Re: Merits: Clan Specific   Merits: Clan Specific EmptyFri Jun 12, 2009 10:19 am

CAPPADOCIAN

Cappadocians - Prescience (3pt Merit)
Some Cappadocians bear the strange gift of foresight, though their revelations are brief and dim, Prescience gives little insight of immediate or tactical value, but it does prepare the vampire somewhat for the future. This insight may be anything form knowing whether or not an individual may be trusted, recognizing an object of value, or any other effect that the Storyteller will allow for the sake of the story. The exact nature of the character’s premonitions are handled by the Storyteller. It is worthwhile to note that the Graverobber’s visions are not "possible futures". Rather, they are murky and vague fragments of a definite time to come.

Cappodocians - Giovanni Lineage (3pt Merit)
The Cappadocians have recently Embraced key members of the Venetian Giovanni family. These necromancer-merchants posses a keen insight into what may one night become a legitimate Discipline, and their Embrace encourages its development. Characters with Giovanni Lineage may take and learn the founding Discipline of Necromancy as an additional clan Discipline. Giovanni characters may not begin a chronicle any lower than 11th generation, nor may they take Prescience or Mad Visions; they peculiarities are curiously absent among Giovanni Cappadocians.
Note: Giovanni are being run more like modern Giovanni. They have the disciplines Potence, Dominate, and Mortis. They have the clan weakness Grip of the Damned and do not have Visage of Death.
Back to top Go down
https://casadisangue.rpg-board.net
DarkeST
Admin
DarkeST


Posts : 166
Join date : 2009-06-11

Merits: Clan Specific Empty
PostSubject: Re: Merits: Clan Specific   Merits: Clan Specific EmptyFri Jun 12, 2009 10:20 am

GANGREL

Gangrel - Without a Trace (2pt Merit)
The wilderness is your friend, working to hide your passage. You leave no trail to follow as the earth swallows your footprints, and the trees and grasses cover your scent. Even magical means of tracking you are inhibited. You pass through places like the wind, leaving nothing behind but a whisper. Even Lupines have trouble following you. Normal means of tracking you (with Survival, the use of dogs etc) fail automatically. Supernatural methods of tracking you, such as with Auspex, have a chance, but with greater difficulty (+2 diff).
Back to top Go down
https://casadisangue.rpg-board.net
DarkeST
Admin
DarkeST


Posts : 166
Join date : 2009-06-11

Merits: Clan Specific Empty
PostSubject: Re: Merits: Clan Specific   Merits: Clan Specific EmptyFri Jun 12, 2009 10:20 am

LASOMBRA

Lasombra - Cargo Ship (3pt merit)
You have been given the captaincy of a cargo vessel by the clan, this gives a certain amount of prestige in the clan, but it is also followed by a responsibility that is not to be taken lightly.

Lasombra - Controllable Night Sight (2pt Merit)
You can choose to invert the effects of light and darkness on yourself. Spend on turn in concentration to turn Night Sight on or off, plus one per each heal level of injury you currently suffer. While Night Sight is active, pitch-black darkness seems brightly and uniformly lit to you, while any light brighter than a hundred-watt bulb creates a zone of pure darkness. The penalties for partial darkness instead apply instead to weak illumination. This Merit doesn’t allow you to see through Obtenebration-created darkness, which glows with pure white light that obscures all details.

Lasombra - Natural Swimmer (2pt Merit)
The character takes to the water as if she were born in it (perhaps she was). Her swimming speed is calculated as if her Athletics score were one dot higher, and all rolls for maneuvering underwater are made at -2 difficulty.

Lasombra - Pelagic Harmony (3pt Merit)
Being close to the sea calms you and reinforces your self control. All Willpower rolls made while you’re on or within sight of the sea have their difficulties lowered by one.

Lasombra - Prestigious Confessor (1pt Merit)
You have been granted the favor of confession with one of the ranking priests among the Lasombra. This provides you with access to one of the "powers that be" in the clan, as well as providing you with a certain prestige among your equals. After all, it was you who was called to the cathedral, not they. Of course, given time and the appropriate background you may become a confessor of this sort, granting you access to all sorts of interesting information - subject to the sanctity of the confessional booth, of course.

Lasombra - Strength of Shadows (4pt Merit)
Allows to strengthen the shadows called forth so that even daylight will not immediately dispel them. The Strengthen shadows dissipate after four hours in the sun.
Back to top Go down
https://casadisangue.rpg-board.net
DarkeST
Admin
DarkeST


Posts : 166
Join date : 2009-06-11

Merits: Clan Specific Empty
PostSubject: Re: Merits: Clan Specific   Merits: Clan Specific EmptyFri Jun 12, 2009 10:20 am

MALKAVIAN

Malkavian - Benevolent Blood (1pt Merit)
Your blod still carries the Curse of Malkav, but its effects have been lessened just a little bit. Any ghouls you create suffer none of the usual deranging side effects of drinking Malkavian blood - they ca be loaded to the gills with your blood and not come one step nearer to gaining a derangement. Of course, ny childer you Embrace will still gain a derangement after the Embrace as usual - although our vitae is easily diluted by mortal blood, the pure stuff carries the Curse as one would expect.

Malkavian - Disembodied Mentor (5pt Merit)
The voices in your head may tell you things, but by God, they're useful things. You have a personal guide and advisor who exists largely in your own skull. Your mentor can also be a real distraction when you're trying to do something he finds irrelevant. You're not freed from running errands for your mentor just as often as any other pupil would, if not more so.

Malkavian - Sympathetic Bond (5pt Merit)
For whatever reason, you unconsciously cause a peculiar supernatural form of feedback through the links of the blood bond. Although you're not immune to being blood bound (and you can not take the Merit: Unbondable), if you do become bound to someone, your regent also becomes blood bound to you to an equal extent. Even if she was already blood bound to another, she nw has the unenviable position of being regnant to two vampires at once. This can obviously lead to some unplanned and quite twisted codependent relationships.
Back to top Go down
https://casadisangue.rpg-board.net
DarkeST
Admin
DarkeST


Posts : 166
Join date : 2009-06-11

Merits: Clan Specific Empty
PostSubject: Re: Merits: Clan Specific   Merits: Clan Specific EmptyFri Jun 12, 2009 10:20 am

NOSFERATU

Nosferatu - Blood Bloat (1-3pt Merit)
Somehow you’ve developed the ability to store more blood in yourself than is normal for your generation. You are a fat little sausage saturated with vitae, and your skin is strained and partially split whenever you are full. Every point in this Merit increases your capacity to carry blood by one extra point above your generation maximum. You have a larger reservoir, but you cannot process or expend the vitae any quicker than your peers can. Whenever you are fully fed, your skin is a ruddy color, and other Cainites can smell the blood trying to squeeze past your pores (perception + alertness 7). This can cause frenzies in hungered vampires.

Nosferatu - Disgusting (2pt Merit)
You have the ability to contort your body and face in all sorts of shocking and grotesque ways. You can drool blood, pop your eyes out to double their width, spontaneously grow and burst boils on your flesh, extend your tongue three feet out of your mouth, etc. In addition, you are an accomplished practitioner of the fine art of disgusting others, and take considerable pride in your ability to gross out anyone or anything. By concentrating for a turn and spending a Blood Point, you may will your body to do something vile, making a Wits + Intimidation roll (difficulty of the opponent’s Wits + Self-Control). Each success on this roll subtracts one from the opponent ‘s Dice Pool for any action taken next turn (the opponent is so repulsed and horrified by your antics that concentration is broke).

Nosferatu - Feeding Tongue (2pt Merit)
This merit gives the Nosferatu a cartilaginous tongue through which he feeds. It is believed to stem from the Larvae Nosferatu and any of their progeny. The tongue cannot extend more than six inches past the mouth, but it does cause aggravated wounds (treat the attack as a bite). Unlike the Kiss, this feeding is very painful for the victim. It’s much like a giant mosquito plunging a spike-sized needle into the flesh and siphoning blood fast enough to collapse blood vessels.

Nosferatu - Foul Blood (3pt Merit)
Your blood tastes truly awful. Opponents who bite you in combat must make a Willpower roll (difficulty 6) or spend the next turn retching and gagging; the idiot who actually tries to commit diablerie upon you must make a Willpower roll (difficulty 9) and score three successes to complete the process.

Nosferatu - Gaping Maw (2pt Merit)
You've got a nasty gash where your mouth should be. It can smile, it can frown, and most importantly, it can grin two or three inches wider than any human mouth can. An ordinary vampire can suck up to three blood points in a turn. You can drain up to four points a turn, provided you can latch your tooth-filled orifice around enough skin.

Nosferatu - Legendary Accomplishment (3pt Merit)
Somewhere in your past you accomplished a great feat of Nosferatu cunning, turning you into an immortal legend. Perhaps you stole the Pope’s miter or convinced a Lasombra lord he actually possessed a reflection that looked just like you. Regardless, your one exploit has marked you in the annals of clan history, and it’s unlikely the legend will die during your existence. As a result, you gain 2 dice in any social interaction with other Nosferatu based on status (Intimidation, Leadership etc). Unfortunately, all other actions and exploits are measured up against this one great accomplishment. Nothing you can do can equal to that one moment of greatness, and younger Nosferatu are constantly competing to outdo you.

Nosferatu - Lizard Limbs (1pt Merit)
When your limbs are restrained or grappled, you may spend a Blood Point and make a Willpower roll (difficulty Cool. If you succeed, you may "shed" a limb, leaving it in your opponent’s grasp while you escape. The limb may be regrown normally. If you shed enough limbs, you can escape nearly any bonds, though it is hard to flee the scene of captivity when one has not legs….Nosferatu with this Merit often use it for practical jokes (Let’s shake on it…).

Nosferatu - Long Fingers (1pt Merit)
Your fingers are unnaturally long and spidery. You gain one extra die to Dice Pool involving digital coordination or grappling.

Nosferatu - Oversized Fangs (1pt Merit)
When you grew your fangs, you really grew’em. Your fangs are enormous, snaggly things resembling cobra fangs or possibly even tusks. Your bite does one additional die of damage, and you may add one to your Intimidation Dice Pool.

Nosferatu - Oversized Mouth (1pt Merit)
Your mouth is huge and you are able to open it to prodigious width, You may drink an additional two Blood Points from your victim each turn.

Nosferatu - Patagia (4pt Merit)
Leathery wings fold up into your horrid little body. Picture the gliding wings of a pterodactyl or a flying squirrel. Now visualize them hanging off the twisted skeleton of bat-like wings. With the aid of an updraft or a strong wind, you can glide for short distances — rather useful for Nosferatu who skulk along rooftops, don’t you think? Storytellers should know that a vampire with this Merit can glide at his normal walking speed. MET: You can’t actually fly or hover with this Merit, only glide like a flying squirrel on flaps of leathery skin that stretch from under your arms and down your sides. You may not carry passengers and only personal items may travel with you (Storyteller discretion). Furthermore, you need wind to carry you, and if there’s none, you just drop like a stone (so don’t even think about using this indoors). When gliding, hold your arms out at your sides and wear a tag indicating your unusual appearance. You may glide at a normal walking speed. Consult the Storyteller before taking this Merit.

Nosferatu - Projectile Vomiting (2pt Merit)
This talent is like the Eat Food Merit, but twice as versatile. Food comes in; food goes out very, very fast. A vampire with this ability can ingest, and possibly even taste, food and drink. He cannot gain any nutrional benefit from this ordinarily digestible matter, but he can store it for later use. When this need arises, the Nosferatu can not only disgorge his stored supply of food, but also aim it with a degree of precision. For the record, projectile vomiting in the Storyteller system usually requires a Stamina + Athletics roll; the diff is 8, and a victim can attempt to dodge this bolus of ejected victuals. Althogh this attack does not cause damage, the type of food ejected may temporarily obscure a victim's vision, cause him to slip or merely force him to weep with shame at a Camarilla Toreador's grand ball.

Nosferatu - Reptile Buddy (3pt Merit)
Yes, those legends about albino alligators in the sewers really are true. You've been nursing a few of them with your vitae in the local spawning pool for years. Your careful breeding and vigilant training has produced a reptilian slave of exceptional intelligence. It has a mind as sharp as that of a five-year-old child and teeth as keen as butcher knives. The beast understands your native language perfectly and can even follow complex directions. Faster and deadlier than any human ghoul, it is a highly efficient killing machine fully capable of patrolling your domain with ruthless efficiency. Reptile buddies also love to play "fetch" with human limbs (whether attached or severed).

Nosferatu - Rugged Bad Looks (1-5pt Merit)
Your face is hideous, but it could almost pass for that of a really ugly human. If you were to cover every other part of your body, you could shamble into mortal society looking only slightly suspicious. While you might have a hunchback, reptilian scales over parts of your flesh or a foul stench that never dissipates, you can actually walk among mortals — with extensive precautions — with-out automatically breaking the Masquerade. Other vampires give you no end of grief for not looking like a “real” Nosferatu. By the way, this is as “attractive” as a Nosferatu ever gets; no Merit will ever increase a Nosferatu’s Appearance above zero.

Nosferatu - Sleep Unseen (2pt Merit)
You can use the Obfuscate Discipline to hide while you sleep during the day. Such prolonged use of this ability requires an extra blood point to keep your body hidden for a full day. Of course, you must at least be hidden from sulight, and vampires using the Auspex Discipline can still detect you, but mortals will ignore your very presence. This is a useful Merit for Nosferatu emissaries and travelers; many would perish without it.

Nosferatu - Slimy (2pt Merit)
Your skin secrets slime like that of a worm or mollusk. Opponents must score two more successes than normal to grappled you, and your difficulty to soak fire damage is reduced by one.

Nosferatu - Swarm Attractor (2pt Merit)
You must have at least one dot in Animalism to take this Merit. Your skin exudes a grease that attracts flies, gnats, bees and other flying insects. While these insects normally buzz passively about you in a thick cloud, you may command them in a limited fashion, The bugs may travel up to 20 feet from you to sting and distract your foes. The swarm does no actual damage, but any being caught in the swarm must make a Willpower roll (difficulty 7). If the roll fails, the victim loses two dice from her Dice Pool that turn; if it botches, she may take no actions whatsoever.

Nosferatu - Tough Hide (2pt Merit)
Your skin is thick and leathery, resembling that of a pachyderm. You gain one extra dice on your soak Dice Pool (though not to soak fire and sunlight).
Back to top Go down
https://casadisangue.rpg-board.net
DarkeST
Admin
DarkeST


Posts : 166
Join date : 2009-06-11

Merits: Clan Specific Empty
PostSubject: Re: Merits: Clan Specific   Merits: Clan Specific EmptyFri Jun 12, 2009 10:21 am

RAVNOS

Ravnos - Charmed Samadji (1-4pt Merit)
Your family or sire has gifted you with an item of power. You are expected to carry this powerful draba until you sire your own progeny, then pass the gift to her. Power levels of samadji vary greatly; a samadji might reduce target numbers on certain actions (1-2pt), or even provide the user with effects equivalent to low-level Disciplines, such as Unseen Presence(4pt). Samadji may be activated in any a number of ways. Design your samadji with the Storyteller, who will assign a final value to it.

Ravnos - Family Allegiance (2pt Merit)
Through your travels, you have gained the favor of a mortal Gypsy family. The family aids you in your exploits whenever possible, providing shelter from enemies or acting as a method of transportation to or from a city. All difficulties numbers involving social interacting with the family in question are reduced by two. So long as you do not abuse your trust (such as using family members as steady sources of blood), the family will not turn away from you. Note: You may not take a Family Allegiance with the Tsurara or Ravnos families.

Ravnos - Phralmulo (3pt Merit)
You were Embraced from within the Rom, from one of the families of power. Because of your heritage, you may be able to regain Blood Affinities by feeding on Rome and may begin with Abilities or Backgrounds available only to Gypsy characters. In addition, phramulo characters need not pick a specific crime as their weakness; the phralmulo show a general (but compulsive) contempt and disregard for all the laws of the gaje. Note: Without this Merit, a Ravnos player character is assumed to be Georgio.
Back to top Go down
https://casadisangue.rpg-board.net
DarkeST
Admin
DarkeST


Posts : 166
Join date : 2009-06-11

Merits: Clan Specific Empty
PostSubject: Re: Merits: Clan Specific   Merits: Clan Specific EmptyFri Jun 12, 2009 10:21 am

SETITES

Setites - Addictive Blood (3pt Merit)
Your blood is especially delicious to others, Kindred or Kine, containing a substance they find physically addictive. Once they have drunk it, they must drink again, or spend a Willpower point at inconvenient moments to avoid the pangs of craving. Setites with this Merit find it much easier to Blood Bond an opponent, as once they have tasted the tainted vitae, they will do almost anything to drink again.

Setites - Agent of Prophecy (1-3pt Merit)
None other than mighty Set himself has foretold your coming, and it is whispered by the elders that you figure prominently in one or more of the Prophecies of Set. This mark of great destiny carries great weight among devout Setites, but it also makes you something of a prize to be sought after by ambitious elders seeking to bask in the reflected glow of Set's favor. The prophecies in question may not come to pass for many hundred years, but your fate will not be denied. This is a variable Merit, with cost representing the perceived importance of your role in the prophecy. Each point taken allows you to cancel a single botch during a give story, but also increases the expectations of your clan. As an added wrinkle, the Storyteller may decide that at least one of the prophecies you are intended for is soon to come, making you the locus of vast events that you may or may not have any control over. This merit does not indicate whether you have been able to translate your association with prophecy into any real authority among other Serpents. For that, you must purchase the Status Background.

Setites - Poisonous Bite (2pt Merit)
You have developed poison glands in the roof of your mouth. The poison is virulent, although Kindred and other supernatural creatures are unaffected by it. You, of course, are immune. When you bite, you always inject this poison usually killing your human victims. You must learn to feed in other ways, perhaps drawing the blood you need with a syringe or razor, if you do not wish to kill every time you feed.
Back to top Go down
https://casadisangue.rpg-board.net
DarkeST
Admin
DarkeST


Posts : 166
Join date : 2009-06-11

Merits: Clan Specific Empty
PostSubject: Re: Merits: Clan Specific   Merits: Clan Specific EmptyFri Jun 12, 2009 10:21 am

TOREADOR

Toreador - Patron (2-4pt Merit)
You have attracted the attention of another Toreador, who has made it her job to see you succeed. Perhaps you gained her attention because of your lineage, perhaps because of your artwork, or something you did or said. Whatever the reason, you have someone who will champion your work and speak up for you in the courts. She may even arrange for shelter or training. Be careful not to abuse your Patron - no one likes being taken for granted. A two-point Patron is someone who is about your own level in clan station, but is perhaps older than you and has good advice to offer. A four-point Patron has resource at her disposal and occupies a station high enough to make a significant difference in your unlife.

Toreador - Touched by God (3pt Merit)
Your art is considered truly inspired and inspiring. There is an essence of life and beauty about your work that moves others. Perhaps you were always gifted, or the Embrace might have opened you to the Almighty in ways you hadn't expected. Your singing voice causes stones to melt, your paintings look as if their subjects might step off the canvas at any moment, or your storytelling holds people utterly spellbound. The difficulty on all Expression rolls is reduced by two. If the art being produced relates to God, the Church or similar higher ideals, the difficulty is reduced by three instead. Such perfection, however, can be engender jealously in mortal or Cainite rivals. Some suspicious clergy may believe that you sold your soul to achieve your talent, or that you are guilt of hubris by reaching too high with your endeavors.
Back to top Go down
https://casadisangue.rpg-board.net
DarkeST
Admin
DarkeST


Posts : 166
Join date : 2009-06-11

Merits: Clan Specific Empty
PostSubject: Re: Merits: Clan Specific   Merits: Clan Specific EmptyFri Jun 12, 2009 10:21 am

TREMERE

Tremere - Attuned Taste (2pt Merit)
You've got a natural instinct for the favors in blood. When you taste blood, you can tell if the blood is from vampire, and you can automatically taste the generation. There is no test or cost. If the blood is not from a vampire, you only know that—you cannot specifically tell Lupine or faerie blood from human blood without other testing material.

Tremere - Natural Vicissitude (5pt Merit)
You have "inherited" more of your clan's stolen Tzimisce blood than most of your clanmates and have thus become something of a throwback to your "parent" clan. You may, therefore choose Vicissitude, rather than Dominate, as a clan Discipline. Improving your rating of Vicissitude, however, may present difficulties. Unless you can locate another Tremere willing and able to teach you further mastery of Vicissitude's higher levels, you must seek further instruction from a Tzimisce (most likely though coercion).
Back to top Go down
https://casadisangue.rpg-board.net
DarkeST
Admin
DarkeST


Posts : 166
Join date : 2009-06-11

Merits: Clan Specific Empty
PostSubject: Re: Merits: Clan Specific   Merits: Clan Specific EmptyFri Jun 12, 2009 10:22 am

TZIMISCE

Tzimisce - Dracon's Temperament (3pt Merit)
taking the notion of Azhi Dahaka to new levels, you've emulated the permutable nature of change and evolution into your very psyche. Like the protean Dracon, you are a whirlwind of temperaments. Unlike multiple personalities, whch gives you more than one identity, you are the sme person but with different and changing Natures. Essentially, you either have no anchored sense of self, or you're so mutable that you can be anybody. At the beginning of each story, until its conclusion, you may choose one Personality Archetype to function as your Nature. This oesn't changeyour identity; it simply alters the way you perceive situations and howyou deal with others. You also regain Willpower according to your new Nature and may be affected by other effects or Discipline powers as per your new Nature as well.

Tzimisce - Haven Affinity (2pt Merit)
Your territoriality rivals that of a Lupine. When acting on "home soil" (your main haven, not auxiliary havens), you gain an additional die to all Dice Pools. You may also home in on your haven by making an unmodified Perception roll (difficulty variable; 6 if across town, 8 if in another state or country, 9 if across the globe).

Tzimisce - Naturally Supple (4pt Merit)
You are attuned to Vicissitude like a fish in water (or blood, or puss�). Your difficulties are reduced by two when using Vicissitude on yourself (copying someone exactly, bonecrafting someone into an elaborate shape etc.)

Tzimisce - Promethean Clay (5-pt. Merit)
Your flesh ripples and molds itself to your preternatural will, almost before you consciously invoke the change. The difficulty to use any Vicissitude power on you is 2 less than normal, and you may activate Vicissitude powers reflexively at your full dice pool while taking other actions. Powers that require multiple turns to activate still require the usual duration — the change simply occurs without conscious direction. As a final benefit, you need no physical sculpting to use the first three levels of Vicissitude on yourself, as your flesh undulates and extrudes to its desired shape. Only characters with at least one dot of Vicissitude may purchase this Merit.

Tzimisce - Revenant Disciplines (3pt Merit)
The ties to your revenant family stayed with you well past the Embrace. As such, the Disciplines that were unnate to you as a ghoul have remained so as a Cainite. At character creation, select the ghoul family from which you hail. Instead of the Tzimisce's standard complement of disciplines, you instead draw from your three family Disciplines for your starting allocation. Also, you learn your family Disciplines at the cost of a clan Discipline. It's either or, however, meaning you cannot buy both the Tzimisce and family powers at clan cost unless they both share a particular ability.
Back to top Go down
https://casadisangue.rpg-board.net
DarkeST
Admin
DarkeST


Posts : 166
Join date : 2009-06-11

Merits: Clan Specific Empty
PostSubject: Re: Merits: Clan Specific   Merits: Clan Specific EmptyFri Jun 12, 2009 10:22 am

VENTRUE

Ventrue - Paragon (6pt Merit)
The Embrace has awakened within you an aspect of personality that others find particularly compelling. You may select one Background from the following group; Allies, Black Hand Membership, Clan Prestige, Contacts, Fame, Herd, Influence, Mentor, Resources, Retainers, Sabbat Status or Status. Your maximum Trait score in that Background may exceed your normal generation limit by one. For example, a 10th-generation Kindred may take this Merit and enjoy the benefits of a Contacts Background of 6. You may take this Merit for only one Background, which may drop at the ST's discretion. Players should choose this Merit only for a Background that makes sense - - a Camarilla archon is unlikely to have a Black Hand Membership Background of 7, for example.
Back to top Go down
https://casadisangue.rpg-board.net
Sponsored content





Merits: Clan Specific Empty
PostSubject: Re: Merits: Clan Specific   Merits: Clan Specific Empty

Back to top Go down
 
Merits: Clan Specific
Back to top 
Page 1 of 1
 Similar topics
-
» Flaws: Clan Specific
» Merits: General
» Restricted/Banned Merits and Flaws

Permissions in this forum:You cannot reply to topics in this forum
Casa di Sangue: Venice :: Getting Information :: Character Creation-
Jump to: