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MERITS
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[[Category:Test]]
Important Things to Note:
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{{Talk:Test}}
1. Merits will subtract points from your freebie points to spend.
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2. Whenever possible merits and flaws balance each other out before they are spent as freebies.
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This doesn’t concern the players as much as it does in how the STs total everything.
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3. All merits and flaws are subject to approval.
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4. Many merits and flaws must be role-played. If at any point in time, the STs feel you aren’t
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RP’ing your merit or flaw, we may require you to buy them off at double the cost. You will not
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get these points back.
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5. These may be taken from any appropriate 3rd Edition book. Merits and Flaws from
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Vampire: the Masquerade (2nd Edition) and other White Wolf source books will be reviewed on a
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case-by-case basis. Certain merits & flaws are self-explanatory, and represent random quirks of
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fate – “Ambidextrous”, “Color Blind” etc. However, if your character has "Nightmares", explain
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why. If they have a "True Love", mention it in the history, and so forth...
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6. “Wrong Sect” Merit & Flaws -- Some Merit & Flaws are strictly sect specific. Be aware of this
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and don’t ask for Prestigious Sire on an Anarch character.
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7. Eat Food – Please remember that Kindred as a whole consider this rather disgusting, and this
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merit would be primarily a tool for camouflaging oneself amongst mortals and maintaining the
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Masquerade. Vampire: the Masquerade (3rd Edition) says it best (p.296), “Of course, you can’t
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digest what you eat, and there will be some point during the evening when you must force yourself
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to heave it back up.” Bon appetit!
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8. The following Merits and Flaws are generally considered unsuitable for online play or have
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been repeatedly abused, and will be reviewed on a case-by-case basis (you may ask, but you may
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not be permitted to have them):
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a. Merits: Gifted, Boon, Clan Friendship, Debt of Gratitude, Deceptive Aura, Elysium
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Regular, Harpy, Huge Size, Lucky, Mole, Nine Lives, Oracular Ability, Powerful Ghoul,
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Primogen Friendship, True Faith, Iron Will, Blasé, Clear Sighted, Clan Discipline,
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Harmless, Sanctity
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PHYSICAL
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Acute Sense (1pt Merit)-Have 1 sharp sense. -2 die to rolls relating to sense. Combined with sensory
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Effects (rank 1 Effects), gives additional success to roll. Must choose sense. (All)
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Alcohol Tolerance (1pt Merit)-Roll Stamina (dif 5), shake off intoxication effects (not poisons). Also takes
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Longer to get drunk. (All)
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Ambidextrous (1pt Merit)-Perform actions at no penalties with "wrong" hand. Dif using both hands at
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once=+1 "right", +3 "wrong". (All)
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Baby Face (2pt Merit)-Pink skin, breath/sneeze, heartbeat when 1 BP, not taken by Nosferatu. (Vampire)
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Bad Taste (2pt Merit)-Flesh gives oils which taste bad. Spend Willpower or retch (lupus/wolves won't
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lick). (All)
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Blush of Health (2pt Merit) – You look more healthy in appearance than other vampires. You still retain
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the color of a human, but your skin is cool to the touch. (Vampire)
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Longevity (2pt Merit)-Don't suffer age effects until 85. Live to be 120-130 naturally. (Werewolf)
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Meta-Morph (6pt Merit)-Easy to change forms (can do in sleep). Automatically shift (5 successes).
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Knocked unconscious: roll Wits Primal-Urge (dif 8) to assume any form you choose. (Werewolf)
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Misplaced Heart (2pt Merit)-Heart moved within 2' of original position. (Vampire)
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Mixed-Morph (1pt Merit)-Partial transformation dif 6. (Werewolf)
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Natural Weapons (3pt Merit, 4 if Homid)-Attacks -1 dif with natural weapons in Lupus but +1 in Homid
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(Claws, teeth, punch, kick). (Werewolf)
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Needs Less Sleep (1pt Merit) - Character only needs 4 hours of sleep per night (All but Vampires)
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Oversized Mouth (1pt Merit)-Allows +2BP to be drank/turn. (Nosferatu)
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Pain Tolerance (2pt Merit) – You ignore one-dice wound penalties. You must have a conviction or
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courage rating of 3 or more to take this Merit. (Tzimisce)
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Physically Impressive (2pt Merit)-+1 intimidation die. Appear dangerous, exude confidence. (All)
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Piscine (1pt Merit) – You are more comfortable underwater. You get a -1 diff on all physical dice pool
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related to underwater movement. (Nosferatu)
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Poisoned Blood (3pt Merit)-Blood causes 1 non-agg damage/BP drank by Kindred. (All but Vampire)
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Projectile Vomiting (2pt Merit) – You can eat, drink food and then vomit it. Roll Stamina + Athletics
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(diff 8) (Victim can attempt to dodge). This attack doesn’t cause damage, but can obscure victim’s vision,
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cause him to slip, or merely force him to weep in shame. (Nosferatu)
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Resemble Kindred (2pt Merit)-You exactly like Kindred (pale/thin). (All but Vampire)
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Rugged Bad Looks (5pt Merit) – Your face is hideous but you can pass for a really ugly human.
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(Nosferatu)
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Ruse of the Wolf (2pt Merit)-In animal forms, still smell alive, even to Garou senses. May foil Sense
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Wyrm gift. (Vampire)
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Sanguine Incongruity (5pt Merit) – Giovanni with this atavism are few and far between. You do not bear
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the Curse of Lamia; your kiss causes no more damage than the blood loss itself. You look like a corpse,
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and no amount of blood ingestion can flush your features. (Giovanni)
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Sleep Unseen (2pt Merit) – Sleep using obfuscate. It requires an extra blood point, Auspex can notice you.
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(Nosferatu)
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Slimy (2pt Merit)-Skin secrets slime like that of worm. Opponents need +2 successes to grapple. -1 dif fire
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soak. (Nosferatu)
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Strong Blood (5pt Merit)-Blood very potent. Blood Bond in 2 drinks. Diabolists lust for it. (Vampire)
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Thick Skin (2pt Merit)-Struggle: Kindred must roll Stamina+Potence Stamina for bite penetrates. If not:
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slowly pierce skin, drink. (All)
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Tough Hide (2pt Merit)-+1 Soak die (not fire/Sunlight) from leathery, thick skin. (Nosferatu)
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SOCIAL
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Alternate Identity (3pt Merit) – In addition to your normal identity, you’ve taken up an alternate role that
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allows you to run with another group or sect of vampires. This other self has a believable history and back
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story that can stand up to at least cursory checks, and he is accepted at face value by his associates. Your
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sire, allies, contacts, etc. do no know you maintain this second identity, and treat this “stranger”
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accordingly. (Vampire)
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Boon (1-6pt Merit)-Master/Elder owes you/Mentor some favor (favor=points). (All, mostly Vampire)
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Broken Bond (4pt Merit) – You were once blood bound but have secretly slipped the leash, and are free to
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act as you will once more. (Vampire, Mortal)
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Bullyboy (2pt Merit) – You’re part of the brute squad the local sheriff calls on when he needs some
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muscle. (Camarilla Vampire)
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Clan Friendship (4pt Merit) – One particular clan (not your own) has a special liking for you. You might
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have done the clan as a whole a favor at some point, or perhaps you’re just a loud voice in support of their
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aims. You are at a -2 diff on all Social rolls involving members of the clan in question. (Vampire)
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Debt of Gratitude (1-3pt Merit) – an elder owes you gratitude because of something either you or your
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sire did for her. One point means the elder owes you a favor, three points means the elder owes you their
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unlife. (Vampire)
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Domain (2-4pt Merit) – The prince has given you exclusive rights to a piece of territory. The size and
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importance of that territory are in direct proportion to the cost of the Merit. (Camarilla Vampire)
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Dynamic Personality (5pt Merit) – People are drawn to you. You may purchase additional backgrounds
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using your experience points. Two xp points earns you one background dot from the following groups:
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Allies, Contacts, Herd, and Retainers. (Brujah)
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Embraced without the Cup (3pt Merit) – Your Tremere was drained of blood and then brought across but
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never went through the Transubstantiation of Seven. Your loyalty to the clan comes completely from your
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own conscience. If any Tremere finds out about this, expect to be brought before the Council to be
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questioned. (Tremere)
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Elysium Regular (1pt Merit) – you spend an unusual amount of time at the various Elysium’s in your city.
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(Camarilla Vampire)
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Former Ghoul (1pt Merit) – You were introduced to the blood long before you were made kindred. You
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are at a -1 diff on all social rolls when in the presence of other neonates, and have a standing -1 diff on rolls
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relating to knowledge of the kindred. (Vampire)
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Friend of the Underground (3pt Merit) – While you’re not a Nosferatu, you know your way around the
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sewers, tunnels, ducts, subway tubes and other subterranean passages of your home town. You are at -1diff
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on all Sewer Lore rolls, and any rolls involving the subterranean world. (Vampire, except Nosferatu)
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Harmless (1pt Merit) – Everyone in the city knows you, and knows that you’re no threat to their plans. If
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you start acting in a way that demonstrates that you are no longer harmless, other’s reactions to you will
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likely change as a result. (Vampire)
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+
 
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Harpy (5pt Merit) – You count yourself among the harpies. Yours is one of the voices that mock, exalt,
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praise, or humble the Kindred of the city. You are at -1 diff on all Social rolls when acting in your official
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capacity. (Camarilla Vampire)
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Holder of Office (3-5pt Merit) – You currently hold one of the official Camarilla positions in your city.
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The degree of power you possess depends on the cost of the Merit. (Camarilla Vampire)
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Mole (3pt Merit) – You have an informer buried in the Sabbat who funnels you all sorts of information as
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to what her peers are up to. (Camarilla Vampire)
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Natural Leader (1pt Merit)-All rolls involving leadership have a -3 dif. (All)
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Old Pal (2pt Merit) – an acquaintance from your breathing days was Embraced at the same time you were.
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(Vampire)
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Open Road (2pt Merit) – unlike many kindred, you like to travel. (Vampire)
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Paragon (6pt Merit) – The embrace has awakened in you an aspect of personality that others find
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compelling. Choose one background: Allies, Black Hand Membership, Clan Prestige, Contacts, Fame,
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Herd, Influence, Mentor, Resources, Retainers, Sabbat Status, or Status. Your maximum trait score in that
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background may exceed your normal generation limit by one. (Ventrue)
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Prestigious Sire/Mentor (1pt Merit)-Mentor/Sire has/had great Status, gives honor. Aid with Elders, get
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aid from Allies (though may not be in contact with Mentor/Sire any longer). (Vampire)
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Primogen (7pt Merit) – You are part of the ruling coterie of vampires in the city in which you reside.
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(Camarilla Vampire)
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Primogen Friendship (4pt Merit) – The ruling council of the city values you and your opinions. You are
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called in to consult on decisions, and your recommendations carry great weight. (Camarilla Vampire)
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Protégé (1pt Merit) – Your sire watched you for some time before Embracing you, and spoke glowingly of
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you to Acquaintances. You are at a -1 diff on social rolls with all those who’ve heard good things bout
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you. (Vampire)
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Rep (1p Merit) – Your fame has exceeded the bounds of your sect. Everyone who knows who you are,
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what you’ve done and what you’re supposed to have done. (Vampire)
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Rising Star (3pt Merit) – You’re one of the up and comers in your city, a rising star in the Camarilla’s
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firmament. You are at -1 diff on all Social rolls against any Camarilla vampires who aren’t actively
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opposing your ascent. (Camarilla Vampire)
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Sabbat Survivor (1pt Merit) – You’ve lived through at least one Sabbat attack and/or attempted
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recruitment. You are at -1 diff on all Perception rolls when it comes to Sabbat based matters. (Camarilla
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Vampire)
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Sanctity (2pt Merit)-Trusted, liked, get less punishment. Have trouble finding faults. (All)
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Scholar of Enemies (2pt Merit) – You have taken the time to learn about and specialize in one particular
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enemy of the Camarilla. This merit is worth a -2 diff for all rolls pertaining specifically to the subject of
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your specialization. One the other hand, you are at a +1 diff when it comes to dealing with other enemies,
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simply because you are so thoroughly focused on your field. (Camarilla Vampire)
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Scholar of Others (2pt Merit) – This merit functions identically to scholar of enemies, except that it
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applies to a group that is not necessarily inimical to the Camarilla. (Vampire)
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Sheriff’s Friend (2pt Merit) – For whatever reason, the local head lawman likes you. He’s inclined to
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overlook your minor trespasses and let you in on things you’re not supposed to know about. (Camarilla
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Vampire)
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Dracon’s Temperament (3pt Merit) – At the beginning of each story, you may choose one Personality
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archetype to function as your Nature. (Tzimisce)
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Eidetic Memory (2pt Merit)-Recall details seen/heard in excellent detail. Roll Intelligence+ Alertness:
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remember things glanced at. With 5 successes, recall event perfectly. (All)
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Iron Will (3pt Merit, 4pt=Mortals)-Can't be Dominated, mind spells/rituals won't work. May need to spend
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Willpower for extremely potent powers. Receive three extra dice to resist the effects of any mind-altering
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magic, spell, or Thaumaturgy path. Does not affect Presence or other powers dealing with the emotions.
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(All)
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Introspection (1pt Merit) – You have keen insight into the ulterior motives of all your actions. This is a
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nightly exercise. Add two dice to your Perception dice pool when you must take an action against someone
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with the same nature or demeanor as you. (All)
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Needs Less Sleep (1pt Merit)- Character only needs 4 hours of sleep per night (All but Vampires)
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Lightning Calculator (1pt Merit)-Math, computers, gambling, etc. tasks at -2 dif. Also used to determine
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how difficult a task is. (All)
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Mechanical Aptitude (1pt Merit)-All rolls to understand, repair, operate mechanical devices (not
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computers/vehicles) at -2 dif. (All)
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Natural Linguist (2pt Merit)-+3 dice for involving languages. Doesn't allow more languages than
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Linguistics score. (All)
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Pelagic Harmony (3pt Merit) – Being close to the sea calms you. All Willpower rolls made while you’re
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on or within site of the sea have a -1 to diff. (Lasombra)
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Self-Confident (5pt Merit)-At dif 6+, spend 1 Willpower for Automatic Success, don't loose Willpower
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point if you score 1 more success on die roll.(All)
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Time Sense (1pt Merit)-Estimate time of day/amount time passed in 1 minute without devices. Perform
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without concentration. (All)
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Untamable (5pt Merit)-Immune to Dominate (not Presence)/gifts like Roll Over, Mastery. (All)
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Useful Knowledge (1pt Merit) – You have expertise in a specific field that makes your conversation
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intriguing to an older Kindred. Treat this merit as a 1-dot mentor with a specific interest. (Vampire)
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Weather Sense (1pt Merit) – You subconsciously sense bad weather. The ST makes a Perception +
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Survival roll (diff 7) on your behalf to give you several hours’ notice of storms and other weather problems.
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(Lasombra)
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APTITUDES
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Animal Affinity (1pt Merit)-Pick 1 animal. All Animalism/Animal Ken rolls have dif -2. (All)
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Animal Magnetism (1pt Merit)-dif -2 on Seduction/Subterfuge. Annoys others of gender. (All)
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Crack Driver (1pt Merit)-All rolls for risky/dangerous driving maneuvers at -2 dif. (All)
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Entrepreneur (1pt Merit)-All rolls acquiring money from business at -2 dif. (All)
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Eye for Beauty (1pt Merit)-Art Appreciation rolls at -4. Natural Critic. (All)
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Fast Learner (3pt Merit)-+1 extra experience point at conclusion of story (not session). (All)
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Gifted (3pt Merit)-Creativity/Artistic Expression rolls at -3 dif. (All)
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Greater Colors (3pt Merit)-Aura Perception dif -5, may ask 1 question about Target/success once/story. -1
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Artistic Expression dif for colors. May become enraptured by colorful objects. (All, mainly Vampire)
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+
Jack-of-All-Trades (5pt Merit)-1 "dot" in all Skill/Knowledge dice pools. Spend experience to gain first
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dot, then increase normally. (All)
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Perfect Balance (3pt Merit)-Balance dif -3, harder to be knocked down, almost never fall. (All)
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Pitiable (1pt Merit)-Something about you others pity (care for you as Child). Some Natures not affected,
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some Demeanors pretend not affected. Decide why this way, how much liked. (All)
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Poison Resistance (1pt Merit)-all soak rolls against poison/toxin effects at -3 dif. (All)
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Quick Learner (2 pt Merit)-Time to learn New Gifts, Skills, Lore’s 1/2. (Werewolf)
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Supporter (2pt Merit)-Quietly inspirational to those around you. People seek out, eager to believe you.
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Social rolls have -2 dif. (All)
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Voice of the Songbird (3pt Merit)-Possess beautiful, haunting voice. Any Social roll involving
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speaking/singing, 1 automatic success. Wildlife responds to singing. (All)
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SUPERNATURAL
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Additional Discipline (5pt Merit) – You can take one additional discipline as if it were a clan discipline.
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All costs to learn that discipline are as if it were a native clan discipline. (Vampire)
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Ancestor Ally (1pt Merit)-Dif -2 to channel particular Past Life. Create ancestor in detail. (Werewolf)
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Attuned Taste (2pt Merit) – Your character finds blood magic instinctive – more so than for most
+
Tremere. When your Tremere tastes blood, she naturally tastes the subtle currents and occult
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correspondences in the vitae. When your character tastes blood, she may automatically glean one fact
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about the source, as per the Level One Path of Blood power, a taste for Blood. (Tremere)
+
 
+
Benevolent Blood (1pt Merit) – Although your blood still carries the curse of Malkav, its effects are
+
lessened a bit. Any ghouls you create suffer none of the usual deranging side effects of drinking malkavian
+
blood. (Malkavian)
+
 
+
Blasé (3pt Merit)-Resist all PRESENCE powers. Storyteller may make you spend 1 Willpower to resist
+
Very Powerful characters. (All)
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+
Charmed Existence (5pt Merit)-Ignore single botch on all rolls. (All)
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+
Clear-Sighted (6pt Merit)-Roll Perception+Alertness (dif opposing power level+3) to see through
+
Obfuscate, Chimerstry and other related Disciplines/Gifts. (Mortal only)
+
Consanguineous Resistance (1pt Merit) – Your character cannot be blood bound by anyone who shares
+
his mortal bloodline. (Giovanni)
+
 
+
Controllable Night Sight (2pt Merit) – Spend one turn in concentration to turn Night Sight on or off, plus
+
one per each health level of injury you currently suffer. With night sight active, pitch-black darkness seems
+
bright and uniformly lit, while any light brighter than 100 watts creates a zone of pure darkness.
+
(Lasombra)
+
 
+
Danger Sense (2pt Merit)-In danger, Storyteller rolls Perception+Alertness (dif on degree of danger). Gain
+
info based on success number about danger. Combined with Rank 1 sensing effects, even more potent
+
warning system. (All)
+
 
+
Deceptive Aura (1pt Merit) – Your aura is unnaturally bright and colorful for a vampire. You register as a
+
mortal on all attempts to read you. (Vampire)
+
 
+
Ecstatic (2pt Merit)-Considered "touched by God" prone to visions, trances. May be distrusted as Religious
+
Hysteric, +1 die to Social Rolls within Society. (All)
+
 
+
Ecumenist (4pt Merit)-See divine spark in other religions, may use their religious icons, holy ground.
+
Groups with this can pool Faith dice. (Any)
+
 
+
Enlightened (1-7pt Merit)-On successful path to Golconda, much of time spent reaching goal. (Vampire)
+
 
+
False Reflection (3pt Merit) – Can create a false impression of his disguise on recording media.
+
(Nosferatu)
+
 
+
Fist of God (7pt Merit)-Humanity 7+, normal brawl damage, agg to supernatural. (Mortal Only)
+
 
+
Foul Blood (3pt Merit)-Anyone who bites must roll Willpower (dif 6) or gag for turn. Need 3 successes dif
+
9 to Diablerie. (Nosferatu)
+
 
+
Ghoul (5pt Merit)-Are/were a Ghoul. Gives all benefits (BP, Disciplines, and Retarded Aging). Need 1
+
dose of vampire blood/month or become mortal again. Revert: never again be Ghoul. (All but Vampire)
+
 
+
Gift of Proteus (1, 2, 4pt Merit)-Can 'fine tune' PROTEAN Discipline. 1=Change Eye Color, 2=Wolf
+
Breed, 4=Crow instead of bat. (Vampire)
+
 
+
Guardian Angel (6pt Merit)-Watched out for, protects from harm. As Storyteller decides. (All)
+
 
+
Haven Affinity (3pt Merit) – You are connected to the soil of your prime haven, granting you an extra die
+
to all pools when you operate there. You can home on its location with a Perception + Survival roll (diff
+
6), +1 diff when a state or country separates you, +2 diff when you’re halfway across the globe. This only
+
applies to your primary haven. (Tzimisce)
+
 
+
Healing Touch (1pt Merit) – You can heal a wound made from feeding with but a touch. (Vampire)
+
 
+
Hidden Diablerie (3pt Merit) – There are no black streaks of diablerie in your aura. (Vampire)
+
 
+
Horn of the Unicorn (1pt Merit)-Not actual horn. Gets 1 automatic success to any roll involving
+
healing/purification. Short, horn-like shaft of light may appear above forehead in Umbra. (Werewolf)
+
 
+
Immaculate Aura (1pt Merit) – Your aura doesn’t give away your insanity. It doesn’t shift or swirl, even
+
when you’re confused, frenzied, or in a psychotic fit. (Malkavian)
+
 
+
Immune to Wyrm Emanations (5pt Merit)-No penalty from radiation, Bale Fire, Wyrm elemental, etc.
+
Immune to Bane possession. Sept will recognize, give most dangerous jobs. (All, mostly Werewolf)
+
 
+
Inconnu Associate (4pt Merit)-Friends with Kindred in Inconnu. As SUPERNATURAL COMPANION.
+
Difficult to arrange Meeting places/communication. (All, harder on Vampire)
+
 
+
Innate Magical Ability (5pt Merit)-Have ability not normally possessed by Kindred. Power equal to level
+
3 Discipline. (Vampire)
+
 
+
Innocent (1pt Merit)-Always thought of in most positive light. Unless proven otherwise, won't blamed for
+
most things (may be others). Doesn't mean innocent, just people think you are. (All)
+
 
+
Inoffensive to Animals (1pt Merit)-No fear/distrust by animals with Kindred. Act as mortal. (Vampire)
+
 
+
Invisible (4pt Merit)-Hard for Kindred to look at you. Have level 1 Obfuscate. (All)
+
 
+
Lucky (3pt Merit)-Repeat 3 failed (non-magical) rolls/story. May only try once/roll. (All)
+
 
+
Lunar Influence (1pt Merit)-New moon: Physical Attributes cut 1/2(round down). Full moon: increased
+
1/2(round up). (Vampire)
+
 
+
Machine Affinity (4pt Merit)-Working with, repairing machines always come easy. +1 die to pools to deal
+
with technological spirits, connection to machinery spontaneously awakens spirits. (Werewolf)
+
 
+
Magic Resistant (2pt Merit)-Can't learn Thaumaturgy, all spells/rituals at +2 dif against you whether good
+
or bad. (All)
+
 
+
Magic Sensitivity (1pt Merit, 4pt=Mortals)-Know when magic used/recently in 10'. Roll
+
Perception+Occult (dif 8) to understand it. (Vampire, Mortal)
+
 
+
Medium (2pt Merit)-Sense/hear spirits, ghosts, shades. Summon and get them to do favors (not for free).
+
Combined with SPIRIT Sphere dif -2, with SPIRIT MAGNET life is never dull. (All)
+
 
+
Moon Bound (2pt Merit)-Auspice moon waxing: +1 die to rolls. Waning: -1 dies to rolls. (Werewolf)
+
 
+
Mystic Ability (2pt Merit)-Visions (similar to precognitive). Can't induce/control. Always steeped in
+
symbolism, only apply to you. (All)
+
 
+
Natural Channel (3pt Merit)-Dif to step-sideways -1, spirits react at +1. If not Theurge, still easy to get
+
training from Garou shamans. (Werewolf)
+
 
+
Nine Lives (6pt Merit)-Any roll made that would kill is rerolled. May be rerolled until survive or limit of 9
+
reached. Only 9 rolls may ever be made, and may never be gotten back. (All)
+
 
+
Occult Library (2pt Merit)-Library of true occult material, helps to research occult info (may contain
+
version of BOOK OF NOD). (All)
+
 
+
Oracular Ability (3pt Merit)-See signs for advice in everyday life. If interpreted. Seeing omen/sign, roll
+
Perception Occult (dif on how well sign hidden). Interpret: roll Intelligence+Occult (dif on intricacy).
+
Success number=amount gleaned from sign. (All)
+
 
+
Oversized Fangs (1pt Merit)-Like tusks. +1 die to bite damage and Intimidation. They cannot be retracted.
+
(Nosferatu)
+
 
+
Pale Aura (2pt Merit)-Unless 5 successes on Aura Perception, aura seen as Kindred's. (Any but Vampire)
+
 
+
 
+
 
+
Past Life (1-5pt Merit) – You can remember one or more of your previous incarnations. One pt – déjà vu
+
memories of one life. Two pts – dreamy, vague memories of one life, with déjà vu from several lives.
+
Three pts – vague memories of several lives and one or two well-remembered impressions from one life.
+
Four pts – several well-remembered impressions from many lives. Five pts – a clear but broken thread of
+
memories back to the Mythic age and beyond. (All)
+
 
+
Patagia (4pt Merit)-May glide short distances on wind from flab’s of skin under arms. (Nosferatu)
+
 
+
Precognition (4pt Merit)-Perceive events before they happen. Not under your control. (All)
+
 
+
Proxy Kissed (4pt Merit) – Before the embrace, you received the traditional Giovanni Proxy Kiss. This
+
means you have one free dot of potence, and the other members of your clan tend to be comfortable that
+
you were embraced in the “proper Giovanni fashion.” On the downside, you are partially blood bound to
+
someone – probably someone other than your sire. (Giovanni)
+
 
+
Psychic Awareness (3pt Merit)-As MAGIC SENSITIVITY but for Psychics (Numina)/Auspex only. (All)
+
 
+
Reptile Buddy (3pt Merit) – You have been nursing alligators in the sewers. (Pg 72 Nos Clan Book 3rd for
+
stats). (Nosferatu)
+
 
+
Revenant Disciplines (3pt Merit) – The disciplines innate to you as a ghoul are the same for Vampire.
+
(Tzimisce)
+
 
+
Silence (1pt Merit)-Stealth rolls for moving quietly at -2 dif (regardless of situation). If wind blows while
+
moving, won't be heard. (All)
+
 
+
Silver Tolerance (5-7pt Merit)-Silver immunity. 5: may soak, still agg damage. 7: not agg damage, no
+
Gnosis lost for carrying silver. (Werewolf)
+
 
+
Spark of Life (5pt Merit)-Non-agg wounds heal at 1 less. Perfect health: give to others touched
+
(Mauled/Crippled may take months). Life Magic heals agg as non-agg, -2 dif to heal, create, grow, positive
+
change when touched. Kindred get 2 BP/1 taken, regenerate. (Mortal Only)
+
 
+
Spirit Magnet (3-7pt Merit/2-6pt Flaw)-Spirits help, hinder; slowly have effect. Merit: try warning of
+
danger/evil (destroy: others replace). Flaw: seek to taint, use to spread evil, no magic keeps them away
+
long. Amount=spirit involvement. (All)
+
 
+
Spirit Mentor (3pt Merit)-Have companion who's a ghost. May use minor powers when materialized, but
+
primarily advice help. Not true Magic mentor. Storyteller creates/controls it. (All)
+
 
+
Supernatural Companion (3pt Merit)-Have friend who is Were/Kindred/Mage/Kith/Wraith. Call/be
+
called for aid. Others resent friendship, try to destroy. Storyteller creates/controls it. (All)
+
 
+
Swarm Attractor (2pt Merit)-Need 1 Animalism dot. Surrounded by bugs, can distract foes. Fail
+
Willpower (dif 7 roll), -2 Dice for turn. (Nosferatu)
+
 
+
Symbol Independence (3pt Merit)-Use True Faith without need of symbol. (Any with True Faith)
+
 
+
Sympathetic Bond (5pt Merit) – You unconsciously cause a peculiar supernatural form of feedback
+
through the links of the blood bond. If you do become blood bound, your regnant also becomes blood
+
bound to you to an equal extent. (Vampire)
+
 
+
True Love (4pt Merit)-Truly love someone. Automatically succeed Willpower roll when trying to
+
protect/come closer to True Love. May confer other abilities as Storyteller decides. (All)
+
 
+
Unbondable (3pt Merit / 4pt for Mortals)-Immune to vampiric blood bonds. (All)
+
 
+
Unknowing Garou Kinfolk (2pt Merit)-Like GAROU KINFOLK, but you don't know. Until accepted,
+
only partially immune to Delirium (+2 on chart). Garou can sense (so can Wyrm creatures). (Mortal)
+
 
+
 
+
SUPERNATURAL TIES
+
 
+
Breeding Pack (2pt Merit)-Control wolf breeding pack to mate, raise pups. Need to defend this pack. +1
+
free Kinfolk Background dot. (Werewolf)
+
 
+
Capable Assistant (7pt Merit)-Have other acting as right-hand in all matters. Loyal, capable, powerful
+
enough to stand against anything in way (may Blood Bond but would serve anyway). (All)
+
 
+
Childe, Loyal (3pt Merit)-Have Childe who cares for you more than Blood Bond. Would do anything for
+
you, you trust them as no other. Would be grief-stricken if anything happens to them. (Vampire)
+
 
+
Clan Friendship (3pt Merit)-Something appeals to another clan (pick clan). -2 dif to rolls dealing with
+
clan. Marked as sympathizer with clan by its enemies (regardless of how felt). (Vampire)
+
 
+
Elysium Domain (1pt Merit)-Control part of Elysium. Protector, considered your domain. Doesn't belong
+
to you, Kindred use it freely. Must protect, gain Status from position. (Vampire)
+
 
+
Family Member (1pt Merit)-Member of family is Supernatural. Have good relations with them, use as
+
Ally (but may use you). If nearby, 2 points; if member of pack/chantry, 3 points. (All)
+
 
+
Pack Distinction (2pt Merit)-Degree of fame in pack for some reason. May not be pack leader, more
+
respected than pack leader. (Werewolf, Sabbat Vampire)
+
 
+
Pawn (3pt Merit)-Control another (higher gen) probably Blood Bond. Need not know controlled.
+
(Vampire)
+
 
+
Personal Masquerade (3pt Merit)-Successfully convinced Kindred that belong to certain Clan. Act as
+
member of Clan (gain Clan Prestige, all entitled by clan), must keep up Masquerade (failure may result in
+
Final Death) in all ways. (Vampire)
+
 
+
Powerful Childe (1-5pt Merit)-Control Childe in Position (1=Anarch, 3=Primogen, 5=Justicar). (Vampire)
+
 
+
Powerful Ghoul (5pt Merit)-Have ghoul built from: 15 Attributes, 27 Abilities, 5 Backgrounds, 6
+
Disciplines (1 in POTENCE, no THAUMATURGY), good Virtues, reasonable Willpower. Will do
+
whatever ordered, may get jealous of others. (Vampire)
+
 
+
Prestation Gifts (2-6pt Merit)-Another owes boon, until repaid, have some power over them. (Vampire)
+
 
+
Prestigious Sire/Mentor (1pt Merit)-Mentor/Sire has/had great Status, gives honor. Aid with Elders, get
+
aid from Allies (though may not be in contact with Mentor/Sire any longer). (Vampire)
+
 
+
Reputation (2pt Merit)-Good reputation in Group (either by you or from Mentor). +3 dice to any Social
+
Pools with others of your Group. May not take flaw NOTORIETY. (Vampire, Werewolf)
+
 
+
Safe Passage (1pt Merit)-Have safe passage though territory of Kindred/sect that wouldn't normally allow
+
passage. (All, mostly Vampire)
+
 
+
Sanctuary (2pt Merit)-Other has promised protection from all harm while in Haven. Have power to protect
+
from most threats. (Vampire)
+
 
+
Special Gift (1-3pt Merit)-Sire gave gift after Embrace (value=points, Storyteller decides). (Vampire)
+
 
+
Special Rapport (2pt Merit)-Special bond with someone, allows to know if they're in trouble, pain, lying,
+
need you. They know same about you. If other person PC, both must buy this. (All)
+
 
+
Student (1pt Merit)-Mentor to younger Kindred/Mage. Student does what you say, is ward. You are
+
responsible for him. (Vampire)
+
 
+
Supernatural Spouse (4pt Merit)-Have relationship as VAMPIRE SPOUSE, but other from type. Risks
+
problems from the sects. (All)
+
 
+
Territory (2pt Merit)-You (or pack) have distinct territory known intimately. Area is marked with scents.
+
Can tell when intruded upon. Other Garou will not enter unless to provoke. (Werewolf)
+
 
+
Valuable Secret (1-3pt Merit)-Guard secret others would kill for (created by Storyteller). (All)
+
 
+
Vampire Spouse (5pt Merit)-Blood Bound and have Blood Bonded a Kindred of equal power/Status. Gain
+
TRUE LOVE. (All, relative)
+
 
+
Well Traveled (2pt Merit)-Traveled all over world, know many Kindred. Roll Intelligence (dif 10-Status)
+
to recognize name. (All, mostly Vampire)
+
 
+
 
+
MORTAL SOCIETY
+
 
+
Accepted Ally (1pt Merit)-Have ally in mortal world, that Sabbat feels useful. Allowed to keep as long as
+
no problems. (Sabbat Vampire)
+
 
+
Airport (4pt Merit)-Domain is major airport. All Kindred wishing to use must answer to you. (Vampire)
+
 
+
Approved Friendship(2pt Merit)-Friendship with someone not in Sabbat allowed to keep so long as no
+
problems.(Sabbat Vampire)
+
 
+
Beholden (1-3pt Merit)-You owe someone and someday the favor will be due. May be for info they hold or
+
exchanged favors. (All)
+
 
+
Black Market Ties (1-5pt Merit)-Ties to underground shopping, get hard-to-find (illegal) items. +1
+
Streetwise die/point. Same price/availability. Need Storyteller permission to take. (All)
+
 
+
Castle (5pt Merit)-Own castle with 50-500 rooms, estate around. See MANSION. (All)
+
 
+
Church Ties (3pt Merit)-Influence/contacts in local churches. Start protest rallies, help needy, raise money.
+
More ties used, greater the risk of discovery. (All)
+
 
+
Corporate Ties (3pt Merit)-Influence/contacts in corporate community. Know where city's money is, links
+
with all major players. Cause financial mayhem/raise money (loan) quickly. (All)
+
 
+
Corporation CEO (5pt Merit)-Influence corporation/associated companies. Know what happens in
+
corporate community, wage economic warfare. Allies/resources as Storyteller decides. (All)
+
 
+
Ecclesial Rank (1-3pt Merit)-Member of Roman Catholic hierarchy. Points=church rank (high rank means
+
age usually in mid-30s). (All)
+
 
+
Entertainment Ties (3pt Merit)-Degree of fame/influence in local entertainment. Use to get info /buy
+
favors, search for Acolytes, working unsubtle magic at times. 5 pts=nationwide. (All)
+
 
+
Extremist Group (4pt Merit)-Influence/contacts in extremist group. Provide assistance/agents, contacts in
+
similar groups. More used, weaker becomes. (All)
+
 
+
Hideaway (2pt Merit)-Own place none know about. Not (apparently) linked to you. Furnished, stocked for
+
2 week stay. Visit: roll 2 dice (dif 6) fail=foes come closer to knowledge of location. 4 cumulative failures
+
leads them to you. Botch immediately shows where you are. (All)
+
 
+
Judicial Ties (2pt Merit)-Influence/contacts in justice system. Know judges, prosecutors. Can't intervene in
+
case, may influence, easier to get search warrants. (All)
+
 
+
Mansion (3pt Merit)-Own large mansion (25+ rooms), surrounding estate with servants if choose (not
+
Acolytes unless background). Mansion has security as desire, no Nodes/Horizon Realms. May be in any
+
condition chosen (IRS won't notice if ghost mansion). (All)
+
 
+
Media Ties (2pt Merit)-Influence/contacts in local media. Suppress/create news stories (not all of it all the
+
time), access files/gossip from newspapers/TV stations. (All)
+
 
+
Mortal Double (2pt Merit)-For whatever reason, there is a mortal (ghouled or not) who looks exactly like
+
you. Knows about you and works for you during the day. Is able to pull it off. Unless Ghouled, will
+
continue to age and not look as double after time. (Vampire mainly)
+
 
+
Nightclub (2pt Merit)-Own moderate size nightclub. Can support moderate luxury ($1000/month can
+
grow). Used for Prestige, Chantry. Can be a restaurant, sports arena, retail store. (All)
+
 
+
Park Department Ties (1pt Merit)-Influence/contacts in local park rangers. Cause certain people to be
+
ejected from area/prevent entering. Ties threatened by new regulations/hiring/firings. Contacts need to be
+
maintained, or will lose them. (All)
+
 
+
Police Ties (3pt Merit)-Influence/contacts in local police department. Cause APB to be issued but ties
+
become weaker with use. Influence not solid, won't work at times. (All)
+
 
+
Political Ties (3pt Merit)-Influence/contacts in city politicians/bureaucrats. Shut off utility to
+
building/neighborhoods, unleash harassment on enemies. More used them, weaker become. (All)
+
 
+
Refined (2pt Merit)-Member of Societies Elite. All Etiquette High Society rolls at -3 dif. Invited to parties
+
for those of higher status. (All)
+
 
+
Research Grant (2pt Merit)-Grant from university/research center, minimum stipend ($1000 month), I.D.
+
to enter libraries/research centers around world, frees from burden of regular job. (All)
+
 
+
Street Rep (1-2pt Merit/Flaw)-Known for doing good or evil deeds. Deed determines Merit/Flaw/Points.
+
(All)
+
 
+
Street Ties (2pt Merit)-Know people on the street, who to question and how to find them. May reduce
+
Streetwise rolls. (All)
+
 
+
Underworld Ties (3pt Merit)-Influence/contacts in local Mafia/street gangs. Limited access to large
+
numbers of "soldiers” links to crime underworld. More used, weaker becomes. (All)
+
 
+
University (4pt Merit)-Control a university. Trustees/officials work for interests (full access, may hunt
+
freely). (All)
+
 
+
 
+
 
+
 
+
HUNTER SOCIETY
+
 
+
Arcane Heritage (2pt Merit)-See DARK HERITAGE except reversed (Hunter)
+

Latest revision as of 04:52, 10 January 2020

Name (required):

Subject:

Comment:

A test.

Is this going to work?

-- Jai
04:44, 10 January 2020 (MST)

Another test.

Hmm.

-- Jai
04:45, 10 January 2020 (MST)

How about now?

This isn't ideal yet but...

-- A test name
04:53, 10 January 2020 (MST)

Promising.

This might basically do the job.

-- Jai
05:39, 10 January 2020 (MST)

Testing.

Will this work when I'm not logged in?

-- No name
08:47, 13 January 2020 (MST)