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MERITS Important Things to Note:

1. Merits will subtract points from your freebie points to spend.

2. Whenever possible merits and flaws balance each other out before they are spent as freebies. This doesn’t concern the players as much as it does in how the STs total everything.

3. All merits and flaws are subject to approval.

4. Many merits and flaws must be role-played. If at any point in time, the STs feel you aren’t RP’ing your merit or flaw, we may require you to buy them off at double the cost. You will not get these points back.

5. These may be taken from any appropriate 3rd Edition book. Merits and Flaws from Vampire: the Masquerade (2nd Edition) and other White Wolf source books will be reviewed on a case-by-case basis. Certain merits & flaws are self-explanatory, and represent random quirks of fate – “Ambidextrous”, “Color Blind” etc. However, if your character has "Nightmares", explain why. If they have a "True Love", mention it in the history, and so forth...

6. “Wrong Sect” Merit & Flaws -- Some Merit & Flaws are strictly sect specific. Be aware of this and don’t ask for Prestigious Sire on an Anarch character.

7. Eat Food – Please remember that Kindred as a whole consider this rather disgusting, and this merit would be primarily a tool for camouflaging oneself amongst mortals and maintaining the Masquerade. Vampire: the Masquerade (3rd Edition) says it best (p.296), “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.” Bon appetit!

8. The following Merits and Flaws are generally considered unsuitable for online play or have been repeatedly abused, and will be reviewed on a case-by-case basis (you may ask, but you may not be permitted to have them):

a. Merits: Gifted, Boon, Clan Friendship, Debt of Gratitude, Deceptive Aura, Elysium Regular, Harpy, Huge Size, Lucky, Mole, Nine Lives, Oracular Ability, Powerful Ghoul, Primogen Friendship, True Faith, Iron Will, Blasé, Clear Sighted, Clan Discipline, Harmless, Sanctity


PHYSICAL

Acute Sense (1pt Merit)-Have 1 sharp sense. -2 die to rolls relating to sense. Combined with sensory Effects (rank 1 Effects), gives additional success to roll. Must choose sense. (All)

Alcohol Tolerance (1pt Merit)-Roll Stamina (dif 5), shake off intoxication effects (not poisons). Also takes Longer to get drunk. (All)

Ambidextrous (1pt Merit)-Perform actions at no penalties with "wrong" hand. Dif using both hands at once=+1 "right", +3 "wrong". (All)

Baby Face (2pt Merit)-Pink skin, breath/sneeze, heartbeat when 1 BP, not taken by Nosferatu. (Vampire)

Bad Taste (2pt Merit)-Flesh gives oils which taste bad. Spend Willpower or retch (lupus/wolves won't lick). (All)

Blush of Health (2pt Merit) – You look more healthy in appearance than other vampires. You still retain the color of a human, but your skin is cool to the touch. (Vampire)

Longevity (2pt Merit)-Don't suffer age effects until 85. Live to be 120-130 naturally. (Werewolf)

Meta-Morph (6pt Merit)-Easy to change forms (can do in sleep). Automatically shift (5 successes). Knocked unconscious: roll Wits Primal-Urge (dif 8) to assume any form you choose. (Werewolf)

Misplaced Heart (2pt Merit)-Heart moved within 2' of original position. (Vampire)

Mixed-Morph (1pt Merit)-Partial transformation dif 6. (Werewolf)

Natural Weapons (3pt Merit, 4 if Homid)-Attacks -1 dif with natural weapons in Lupus but +1 in Homid (Claws, teeth, punch, kick). (Werewolf)

Needs Less Sleep (1pt Merit) - Character only needs 4 hours of sleep per night (All but Vampires)

Oversized Mouth (1pt Merit)-Allows +2BP to be drank/turn. (Nosferatu)

Pain Tolerance (2pt Merit) – You ignore one-dice wound penalties. You must have a conviction or courage rating of 3 or more to take this Merit. (Tzimisce)

Physically Impressive (2pt Merit)-+1 intimidation die. Appear dangerous, exude confidence. (All)

Piscine (1pt Merit) – You are more comfortable underwater. You get a -1 diff on all physical dice pool related to underwater movement. (Nosferatu)

Poisoned Blood (3pt Merit)-Blood causes 1 non-agg damage/BP drank by Kindred. (All but Vampire)

Projectile Vomiting (2pt Merit) – You can eat, drink food and then vomit it. Roll Stamina + Athletics (diff 8) (Victim can attempt to dodge). This attack doesn’t cause damage, but can obscure victim’s vision, cause him to slip, or merely force him to weep in shame. (Nosferatu)

Resemble Kindred (2pt Merit)-You exactly like Kindred (pale/thin). (All but Vampire)

Rugged Bad Looks (5pt Merit) – Your face is hideous but you can pass for a really ugly human. (Nosferatu)

Ruse of the Wolf (2pt Merit)-In animal forms, still smell alive, even to Garou senses. May foil Sense Wyrm gift. (Vampire)

Sanguine Incongruity (5pt Merit) – Giovanni with this atavism are few and far between. You do not bear the Curse of Lamia; your kiss causes no more damage than the blood loss itself. You look like a corpse, and no amount of blood ingestion can flush your features. (Giovanni)

Sleep Unseen (2pt Merit) – Sleep using obfuscate. It requires an extra blood point, Auspex can notice you. (Nosferatu)

Slimy (2pt Merit)-Skin secrets slime like that of worm. Opponents need +2 successes to grapple. -1 dif fire soak. (Nosferatu)

Strong Blood (5pt Merit)-Blood very potent. Blood Bond in 2 drinks. Diabolists lust for it. (Vampire)

Thick Skin (2pt Merit)-Struggle: Kindred must roll Stamina+Potence Stamina for bite penetrates. If not: slowly pierce skin, drink. (All)

Tough Hide (2pt Merit)-+1 Soak die (not fire/Sunlight) from leathery, thick skin. (Nosferatu)


SOCIAL

Alternate Identity (3pt Merit) – In addition to your normal identity, you’ve taken up an alternate role that allows you to run with another group or sect of vampires. This other self has a believable history and back story that can stand up to at least cursory checks, and he is accepted at face value by his associates. Your sire, allies, contacts, etc. do no know you maintain this second identity, and treat this “stranger” accordingly. (Vampire)

Boon (1-6pt Merit)-Master/Elder owes you/Mentor some favor (favor=points). (All, mostly Vampire)

Broken Bond (4pt Merit) – You were once blood bound but have secretly slipped the leash, and are free to act as you will once more. (Vampire, Mortal)

Bullyboy (2pt Merit) – You’re part of the brute squad the local sheriff calls on when he needs some muscle. (Camarilla Vampire)

Clan Friendship (4pt Merit) – One particular clan (not your own) has a special liking for you. You might have done the clan as a whole a favor at some point, or perhaps you’re just a loud voice in support of their aims. You are at a -2 diff on all Social rolls involving members of the clan in question. (Vampire)

Debt of Gratitude (1-3pt Merit) – an elder owes you gratitude because of something either you or your sire did for her. One point means the elder owes you a favor, three points means the elder owes you their unlife. (Vampire)

Domain (2-4pt Merit) – The prince has given you exclusive rights to a piece of territory. The size and importance of that territory are in direct proportion to the cost of the Merit. (Camarilla Vampire)

Dynamic Personality (5pt Merit) – People are drawn to you. You may purchase additional backgrounds using your experience points. Two xp points earns you one background dot from the following groups: Allies, Contacts, Herd, and Retainers. (Brujah)

Embraced without the Cup (3pt Merit) – Your Tremere was drained of blood and then brought across but never went through the Transubstantiation of Seven. Your loyalty to the clan comes completely from your own conscience. If any Tremere finds out about this, expect to be brought before the Council to be questioned. (Tremere)

Elysium Regular (1pt Merit) – you spend an unusual amount of time at the various Elysium’s in your city. (Camarilla Vampire)

Former Ghoul (1pt Merit) – You were introduced to the blood long before you were made kindred. You are at a -1 diff on all social rolls when in the presence of other neonates, and have a standing -1 diff on rolls relating to knowledge of the kindred. (Vampire)

Friend of the Underground (3pt Merit) – While you’re not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes and other subterranean passages of your home town. You are at -1diff on all Sewer Lore rolls, and any rolls involving the subterranean world. (Vampire, except Nosferatu)

Harmless (1pt Merit) – Everyone in the city knows you, and knows that you’re no threat to their plans. If you start acting in a way that demonstrates that you are no longer harmless, other’s reactions to you will likely change as a result. (Vampire)


Harpy (5pt Merit) – You count yourself among the harpies. Yours is one of the voices that mock, exalt, praise, or humble the Kindred of the city. You are at -1 diff on all Social rolls when acting in your official capacity. (Camarilla Vampire)

Holder of Office (3-5pt Merit) – You currently hold one of the official Camarilla positions in your city. The degree of power you possess depends on the cost of the Merit. (Camarilla Vampire)

Mole (3pt Merit) – You have an informer buried in the Sabbat who funnels you all sorts of information as to what her peers are up to. (Camarilla Vampire)

Natural Leader (1pt Merit)-All rolls involving leadership have a -3 dif. (All)

Old Pal (2pt Merit) – an acquaintance from your breathing days was Embraced at the same time you were. (Vampire)

Open Road (2pt Merit) – unlike many kindred, you like to travel. (Vampire)

Paragon (6pt Merit) – The embrace has awakened in you an aspect of personality that others find compelling. Choose one background: 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. (Ventrue)

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)

Primogen (7pt Merit) – You are part of the ruling coterie of vampires in the city in which you reside. (Camarilla Vampire)

Primogen Friendship (4pt Merit) – The ruling council of the city values you and your opinions. You are called in to consult on decisions, and your recommendations carry great weight. (Camarilla Vampire)

Protégé (1pt Merit) – Your sire watched you for some time before Embracing you, and spoke glowingly of you to Acquaintances. You are at a -1 diff on social rolls with all those who’ve heard good things bout you. (Vampire)

Rep (1p Merit) – Your fame has exceeded the bounds of your sect. Everyone who knows who you are, what you’ve done and what you’re supposed to have done. (Vampire)

Rising Star (3pt Merit) – You’re one of the up and comers in your city, a rising star in the Camarilla’s firmament. You are at -1 diff on all Social rolls against any Camarilla vampires who aren’t actively opposing your ascent. (Camarilla Vampire)

Sabbat Survivor (1pt Merit) – You’ve lived through at least one Sabbat attack and/or attempted recruitment. You are at -1 diff on all Perception rolls when it comes to Sabbat based matters. (Camarilla Vampire)

Sanctity (2pt Merit)-Trusted, liked, get less punishment. Have trouble finding faults. (All)

Scholar of Enemies (2pt Merit) – You have taken the time to learn about and specialize in one particular enemy of the Camarilla. This merit is worth a -2 diff for all rolls pertaining specifically to the subject of your specialization. One the other hand, you are at a +1 diff when it comes to dealing with other enemies, simply because you are so thoroughly focused on your field. (Camarilla Vampire)

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 the Camarilla. (Vampire)

Sheriff’s Friend (2pt Merit) – For whatever reason, the local head lawman likes you. He’s inclined to overlook your minor trespasses and let you in on things you’re not supposed to know about. (Camarilla Vampire)

Dracon’s Temperament (3pt Merit) – At the beginning of each story, you may choose one Personality archetype to function as your Nature. (Tzimisce)

Eidetic Memory (2pt Merit)-Recall details seen/heard in excellent detail. Roll Intelligence+ Alertness: remember things glanced at. With 5 successes, recall event perfectly. (All)

Iron Will (3pt Merit, 4pt=Mortals)-Can't be Dominated, mind spells/rituals won't work. May need to spend Willpower for extremely potent powers. Receive three extra dice to resist the effects of any mind-altering magic, spell, or Thaumaturgy path. Does not affect Presence or other powers dealing with the emotions. (All)

Introspection (1pt Merit) – You have keen insight into the ulterior motives of all your actions. This is a nightly exercise. Add two dice to your Perception dice pool when you must take an action against someone with the same nature or demeanor as you. (All)

Needs Less Sleep (1pt Merit)- Character only needs 4 hours of sleep per night (All but Vampires)

Lightning Calculator (1pt Merit)-Math, computers, gambling, etc. tasks at -2 dif. Also used to determine how difficult a task is. (All)

Mechanical Aptitude (1pt Merit)-All rolls to understand, repair, operate mechanical devices (not computers/vehicles) at -2 dif. (All)

Natural Linguist (2pt Merit)-+3 dice for involving languages. Doesn't allow more languages than Linguistics score. (All)

Pelagic Harmony (3pt Merit) – Being close to the sea calms you. All Willpower rolls made while you’re on or within site of the sea have a -1 to diff. (Lasombra)

Self-Confident (5pt Merit)-At dif 6+, spend 1 Willpower for Automatic Success, don't loose Willpower point if you score 1 more success on die roll.(All)

Time Sense (1pt Merit)-Estimate time of day/amount time passed in 1 minute without devices. Perform without concentration. (All)

Untamable (5pt Merit)-Immune to Dominate (not Presence)/gifts like Roll Over, Mastery. (All)

Useful Knowledge (1pt Merit) – You have expertise in a specific field that makes your conversation intriguing to an older Kindred. Treat this merit as a 1-dot mentor with a specific interest. (Vampire)

Weather Sense (1pt Merit) – You subconsciously sense bad weather. The ST makes a Perception + Survival roll (diff 7) on your behalf to give you several hours’ notice of storms and other weather problems. (Lasombra)


APTITUDES

Animal Affinity (1pt Merit)-Pick 1 animal. All Animalism/Animal Ken rolls have dif -2. (All)

Animal Magnetism (1pt Merit)-dif -2 on Seduction/Subterfuge. Annoys others of gender. (All)

Crack Driver (1pt Merit)-All rolls for risky/dangerous driving maneuvers at -2 dif. (All)

Entrepreneur (1pt Merit)-All rolls acquiring money from business at -2 dif. (All)

Eye for Beauty (1pt Merit)-Art Appreciation rolls at -4. Natural Critic. (All)

Fast Learner (3pt Merit)-+1 extra experience point at conclusion of story (not session). (All)

Gifted (3pt Merit)-Creativity/Artistic Expression rolls at -3 dif. (All)

Greater Colors (3pt Merit)-Aura Perception dif -5, may ask 1 question about Target/success once/story. -1 Artistic Expression dif for colors. May become enraptured by colorful objects. (All, mainly Vampire)

Jack-of-All-Trades (5pt Merit)-1 "dot" in all Skill/Knowledge dice pools. Spend experience to gain first dot, then increase normally. (All)

Perfect Balance (3pt Merit)-Balance dif -3, harder to be knocked down, almost never fall. (All)

Pitiable (1pt Merit)-Something about you others pity (care for you as Child). Some Natures not affected, some Demeanors pretend not affected. Decide why this way, how much liked. (All)

Poison Resistance (1pt Merit)-all soak rolls against poison/toxin effects at -3 dif. (All)

Quick Learner (2 pt Merit)-Time to learn New Gifts, Skills, Lore’s 1/2. (Werewolf)

Supporter (2pt Merit)-Quietly inspirational to those around you. People seek out, eager to believe you. Social rolls have -2 dif. (All)

Voice of the Songbird (3pt Merit)-Possess beautiful, haunting voice. Any Social roll involving speaking/singing, 1 automatic success. Wildlife responds to singing. (All)


SUPERNATURAL

Additional Discipline (5pt Merit) – You can take one additional discipline as if it were a clan discipline. All costs to learn that discipline are as if it were a native clan discipline. (Vampire)

Ancestor Ally (1pt Merit)-Dif -2 to channel particular Past Life. Create ancestor in detail. (Werewolf)

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 correspondences in the vitae. When your character tastes blood, she may automatically glean one fact 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)

Charmed Existence (5pt Merit)-Ignore single botch on all rolls. (All)

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)