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setting:vampire_merits [2023/Feb/20 21:53] shalassa created |
setting:vampire_merits [2026/Jan/20 17:57] (current) ramona |
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| + | **__Additional Discipline__** (5pt. Merit) ====\\ | ||
| + | You can take one additional Discipline (Storyteller discretion) as if it were a Clan Discipline. All costs to learn that Discipline are paid out as if it were native to your Clan. A character cannot take this Merit more than once, and Caitiff vampires cannot take this Merit. | ||
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| **__Blush of Health__** (2pt. Merit) ====\\ | **__Blush of Health__** (2pt. Merit) ====\\ | ||
| You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch. | You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch. | ||
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| + | **__Boon__** (1-6pt. Merit) ====\\ | ||
| + | Someone owes you a favor. The vampire in your debt might be the lowliest neonate in the city or might be the Prince herself; it all depends on how many points the Merit costs. You only have that single favor owed you (unless you take the Merit multiple times), so using it properly is of paramount importance. Depending on status and other factors, the vampire who owes you a favor may well resent his debt, and might go out of his way to “settle” it early — even going so far as to create situations from which he must “rescue” you and thus clear the slate. | ||
| + | |||
| + | **__Broken Bond__** (4pt. Merit) ====\\ | ||
| + | You were once blood-bound but have secretly slipped the leash, and you are free to act as you will once more. Your regnant has no idea that you are not in fact bound, and continues to treat you as if you were. At Storyteller discretion, the experience of having been bound once may render you immune to ever being enthralled again. Sabbat vampires cannot take this Merit. | ||
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| + | **__Bullyboy__** (2pt. Merit) ====\\ | ||
| + | You’re part of the brute squad the local Sheriff or Bishop calls on when he needs some muscle. As a result, you get in on action that others miss entirely, score points with those in power, and occasionally get a chance to act outside of the law. How far outside the law you can go depends on circumstance and how much the vampire you report to likes you. | ||
| + | |||
| + | **__Calm Heart__** (3pt. Merit) ====\\ | ||
| + | You are naturally calm and do not easily fly off the handle. You receive two extra dice when attempting to resist a frenzy. Brujah may not take this Merit. | ||
| + | |||
| + | **__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. Whatever the case, you’re at -2 difficulty on all friendly Social rolls involving members of the Clan in question. Of course, the reaction your cozy relationship with another Clan is likely to draw from your own Clan leaders is an entirely different can of worms. | ||
| + | |||
| + | **__Deceptive Aura__** (1pt. Merit) ====\\ | ||
| + | Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura. | ||
| **__Early Riser__** (1pt. Merit) ====\\ | **__Early Riser__** (1pt. Merit) ====\\ | ||
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| **__Efficient Digestion__** (3pt. Merit) ====\\ | **__Efficient Digestion__** (3pt. Merit) ====\\ | ||
| You are able to draw more than the usual amount of nourishment from blood. When feeding, you gain an additional point to your blood pool for every two points of blood you consume. This does not allow you to exceed your blood pool maximum. | You are able to draw more than the usual amount of nourishment from blood. When feeding, you gain an additional point to your blood pool for every two points of blood you consume. This does not allow you to exceed your blood pool maximum. | ||
| - | |||
| - | **__Calm Heart__** (3pt. Merit) ====\\ | ||
| - | You are naturally calm and do not easily fly off the handle. You receive two extra dice when attempting to resist a frenzy. Brujah may not take this Merit. | ||
| **__Elysium Regular__** (1pt. Merit) ====\\ | **__Elysium Regular__** (1pt. Merit) ====\\ | ||
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| You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society. You are at -1 difficulty on all Social rolls when in the presence of other neonates (particularly those who haven’t been educated by their sires), and have a -1 difficulty on all rolls relating to vampiric knowledge. | You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society. You are at -1 difficulty on all Social rolls when in the presence of other neonates (particularly those who haven’t been educated by their sires), and have a -1 difficulty on all rolls relating to vampiric knowledge. | ||
| - | **__Prestigious Sire__** (1pt. Merit) ====\\ | + | **__Friend of the Underground__** (3pt. Merit) ====\\ |
| - | Your sire has or had great status in her Sect or Clan, and this has accorded | + | While you’re not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes, and other subterranean passages |
| - | **__Protégé__** (1pt. Merit) ====\\ | + | **__Healing Touch__** (1pt. Merit) ====\\ |
| - | Your sire watched you for some time before Embracing | + | Normally vampires can only seal the wounds they inflict from feeding by licking them. With but a touch, |
| - | **__Bullyboy__** (2pt. Merit) ====\\ | + | **__Hidden Diablerie__** (3pt. Merit) ====\\ |
| - | You’re part of the brute squad the local Sheriff or Bishop calls on when he needs some muscle. As a result, you get in on action that others miss entirely, | + | The tell-tale black streaks |
| - | score points with those in power, and occasionally get a chance to act outside of the law. How far outside the law you can go depends on circumstance and how much the vampire you report to likes you. | + | |
| - | **__Old Pal__** (2pt. Merit) ====\\ | + | **__Inoffensive |
| - | An acquaintance from your breathing days was Embraced at the same time you were. Fortunately, | + | With rare exceptions, animals usually despise |
| - | + | ||
| - | **__Rep__** (1pt. Merit) ====\\ | + | |
| - | Your fame has exceeded | + | |
| - | + | ||
| - | **__Sabbat Survivor__** (1pt. Merit) ====\\ | + | |
| - | You’ve lived through at least one Sabbat | + | |
| - | + | ||
| - | **__Boon__** (1-6pt. Merit) ====\\ | + | |
| - | Someone owes you a favor. The vampire | + | |
| - | the Merit costs. You only have that single favor owed you (unless you take the Merit multiple times), so using it properly is of paramount importance. Depending on status and other factors, the vampire who owes you a favor may well resent his debt, and might go out of his way to “settle” it early — even going so far as to create situations | + | |
| **__Lawman’s Friend__** (2pt. Merit) ====\\ | **__Lawman’s Friend__** (2pt. Merit) ====\\ | ||
| For whatever reason (maybe your winning smile or perhaps just your superb groveling technique), the local Sheriff or Bishop in charge of discipline likes you. He’s inclined to overlook your minor trespasses and let you in on things you’re not supposed to know about. He even gives you warnings about occasional crackdowns and times when the higher-ups aren’t feeling generous. Of course, abusing this connection might well turn a friendly vampire into an enemy — and the change might not be apparent until it’s too late. | For whatever reason (maybe your winning smile or perhaps just your superb groveling technique), the local Sheriff or Bishop in charge of discipline likes you. He’s inclined to overlook your minor trespasses and let you in on things you’re not supposed to know about. He even gives you warnings about occasional crackdowns and times when the higher-ups aren’t feeling generous. Of course, abusing this connection might well turn a friendly vampire into an enemy — and the change might not be apparent until it’s too late. | ||
| - | **__Open Road__** (2pt. Merit) ====\\ | + | **__Magic Resistance__** (2pt. Merit) ====\\ |
| - | Unlike many Kindred, you like to travel. | + | You have an inherent resistance to the rituals |
| - | **__Scholar of Enemies__** (2pt. Merit) ====\\ | + | **__Mole__** (3pt. Merit) ====\\ |
| - | You have taken the time to learn about and specialize | + | You have an informer buried |
| - | **__Scholar of Others__** (2pt. Merit) ====\\ | + | **__Nine Lives__** (6pt. Merit) ====\\ |
| - | This Merit functions identically | + | Fate has granted you the opportunity |
| - | **__Friend of the Underground__** (3pt. Merit) ====\\ | + | **__Old Pal__** (2pt. Merit) ====\\ |
| - | While you’re not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes, and other subterranean passages | + | An acquaintance from your breathing days was Embraced at the same time you were. Fortunately, your friendship has endured even death and unlife, and you find a constant source |
| - | **__Mole__** (3pt. Merit) ====\\ | + | **__Open Road__** (2pt. Merit) ====\\ |
| - | You have an informer buried in one of your Sect’s enemy organizations who funnels you all sorts of information as to what her peers are up to. What you | + | Unlike many Kindred, you like to travel. |
| - | do with the information | + | |
| - | **__Rising Star__** (3pt. Merit) ====\\ | + | **__Prestigious Sire__** (1pt. Merit) ====\\ |
| - | You’re one of the up-and-comers | + | Your sire has or had great status |
| - | **__Broken Bond__** (4pt. Merit) ====\\ | + | **__Protégé__** (1pt. Merit) ====\\ |
| - | You were once blood-bound but have secretly slipped the leash, and you are free to act as you will once more. Your regnant has no idea that you are not in fact bound, and continues to treat you as if you were. At Storyteller discretion, the experience | + | Your sire watched |
| - | + | ||
| - | **__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. Whatever the case, you’re at -2 difficulty on all friendly | + | |
| **__Primogen/ | **__Primogen/ | ||
| The ruling vampires of the city value you and your opinions. You are called in to consult on decisions, and your recommendations carry great weight. Your position may not be an official one, but it’s powerful nonetheless. | The ruling vampires of the city value you and your opinions. You are called in to consult on decisions, and your recommendations carry great weight. Your position may not be an official one, but it’s powerful nonetheless. | ||
| - | **__Deceptive Aura__** (1pt. Merit) ====\\ | + | **__Rep__** (1pt. Merit) ====\\ |
| - | Your aura is unnaturally bright | + | Your fame has exceeded the bounds of your Sect. Everyone knows who you are, what you’ve done and what you’re supposed to have done (which might not be the same thing). The publicity can be good or bad; what matters is that everybody knows your name. Whether individuals outside of your immediate social circle know enough |
| - | **__Healing Touch__** (1pt. Merit) ====\\ | + | **__Rising Star__** (3pt. Merit) ====\\ |
| - | Normally vampires can only seal the wounds they inflict from feeding by licking them. With but a touch, you can achieve the same effect, closing the puncture | + | You’re one of the up-and-comers in the city, a rising star in your Sect. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any vampires in your Sect who aren’t actively opposing your ascent. |
| - | wounds left by drinking blood. | + | |
| - | **__Inoffensive to Animals__** (1pt. Merit) ====\\ | + | **__Sabbat Survivor__** (1pt. Merit) ====\\ |
| - | With rare exceptions, animals usually despise the Kindred. Some flee, others attack, but all dislike being in the presence of a vampire. You have no such problem. Animals may not enjoy being in your company, but they don’t actively flee from you. | + | You’ve lived through at least one Sabbat attack or attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again. You are at -1 difficulty on all Perception rolls when it comes to Sabbat-based matters. This Merit is generally taken by groups |
| - | **__Magic Resistance__** (2pt. Merit) ====\\ | + | **__Scholar of Enemies__** (2pt. Merit) ====\\ |
| - | You have an inherent resistance | + | You have taken the time to learn about and specialize in one particular enemy of your Sect. You are aware of at least some of the group’s customs, strategies, abilities, and long-term goals, and can put that knowledge to good use. This Merit is worth a -2 difficulty for all non-combat rolls pertaining specifically to the subject of your specialization. On the other hand, you are at a +1 difficulty when it comes to dealing with other enemies, simply because |
| - | **__Hidden Diablerie__** (3pt. Merit) ====\\ | + | **__Scholar of Others__** (2pt. Merit) ====\\ |
| - | The tell-tale black streaks of diablerie do not manifest in your aura. | + | This Merit functions identically |
| - | + | ||
| - | **__Additional Discipline__** (5pt. Merit) ====\\ | + | |
| - | You can take one additional Discipline (Storyteller discretion) as if it were a Clan Discipline. All costs to learn that Discipline are paid out as if it were native | + | |
| **__Unbondable__** (5pt. Merit) ====\\ | **__Unbondable__** (5pt. Merit) ====\\ | ||
| You are immune to being blood bound. Tremere cannot take this Merit. | You are immune to being blood bound. Tremere cannot take this Merit. | ||
| - | |||
| - | **__Nine Lives__** (6pt. Merit) ====\\ | ||
| - | Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. When a roll occurs that would result in your death, the roll is made again. If the next roll succeeds, then you live — and one of your nine lives is used up. If that subsequent roll fails, then another reroll is made, until either a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining. | ||