Difference between revisions of "Clan Specific Merits and Flaws"
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'''Menacing Presence''' :: 2 pt Flaw<br> | '''Menacing Presence''' :: 2 pt Flaw<br> | ||
− | :You are 2 traits down on all non intimidating social challenges. Mortals find you especially unnerving. | + | :You are 2 traits down on all non intimidating social challenges. Mortals find you especially unnerving. |
'''Losing Touch''' :: 4 pt Merit<br> | '''Losing Touch''' :: 4 pt Merit<br> |
Revision as of 20:55, 22 June 2021
Contents
Brujah
Entelechy :: 0 pt Merit
- The Brujah gains an additional Willpower that goes above their maximum. However, if they fail a virtue test and fail the willpower retest, they must expend two points of permanent virtue to resist the Frenzy
Martial Adept :: 2 pt Merit
- You gain an additional 1 point reduction when learning Kibatsumenjutsu. In addition, you provide this reduction when teaching others
Dynamic Personality :: 3 pt Merit
- The Brujah can have an additional dot of Retainers Contacts and Allies.
Fury’s Focus :: 5 pt Merit
- The Brujah can spend a willpower to target their frenzy for a scene
Menacing Presence :: 2 pt Flaw
- You are 2 traits down on all non intimidating social challenges. Mortals find you especially unnerving.
Losing Touch :: 4 pt Merit
- You've lost your edge and your connection to the revolution. When other Brujah fail their rage trigger for their clan flaw, you do not have to make a frenzy check.
Hair trigger :: 2 pt Flaw
- You gain a second rage trigger as per your clan flaw.
Malkavian
Paper Trail :: 1 pt Flaw
- You’ve spent some time in a state institution before your embrace. You are in the system. Your face, fingerprints, and name are all easily findable. As a plus, the Malkvaian knows how to game the system. Once per game, the Malkavian may use any one influence as any other influence with half (round up) the effectiveness. This does not work for between game actions.
Dead Inside :: 1 pt Flaw
- You cannot gain willpower from fulfilling your nature
A Loose Cord :: 3 pt Flaw
- You are not connected to the madness network and cannot use your clan advantage
Distracting Aura :: 3 pt Merit
- Whenever someone looks at your aura you gain a Merit level retest against them gaining any sort of knowledge about you. In addition your aura triggers the fascination flaw of clan Toreador.
Prophet :: 4 pt Merit
- At the start of the game, you can ask the HST a single ( Yes No) question about an NPC’s actions or plans for the night. They will secretly roll a d6. 5/6 times they will answer truthfully. The sixth time they will lie.
Caitiff
Almost a Clan :: 1 pt Merit
- You may take any other clan Merit at a +1 surcharge at staff discretion.
Versatile Psychology :: 3 pt Merit
- You contain a plethora of ideas within your brain. You can develop a second Caitiff Discipline.
Dusk Walking :: 3 pt Merit
- At Dusk and Dawn, for one hour. You take only 1 lethal per minute while in the sun.
Third In Clan :: 4 pt Merit
- You have a third In- Clan discipline (staff discretion.)
Masquerade Victim :: 1 pt Flaw.
- Just because you are a vampire doesn’t mean vampires are real. You still believe in every stupid vampire myth in existence. All Kindred lore checks are two difficulties higher.
Clan Flaw :: 2 pt Flaw
- You gain the clan flaw of another clan.
Fangless :: 3 pt Flaw
- You never developed Fangs. You have to stab people with a knife or find some other way to get blood flowing
If it can Bleed it can Die :: 3 pt Flaw
- You can bleed out. After taking lethal damage you take one more lethal every minute until a medicine test is made on you. Diff equal to the amount of damage on you/2
Gargoyle
Soapstone Skin :: 3 pt merit
- You are easier to tattoo. The cost of Gargoyle Rituals is one less for you and the difficulty of inscribing the tattoos is reduced by one.
Blood of the Magi :: 4 pt Merit
- The Tzimisce blood runs strong in you. Enough Magic gathers in your blood each night for you to refill a single Gargoyle Ritual tattoo.
Heavy Hands :: 4 pt Merit
- The gargoyle is a living weapon. It does one more lethal damage when making unarmed attacks. These must be true unarmed attacks with no weapons or gloves.
Old Style Gargoyle :: 3 pt Flaw
- You are an old style of Gargoyle. Visceratika is purchased at out of the clan cost.
Hybrid :: 3 pt flaw.
- You have the clan flaw of two types of Gargoyle.
Tzimisce
Dracon’s Temperament :: 3 pt Merit
- You can choose a second nature. You gain willpower from fulfilling this nature as well as gain willpower from your first nature
Promethean Clay :: 4 pt Merit
- The Mutations points required to Fleshcraft yourself are halved. Round Up
Privacy Obsession :: 3 pt Flaw
- You must spend a Willpower to enter someone’s home without being invited.
Tzimisce Clan Flaw :: 3 pt Flaw
- You suffer from the traditional clan flaw of the Tzimisce. A -10 to all actions if you dont sleep on the soil of your homeland. At least 25lbs.
It’s Inside you :: 4 pt Flaw
- Every Vampire has a beast. You have something else. Once per game, any staffer can make you do something dangerous -and bad. You can resist with a diff 5 self-control. Even when we aren’t making you act out of character you can hear it, whispering… "fe..."
Salubri
The Scent of the Spirit World :: 1 pt Merit
- Spirits are less likely to be rude or hate you just because you are kindred. Garou are less likely to treat you with hostility and more with wary.
Split Devotion :: 5 pt Merit
- Obeah, Valerian, or Visa becomes in-clan for you in addition to whichever one your caste naturally has. You can have and use two of the three. However, each comes with an additional ban. Violating the Ban causes the eye to shut and disallows you from using any of the powers for one month.
- Healer: Never attack a surrendering foe.
- Warrior: Never Flee or run from a challenge.
- Watcher: Defend those who cannot defend themselves.
Tremere Holdover :: 6 pt Merit
- The art of blood magic has permeated your spirit. You may self teach a single Path of Thaumaturgy in the hermetic style. (Must be approved by staff) This is still treated as out of clan. Hermetic casting is included with this Merit
Cyclops :: 2 pt Flaw
- Your eye is an actual physical eye, as opposed to a spiritual eye. You can still close it but there is a slit in your forehead.
Soft-Hearted :: 3 pt Flaw
- Death is too much for you to handle. You must make a Conviction test (Dif 5) to kill another kindred. If you accidentally kill or torpor a kindred You must make a Rage frenzy (Dif 4)
Gangrel
Hive Minded :: 5 pt merit
- A gangrel with this power can use their animalism powers on insects.
Totemic Changer :: 5 pt Merit
- The Gangrel may change the animal they transform into every time they activate the Protean powers that allow them to become animals. The form they take must still be of the proper size category.
Beastial :: Variable Merit
- Choose a single personal Fleshcrafting mutation. It costs half its experience number in freebie points for you. You gain this mutation.
Lasombra
Call of the Sea :: 1 pt merit
- You gain +2 traits to all actions while within view of the ocean
Secret Stash :: 2 pt Merit
- The Lasombra may store an item within the abyss. One item that may be up to large size. The Lasmobra can retrieve the item by spending a step in combat. If the Lasombra is killed the Item emerges from their ashes. Storing the item takes 5 minutes.
King (or Queen) of Shadow :: 3 pt Merit
- The Lasombra typically have trouble holding onto their Humanity. Lasombra with this Merit have established themselves as rulers of the Kine and draw strength from their interactions with Humans. The Lasombra gains a Discipline level retest on checks to avoid Road Degeneration.
Nosferatu
Sleep Unseen :: 3 pt Merit
- The Nosferatu can have his Obfuscate active while he sleeps.
Rugged Bad Looks :: 4 pt Merit
- The Nosferatu may call 3/4 of his social traits (round up) instead of half.
Full of Bees :: 4 pt Merit
- You have a hive of Bees or other swarming insects inside you. You can make an attack with this swarm at the end of the round after celerity actions. Your bees deal 1 bashing damage. Their damage can be upgraded via the spawning pits up to 2 times as though they were creatures. These are not ghouls, they are equipment.
Toreador
Master of the Masquerade :: 1 pt Merit
- There are many small tics, habits, and instinctive behaviors that Kindred lack that separate them from the mortal world - you remember these, performing them naturally as you would walk down the street. You are up two Social when interacting with mortals.
Indelible :: 2 pt Merit
- Whereas other vampires return to the state of their original embrace naturally, you may only do so by spending a Willpower point, however, you are also in an advantageous position to commit your body to lasting modifications.
Slowed Degeneration :: 4 pt Merit
- You gain a discipline level retest on Degeneration checks so long as you remain on humanity.
Tremere
Embraced Without Cup :: 2 pt Merit
- Each Tremere is blood bound to the clan but not you. For some reason the clan forgot to blood bind you upon embrace, maybe there’s a reason for this oversight? If discovered it will be rectified but for now, you are free.
Natural ThaumSight :: 4 pt Merit
- You have a sixth sense or (maybe a third invisible eye) that allows you to see magic as per thaum-sight. You must still focus to do so.
Mage Blood :: 2 pt Flaw
- Your blood is thick with the energy of sorcery. However, it is poor at channeling the power of disciplines. So poor that you cannot learn any Discipline. Thaumaturgy costs only 3/ level. This Merit can never be bought off.
Ventrue
Connoisseur :: 3 pt Merit
- The Ventrue may taste the blood of another kindred or kine and learn several things about them. He may know about any addictions, merits, or flaws in addition to the target’s nature when he tastes their blood.
Blessed By St. Gustav :: 4 pt Merit
- The Ventrue gains Auspex as an In-clan discipline. This usually only shows up in Ventrue antitribu but it can appear in any Ventrue.
Especially Uncommon Vitae Preference :: 2 pt Flaw
- You may only ever have a single dot of herd. Your feeding restriction is something like only NFL employees, Only 40+-year-old virgins, Only Kindergarten Teachers.
Baali
Plague of Demons :: 2 pt merit
- Demons like you. While this might seem like a Merit, demons are not the most subtle of spirits and furthermore they often have little to no concept of the Masquerade. Demons will just walk up to your character on the street.
High Price :: 3 pt Merit
- The Baali have their maximum physical traits reduced by 4 but the Baali gain a +2 trait bonus when using any discipline. This represents a missing body part or just being in poor health.
Daughters of Cacophony
Chorus Trained :: 3 pt Merit
- When the Daughter acts in concert with another trained in Melpominee ( all at the same level) she gains a +3 trait bonus to all actions so long as they are both performing the same action.