Clan Specific Merits and Flaws

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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.


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


Merits


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.)

Flaws


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.