(CB:AS1), Disreputable CenacleYour cenacle has been shamed by an event in the past. He must feed upon the vitae of other Kindred. Even other Nosferatu are repulsed by your stink, and your Stealth Dice Pools are reduced by two against any creature that can smell, unless you are upwind. The Storyteller should decide whether you know who your enemy is at the start of the game, though you may do what you can to find out. The Merit can be of great use if you wish to impersonate a vampire, but can also cause some very dangerous misunderstandings. You, of course, are immune. Although it would not be condemned by the Kindred, you both take pains to keep the association secret. If you for each of these products. You are particularly fond of Kindred who realize their lesser standing in the face of your obvious superiority, although you tend to view any who speak well of you as more intelligent and deserving than most. You cannot request or induce a prophetic vision; they come on their own. There may be ways to cool or end this quarrel, but doing so will take a long time. Cleansing yourself of your crime is an arduous uphill battle; until you are redeemed by a kris, you are unable to travel in the company of your people for anything longer than a few nights before they drive you away. Everyone wants to know you and be your friend, even as those in power groom you for positions of higher responsibility. If a situation arises in which you should be killed, you actually survive, though you may be worse for wear. Design your Samadji with the Storyteller, who will assign a final value to it. Maybe you're a tough bastard. This power is generally automatic, and its subject to the Storytellers approval. If this is the case, then the Storyteller may well want to increase the cost of this merit. (CB:Gio1), Infertile Vitae For some reason you are unable to create new vampires. At times you feel your childe would commit diablerie upon you if given half a chance, and you could be right. (CB: NOS1), Drug Resistance You are unusually resistant to drugs. (PGS), Paramour, Jilted ( 1 - 3 Flaw) You had a long-term relationship (minimum 50 years) with a fellow Kindred. Vicissitude Modifications (Ghoul) Although you may not be talented at the Tzimisce forms of fleshcrafting and boneshaping, at some point you have been modified into a more warlike form. Acute VisionYou have exceptionally keen eyesight. Even if your gaze is sort of unearthly its most seductive. The only exception are the specific Mage: the Ascension merits and flaws at the bottom. You receive two extra dice on Rotschreck rolls. However, he may also call upon you for aid some day. However, he may also call upon you for aid some day. Although you have by no means achieved this exalted state of being, you are more aware of the proper approach than the vast majority of your kind will ever be. When and how this penalty applies is left to the Storyteller. So long as you do not abuse your trust (such as using family members as steady sources of blood), the family will not turn away form you. (CB:Gio1), Strong Blood The character's blood is especially potent. The Storyteller will create your companion, be it werewolf, wraith, mage, or something else entirely, and won't reveal her full capabilities. You may not progress beyond the second level of Valeren until you receive a ritual of blooding. I'm not a fan of specific ST memory control in ANY game but that's how the flaw works in VTM. Vindictive Your personal honor is your life, and you will go to the ends of the earth to settle a score or avenge a slight. InnocentYou are always thought of in the most positive light, unless evidence exists to prove otherwise. Eventually, he will no longer be your exact double. Dark Ages describe the ability differently, but the cost and effect are the same. This may be a werewolf comrade, the ghost of a relative, or even a friendly mage. This enemy is quite dangerous, as he wishes nothing more than to send you to your end. You are forever a Poseur, and you have no ability to judge a masterpiece from trash. As such, you may hide your blood in a chalice or feed ghouls without betraying the true nature of their draught. (CD:Tor1), Vainglorious (1 - 3 Flaw) You are boastful and know that you deserve any praise you receive. This may be a mentor, a sire, or someone who owes him a boon. This could be anything from having murdered an elder to being a member of the Sabbat. (1 for leading anarch, 2 for an Archon, 3 for a primogen, etc., determined in conjunction with the Storyteller). You want to do everything now, and the Devil take the hindmost. While these insects normally buzz passively about you in a thick cloud, you may command them in a limited fashion. Mechanically, V20 dice system is about 40% chance success per dice - this includes 1s subtract. (ELY), Powerful Ghoul You have a very powerful ghoul Blood Bound to you. (CB:Tz1), Holy AuraYour aura, no matter what color it takes, is unusually brilliant to those who can see it; you are practically a beacon among other mortals, burning with a religious devotion. Due to your belief in the predictability of others, you also receive +1 to the difficulty level of the first action taken following a surprise (such as an ambush). Death Wish (1 - 5 Flaw) You have an unconscious wish to die the True Death. (INQ), Lizard Limbs When your limbs are restrained or grappled, you may spend a Blood Point and make a Willpower roll (difficulty 8). That is, at Hurt or Injured, you suffer no wound penalties. A character can not take this merit more than once. (ELY), Paranoia, Extreme You are certain that the world is full of creatures and people who wish to see you destroyed. Upholding the Masquerade becomes difficult for you. Additional DisciplineYou can take one additional Discipline (Storyteller discretion) as if it were a clan Discipline. You make sure your victims have ingested the substance before you drink from them so you can enjoy the effects. Revenants with this Flaw want nothing more than to serve the glorious ideals of the Sabbat, and leap to indulge many Sabbat vampire's whim. (DSBH). When acting on "home soil" (your main haven, not auxiliary havens), you gain an additional die to all your Dice Pools. Because of this, you are not allowed to participate directly in the Vaulderie. Youre great at it. Other elders could easily discover this at any time and, at the very least, most of society knows that you are to be shunned. Though your sire may no longer have any dealings with you, the simple fact of your ancestry has marked you forever. (GFA), Matricide / Patricide You have committed diablerie upon your own sire. The clan is aware of this relationship and will normally grant you leave to help your ally (knowing that you have given your word to do so), provided that the clan's interests are not compromised in the process. The Storyteller creates this character, but should not reveal any information to you beyond that warranted by the two characters' acquaintance. This is a very useful Merit to give to beginning players unfamiliar with the game. To resist the temptation, make a Wits roll (Difficulty 5) for simple things like I wonder what is in that cabinet! Increase the Difficulty up to 9 for things like Ill just peek into the dragons lair no one will know. (NOS), Rebel (1 - 3 Flaw)For some reason, you (and possibly your allies) are considered rebels by other Inquisitors. 1 Merits and Flaws 1.1 Linguistics 1.2 Looks 1.3 Substance Abuse 1.4 Archaic Flaws 1.5 Bonding 1.6 Feeding 1.7 Mythic 1.8 Psychological 1.9 Contagion 1.10 Other 1.11 Thin-blood 1.12 Ghouls 1.13 Cults 1.13.1 Ashfinders 1.13.2 Bahari (DSBH), Airport The character controls a major airport, and all Kindred who would use it must answer to him, for it is his domain. Unrepentant Beast The Beast leaves its mark on you long after it has run its course and had its way with you. FlirtYou claim youre a terrible flirt, but that quite manifestly isnt true. Mage Companion The character is friends with someone who has Awakened and is a Mage. If others studied your behavior closely, they might be able to take advantage of it to do you harm. Sweet Blood Your vitae tastes like the finest wine, sweet and heady without the slightest trace of salt or metallic tang. The number of successes determines how much meaning can be gleaned from the sign. Pied Piper (2 - 4 Merit) Animals follow you around, making it fairly easy to track you and/or find your haven. You can estimate the time until sunrise or sunset within a matter of a couple moments, and you can follow the phases of the moon in your head. (NOS), Club Foot One of your feet is gnarled and deformed. Those who wait and watch are in a positoin to take full advantage of the vagaries of time. You leave no trail to follow as the earth swallows your footprints, and the trees and grasses cover your scent. All of this and more can be achieved with merits and flaws! . (TE), Geas [Kinain] (1-5 Flaw) You are under some kind of geas at the beginning of play, most likely a Ban, but possibly a long-term quest. These ebooks were created from the original electronic layout files, and therefore are fully text searchable. Whatever the case, only those involved in the secret and the character know about the Valuable Secret. Reduce the difficulty level of any situation directly related to leadership by 3. Not only does your childe not aid you in your dealings with other Kindred, he actively works toward your detriment. (CB:L1), Family Member A member of your mortal family is also a vampire. (INQ), Holdings ( 1 - 5 Merit) You own a number of properties that have been in your possession for years. You have no idea who or what it is, but you have an idea that someone is looking out for you. If it is possessed by some other Cainite, (perhaps a Setite elder, or your sire) you must obey their every command. Enchanting Voice, even if its benefits dont work for . Potent BloodYour blood, for some reason, is very potent and Kindred will desire to drink it. (GFA), Eerie Presence Other people get a strange feeling when they are around you. FLAWS MERITS Acute Hearing: (1 pt) (VPG) You have exceptionally sharp hearing, even for a vampire. Although dangerous, any weaponry causes normal damage only; despite its horrid appearance, your arsenal is still only mortal flesh and bone. (INQ), Recently Arisen You have been lying in a state of torpor until very recently. You are already capable of controlling yourself far better than most Kindred and have a number of dice equal to your rating in this Merit that you may add to your rolls to resist Frenzy. You may take this Flaw once per decade above 40 years of age. Any time your character heads out on the town, the Storyteller can make a Perception test on your characters behalf (difficulty 6). (DSBH), Family Enmity By an act of betrayal, or perhaps a simple "misunderstanding," you have gained the scorn of one of the families. These are the Merits and Flaws available in Vampire: The Masquerade 5th edition. This may be one of the existing physical or supernatural Flaws listed in the Player's Guide, like Huge Size, Short, Changeling's Eyes or the like, or it may be some new physical change or deformity.
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