v20 merits and flaws
However, as a couple, you are very formidable. If you succeed, you may "shed" a limb, leaving it in your opponent's grap while you escape. You must also subtract 1-die from all Social Dice Pools that involve subtlety or sophistication. However, you know that no one ever does anything they don't believe to be for their own benefit. (CB:Tor1). Aura of the Wyrm You radiate corruption to such a degree that any Garou in the locale are drawn towards you. These modifications are permanent unless shaped away by further Vicissitude. You lose two dice on all related dice rolls, and your Pack Recognition may be considered two points lower than it should be. You are forever a Poseur, and you have no ability to judge a masterpiece from trash. Knowledge of this would not only destroy your reputation among hunters - it would place you on their hit list. (1 for leading anarch, 2 for an Archon, 3 for a primogen, etc., determined in conjunction with the Storyteller). (CD:Tor1), Vainglorious (1 - 3 Flaw) You are boastful and know that you deserve any praise you receive. Charmed Samadji (Ravnos; 1 - 4 Merit) Your family or sire has gifted you with an item of power. Unfortunately, you have only limited understanding of the world outside the Inquisition. You may consider this two points that can be added to Pack Recognition. You may not take any Resources. Although dangerous, any weaponry causes normal damage only; despite its horrid appearance, your arsenal is still only mortal flesh and bone. Dark Ages describe the ability differently, but the cost and effect are the same. (CB: NOS1), Ravaged [Kinain] You were Ravaged by a changeling at some point in your past, stripping you of the glamour of your fae heritage, which you have yet to recover. The castle can be in as poor or as good a condition as the character wishes. At times you feel your childe would commit diablerie upon you if given half a chance, and you could be right. If you are convincing enough, you can infect others with your overconfidence. (NOS), Rebel (1 - 3 Flaw)For some reason, you (and possibly your allies) are considered rebels by other Inquisitors. You turned traitor on the Camarilla, Followers of Set, or some other vampire group. Power levels of samadji vary greatly; a one to two merit samadji might reduce target numbers on certain actions. You may ask for her help in times of need, but she may not always be able to help. The limbs may be regrown normally. (INQ). Of course, not all your associates and so-called friends are actually your enemies (at least they probably all aren't). (CB:G1), Vulnerability to Silver (Vampire) You suffer aggravated wounds from silver, just like a werewolf. Anti-Ventrue (4 pt Flaw) You're the exact opposite of a Ventrue - instead of being graceful, you are clumsy. However, these vampire acquire a peculiar pallor upon their Embrace 0 they look like corpses, and no amount of blood ingestion will flush their features (as other vampire are able to do). At least you can stalk prey in a house of mirrors with relative ease. Celestial AttunementYou have an innate link to the passage of time and the movement of the celestial bodies. 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. (DSBH), EcumenistAlthough you are steadfast in your own faith, you recognize the workings of the Holy Spirit, which "bloweth where it listeth," in other religions. You can guzzle Nosferatu vitae until your stomach bursts, and your complexion won't suffer a bit. (CB:L1), Heartless Having removed your heart via the fifth level of Serpentis, you have lost it. However, if the need arises, your leader may ask you to kill your friend. Unless otherwise stated, those without a dot rating usually vary between 1-5 dots. The substance can be alcohol or any form of drug. You do not like to do anything that requires a lot of effort on your part. (CG:S). Guardian Angel Someone or something watches over you and protects you from harm. You prefer to let others do the hard work. (ELY), Paramour (3 - 5 Merit) You have had a long-term (minimum of 75 years) relationship with a fellow Kindred. The ability has an estimated power level similar to a Level Three Discipline. The bugs may travel up to 20 feet from you to sting and distract your foes. You look especially pale and drawn under Aura Perception and yet oddly flushed with abundant health. The Storyteller is encouraged to enforce the effects of your Frailty, and some Frailties may cause serious problems for kinain in mortal society. (CB:Tor1), Unconquered Enemy (Banu Haqim before the Schism) You have an enemy among the Unconquered who will try to thwart your plans and may even try to destroy you if this can be done without being found out. (PGS), Paramour, Jilted ( 1 - 3 Flaw) You had a long-term relationship (minimum 50 years) with a fellow Kindred. Enemy (1 - 5 Flaw)You have an enemy, or perhaps a group of enemies. Gift of Proteus This merit allows the vampire to "fine-tune" the shapes achieved by the Protean Discipline. Baby FaceYou look more human than other vampires, enabling you to fit in the human world much more easily. You may lower the difficulty of any Social roll by two when dealing with someone who is attracted to you. Your work is never good enough to suit you. This bonus does not apply towards casual foes, only blood enemies. They seek either to remove you entirely from your diet and/or domitor's influence, or to kill you as a favor to your corrupted soul. Independents may not take this Flaw unless the Storyteller approves a common sort of vampire whom the ghoul idolizes, and with whom the ghoul puts herself at a disadvantage in dealings, due to her romanticized ideas. (CB:Tor1). Although you would not give up your current position lightly, you may also call in this debt (or debts) should you require aid. (CB: NOS1), Unconquered Ally (Banu Haqim before Schism) You have a friend and ally among the Unconquered. Either you never bothered to save anything over the years, or you throw away any accumulated wealth for your own, obscure reasons. You are expected to carry this powerful draba until you sire your own progeny, then pass the gift to her. Whenever someone you know performs an act that appears selfless, you must make a successful Self-Control roll to resist branding them a traitorous, implacable enemy bent on your destruction (and taking appropriate actions again such a monster!). (TE), Lunacy You are affected by the phases of the moon. Lasombra cannot take this Flaw. Your Storyteller should create game stats for the stalker. You must make a Willpower roll (difficulty 6) to enter another being's dwelling without being invited (though you will go to fiendishly clever lengths to garner an unwitting invitation). The more inhabited it appears to be, the more attention it will garner. Pack Distinction You have a certain degree of fame within your pack. (PGS), Childe, Vengeful You have sired a childe who has grown to loathe you. 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. The particulars of how and when this Merit works are left to the Storyteller. Merits and Flaws are divided into four categories: physical, mental, social and supernatural. Additional DisciplineYou can take one additional Discipline (Storyteller discretion) as if it were a clan Discipline. In any case, this pack member tries to get others to side against you, and he tries to ruin every positive thing you accomplish for yourself or for the pack. 5-pt are grossly disabling or emotionally crippling - everything from useless atrophied legs to a permanent Derangement, decided on mutually by the player and the Storyteller. The Storyteller decides the exact value of whatever geas you choose. In story terms, this Merit makes life a lot easier for you. "Fangless" and "Clan Weakness" are in Onyx Path's Lore of the Clans. (GFA), Eerie Presence Other people get a strange feeling when they are around you. Seeing an omen or sign requires a simple roll using Perception + Occult (difficulty based on the degree to which the sign is hidden; the most obvious have difficulties of 5). However, he may also call upon you for aid some day. (NOS). A list should be kept somewhere on the character shee to record how many rerolls have been made. Even better, you heal more quickly. (DSBH). A more severe manifestation (possibly worth more points to the Storyteller) is a Gangrel who believes himself a Lupine. Your skin exudes a grease that attracts flies, gnats, bees, and other flying insects. In return, she knows the same about you. Typically, only independent ghouls may purchase Kinfolk as a Merit. It's more likely that the Garou consider a ghoul Kinfolk to be a serious threat. (The player makes all rolls related to either Charisma or Appearance at -2 difficulty. Other reasons why you might be Beholden include: someone has dirt on you; you borrowed money from them; they did you a favor; they saved the life of someone important to you; they kept you (or a loved one) from suffering some horrible fate. Merit) . If the roll fails, the victim loses two dice from her Dice Pool that turn; if it botches, she may take no action whatsoever. You are still capable of creating a masterpiece, but it is tougher for you than for somoene else of equal training. You usually suffer mild punishments (even if someone catches you in the act), and your accusers tend to give you the benefit of doubt. Eventually, he will no longer be your exact double. This could be a group of near insane survivalists with a cause, some hate group or a terrorist group. This is a very useful Merit to give to beginning players unfamiliar with the game. (CB:R1). All difficulties on Craft and Expression rolls are increased by two to a maximum of nine. She would do almost anything to aid you, and you trust her as you do no other among the Kindred. It is the ones you let get near you, the ones who profess some caring towards you, who are the real danger. (PGS), Ennui You are world-weary. This may not be taken with the flaw Infamous Sire. You won't get canonized just for this. (GFA). Some traits are presented as Merits in some sources and as Backgrounds in others; this list only covers sources that list traits as Merits. (CB:AS1), Natural LeaderYou are a natural born leader. In the case of sidhe kinain, this Flaw is the same as the Sidhe's Curse from the Player's Guide. (ELY), Vitae Sink (Ghoul) For whatever reason, you metabolize vitae more quickly than other ghouls do. This may not be taken with the flaw Visible Eye. Parasitic Infestation In many ways this Flaw is the negative counterpart of Swarm Attractor. If you for each of these products. (DSBH). (CB: NOS1), Drug Resistance You are unusually resistant to drugs. Sympathetic Bond For whatever reason, you unconsciously cause a peculiar supernatural form of feedback through the links of the blood bond. Should the wind blow while you are moving, there is no way to hear you. (TE), Image Obsession [LaSombra] (1 - 5 Flaw) You find yourself hypnotized by the vagaries of your own appearance. The poison is virulent, although Kindred and other supernatural creatures are unaffected by it. Any Kindred who tastes his blood will find it extremely rich and potent and will recognize its great strength. If you do something wrong and the act is not easily attributed to you, it will most likely be blamed on someone else. A 2-point rival occasionally takes harmful action against you, or his words have some measure of influence. Such bonds can be same sex or opposite sex, and there is no way to predict who your twin will be. Perhaps its your pheromones. (GFA), Anachronism (Mortal)This Flaw reads exactly the same as the Mortal Society flaw for Vampires, however, its point value is diminished because it has limited effect. Note: that anyone possessing a high rank within the Church is usually at least in their mid-30s. A player who takes this Flaw should select one (maybe more) things that his character takes great pride in his clothes, his horsemanship, his fighting, etc. This does not heal other sorts of wounds whatsoever. NOTE: You may not take a Family Enmity with the Tsurara or Ravnos families. (CB:Tor1), Blood Flaw Immunity (Ghoul) For some reason, you are resistant to the bloodline flaws of any vampire form whom you drink. These modifications are permanent unless shaped away by further Vicissitude. Animal MagnetismYou are especially attractive to others.
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