Merits and Flaws - Merit's

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Merits and Flaws - Merit's

Post  Myna on Fri Jan 29, 2010 5:48 pm

Everyone has merits and everyone has flaws, for purposes of this rp you will need to pick some of each. You will need 1 of each to start off with and for every additional Merit you want you will have to pay the cost in points in flaws. You may have more flaws than merits but you may not overstep your merits than flaws. Limit of 5 of either.

Flaws will be listed in the other thread.

Merit's

Ability Aptitude (2 pt. Merit): You have exceptional talent with one specific non-combat ability.

Computer Aptitude (1 pt. Merit): You have a natural affinity with computers, you can excell in almost any situation involving computer use, construction, or repair.

Crack Driver (1 pt. Merit): You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers, and even tractors. You have little to no problems in situations calling for risky or especially difficult driving maneuvers.

Daredevil (3 pt. Merit): You are good at taking risks and even better at surviving them.

Eat Food (1 pt. Merit): You have the capacity to eat food. It's an ability you developed at an early point in your undead existence or may have been a latent ability all along. This is considered disgusting by other Kindred but can be of great assistance in maintaining the Masquerade.

Fast Learner (3 pt. Merit): You learn very quickly and pick up on new things faster than most do.

Jack of All Trades (5 pt. Merit): You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, and all-around know-how.

Mechanical Aptitude (1 pt. Merit): You are naturally adept with all kinds of mechanical devices (note that this doesn't extend to electronic devices such as computers). You have an uncanny ability to understand, repair, or operate any kind of mechanical device (this doesn't help when driving any sort of vehicle).

Natural Leader (1 pt. Merit): You are gifted with a certain charisma that sets you apart from the rest. You have the natural ability to lead others.

Pitiable (1 pt. Merit): There is something about you that others pity, causing many to care for you as if you were a child. You need to decide what it is about you that attracts such pity, and how much (or how little) you like it.

Natural Linguist (2 pt. Merit): You have a flair for languages. This does not allow you to learn 2 extra languages.

Acute Sense (1 pt/5pt. Merit): Your sense of sight, hearing, touch, taste, or smell (choose one) is exceptionally acute, if compiled with Auspex you gain supernatural affinities to the chosen sense. (You may take this feat twice. The second time it will cost you 5pt's)

Calm Heart (3 pt. Merit): You are naturally calm and well-composed, and do not easily fly off the handle (a -2 difficulty to all Frenzy rolls, no matter how the incident is provoked).

Common Sense (1 pt. Merit): You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense, the Storyteller should alert you to how your potential action might violate practicality. This is an ideal Merit for novice players because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (more important) what you should and shouldn't do.

Concentration (1 pt. Merit): You have the ability to focus your mind and shut out any distractions or annoyances.

Eidetic Memory (2 pt. Merit): You can remember things seen and heard with perfect detail.

Iron Will (3 pt. Merit): When you are determined and your mind is set, nothing can thwart you from your goals. You cannot be Dominated, nor can your mind be affected in any way by spells or rituals.

Light Sleeper (2 pt. Merit): You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation.

Lightning Calculator (1 pt. Merit): You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. Another possible use (assuming you have number on which to base your conclusions) is the ability to calculate the difficulty of certain tasks (under certain circumstances you may ask the Storyteller the difficulty rating of a task that you want to perform).

Self-Confident (5 pt. Merit): You are naturally a confident person, while not overconfident you know what you can do. In times of normal doubt this ability can kick in to help you get through.

Strong Will (3 pt. Merit): You are strong willed, it is harder to dominate you and if determined enough you can block out all attempts for a small period of time.

Time Sense (1 pt. Merit): You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device (whether you concentrate or not). You can estimate the time of day to within a minute or two, and the passage of time with the same accuracy.

Accepted Ally (Sabbat, 1 pt. Merit): You have a useful connection in the mortal world, a connection of value even to Sabbat leaders. You are allowed to keep this contact as long as there are no complications. If the need should arise, you are expected to kill your contact to protect the Sabbat or prove your loyalty.

Approved Friendship (Sabbat, 2 pt. Merit): You have a friendship with a non-Sabbat, either mortal or Kindred, that you are allowed to keep for some reason. Your friend must have some influence or ability that makes him valuable to the sect or else you would have been ordered to destroy him long ago. However, if the need arises, your leader may ask you to kill your friend.

Church Ties (3 pt. Merit): You have influence and contacts in some local churches, and have the means to create protest rallies and raise money. The more you use your ties, of course, the greater your risk of being found out.

Corporation CEO (5 pt. Merit): You have a particular influence and sway over a major corporation and associated companies, just as if you were its CEO. Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place in the corporate community, and have the means to wage economic warfare. This merit provides you with some informal Contacts and Resources, the exact extent of which are determined by the Storyteller.

Corporate Ties (3 pt. Merit): You have both influence over and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time.

Judicial Ties (2 pt. Merit): You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutor's department, and can affect the progress of various cases and trials with limited difficulty. Though it is difficult to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants.

Mansion (2 pt. Merit): You won or inherited a large mansion - a home with 25 or more rooms - as well as the surrounding estate. The servants, if you have any, are provided for if you choose this merit, though they cannot be used as Herd or Retainers unless you purchase the appropriate background. The mansion is assumed to have the most current electronic security available, as well as a fence around the perimeter. While the mansion can be in as poor or as good shape as you wish, the more inhabited it appears to be, the more attention it will garner. A ghost house won't attract IRS audits.

Media Ties (2 pt. Merit): You have both influence over and contacts in the local media. You can suppress and create news stories (though not always with 100% efficiency - journalists are an unruly bunch) and you have access to the files and gossip of the staffs of newspapers and TV stations.

Nightclub (2 pt. Merit): You own a moderate-sized nightclub, perhaps one of the hottest nightspots in the city. This club brings in enough money to support you in moderate luxury ($1000 a month, but it can grow), but more important than the money is the prestige. You may use the nightclub as your haven, or you may simply hang out there. The name of the nightclub, its style, design, and its regular patrons are all up to you. Variations on this theme could include: a restaurant, theater, comedy club, sports arena, or retail store.

Police Ties (3 pt. Merit): You have both influence over and contacts in the local police department. You can, with a single phone call, cause an APB to be issued. However, the more often you use your ties with the plice department, the weaker they become, and the more attention you attract toward yourself. Your influence is not solid (that can be achieved only through game play) and can let you down at times.

Political Ties (3 pt. Merit): You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can shut off the power and water to a building or neighborhood, and can unleash many different means of harassment against your enemies. The more you use your political ties, the weaker they become (and total control can only be achieved through game play).

Underworld Ties (3 pt. Merit): You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to large numbers of "soldiers", as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow.

Ambidextrous (1 pt. Merit): You may use both hands equally well, eliminating the penalty for off hand tool use. This does not give you extra actions and can reduce the difficulty when using two tools or weapons at once.

Baby Face (2 pt. Merit): You look more human than other vampires, enabling you to fit in the human world much more easily. Your skin is pink, you never really stopped breathing (even though you don't need to), and even sneezing comes naturally. You can make your heart beat as long as you are not feeling tired or drained(aka need to feed). This merit cannot be taken by Nosferatu.

Blush of Health (2 pt. Merit): You appear to still be alive due to some quirk of your vampiric metabolism. Your skin feels only slightly cool to the touch, and you retain normal human coloration.

Catlike Balance (1 pt. Merit): You possess an innately perfect sense of balance. You are able to land on your feet from a fall virtually every time. You get +2 dice when rolling to retain or achieve balance.

Double-Jointed (1 pt. Merit): You are unusually supple. Squeezing through a tiny space is one example of a use for this merit.

Early Riser (1 pt. Merit): You always seem to be the first to rise and the last to go to bed. You always get up at least one hour before everyone else, even if you stay up until dawn. You seem to have the ability to exist on less rest.

Efficient Digestion (3 pt. Merit): Your system processes blood more effectively, which means you need to feed less and gain more vitae from the blood you do drink.

Huge Size (4 pt. Merit): You are exceptionally large (7+ ft tall and 400+ lbs), and therefore can take more punishment than others.

Misplaced Heart (2 pt. Merit): Your heart has actually moved within your body, though no more than 2 ft from it's original position near the middle of your chest. Those who attempt to stake you find it very difficult to find the right location (which should be your most tightly guarded secret).

Alternate Road (2 pt. Merit): Your moral code is based on a system other than Humanity. You may choose a Road other than the Road of Humanity to begin with.

Berserker (2 pt. Merit): The beast is in you, but you know how to direct and make use of it. You may enter Frenzy at will, and are thus able to ignore your wound penalties. However, you must pay the consequences of your actions while in Frenzy just as you normally would - your chance of entering an unwilling Frenzy is also unaffected.

Code of Honor (1 pt. Merit): You have a strict moral code to which you adhere, automatically resisting most temptations that would bring you in conflict with your code. Even when you are in Frenzy you will attempt to adhere to it. You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide.

Enlightened (1-7 pt. Merit): You are on your way to Golconda, the mythic state of vampiric inner harmony. Resisting frenzy is much easier. However, your path toward Golconda is a delicate balance, and any transgressions against your Road will cause you to lose some or all of your points in this merit.

Higher Purpose (1 pt. Merit): You have a goal that drives you in everything, and gives you the strength to carry on in dire circumstances (though in some circumstances it may force you to act in ways that risk your own life, cannot be combined with the Driving Goal flaw).

Alternate ID (1 pt. Merit): You have a complete alter-ego that is established in the mortal and/or vampire world, complete with a different history and different set of acquaintances than your normal self. Tremere are the most likely to have this merit, and it's the Storyteller's decisions as to Sabbat infiltrators (though Sabbat spies themselves commonly have this merit).

Boon (1-5 pt. Merit): An Elder owes you a favor because of something either you or your sire once did for him. The extent of the boon owed to you depends on how many points you spend. One point would indicate a relatively minor boon, while 3 points would indicate that the Elder probably owes you his unlife.

Clan Friendship (3 pt. Merit): For any number of different reasons - appearance, bearing, background, or demeanor - something about you appeals to members of a clan other than your own (your choice, this can be a two-edged sword, you also being marked by others as a sympathizer with that clan, whether you like it - or deny it - or not).

Domain (1-5 pt. Merit): You have been granted a personal domain in the city. The points involved in this Merit represent the size and relative importance of your Domain.

Family Member (1-3 pt. Merit): A member of your mortal family is also a Vampire. You have a good relationship with the family member and he will come to your aid if you call. However, he may also call upon you for aid some day. If the family member is close by this is a 2-point merit - if the family member is in your pack (Sabbat only) it is a 3-point merit.

Former Ghoul (2 pt. Merit): You spent a long time as a ghoul before your embrace, and may have learned some physical disciplines. You may chose to take any of your starting disciplines in the physical disciplines, but if they are not in-clan for you they can not be increased later without a teacher.

Harpy (2 pt. Merit): You are a member of the Harpies, the social organization among Camarillia vampires that makes sure that the status system is obeyed and that boons are respected. You have the ability to make your gossip heard by powers that be, and your voice is respected by the Chief Harpy, who maintains the status system in the city.

Holdings (1-5 pt. Merit): You have two properties for each trait in this merit. These properties are often large homes, mansions, etc., and are modified within reason to account for your vampire nature.

Pack Distinction (Sabbat, 2 pt. Merit): You have a certain degree of fame within your pack. The reason relates to some great heroic action that possibly saved many of their unlives. You may consider this two points that can be added to Pack Recognition. You may not be pack leader, but you may be more respected than the leader.

Pawn (3 pt. Merit): You can manipulate and have some control over another vampire - one of higher generation than you. Your hold was likely formed through Blood Bond, but can also come from a variety of other sources, such as blackmail, bribes, or threats - you make it up. The pawn does not necessarily know that it is being controlled.

Prestigious Sire (1 pt. Merit): Your sire had or has great Status in the Camarilla, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compared to them. This prestige could greatly aid you when dealing with elders acquainted with your sire. Indeed, your sire's contacts may actually approach you at some point offering aid. Though your sire may no longer have contact with you, the simple fact of your ancestry has marked you forever.

Reputation (2 pt. Merit): You have a good reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire. A character with this merit may not take the Notoriety flaw.

Rumors (1-3 pt. Merit): You have a source or sources of information in the city. For each trait in this merit, you receive one rumor per month. Rumors may be true, false, misleading, or bizarre, but they are almost always useful in some way.

Special Gift (1-3 pt. Merit): Your sire gave you a valuable gift after the Embrace. The Storyteller should create something suitable. (You can request a Panachete through Merik for this Merit)

Additional Discipline (5 pt. Merit): You have the ability to learn an additional discipline without a teacher, at the in-clan costs. Your starting discipline levels may be in this discipline.

Arcanist (5 pt. Merit): Through study you have managed to teach yourself a path of vampiric magic. You may purchase one path of Thaumaturgy at the in-clan cost, but can't teach it to others unless they too possess this merit or are of clan Tremere.

Danger Sense (2 pt. Merit): You have a sixth sense that warns you of danger. If combined with Heightened Senses (Auspex 1) this can be a very potent warning.

Destiny (4 pt. Merit): You have a great destiny, though you may not realize it (the destiny becomes more apparent as the chronicle continues). Prophecies and dreams guide your way and grant you clues to your ultimate goal. The sense of direction and security granted by this feeling of destiny helps you overcome fear, depression, and discouragement caused by anything not relevant to your destiny. Until your destiny is fulfilled you may suffer setbacks, but nothing will thwart you permanently (how this is played is up to the Storyteller).

Enchanting Voice (2 pt. Merit): You have an almost magical voice, beautiful beyond words. You may use your voice to inspire and the like, such as leadership, seduction, singing, and the like.

Guardian Angel (6 pt. Merit): Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need you may be supernaturally protected. However, one can never count upon a guardian angel - the Storyteller must decide why you are being watched over and by what (not necessarily and angel, despite the name).

Innate Magical Ability (5 pt. Merit): You have some sort of magical ability that makes you unique, this being different from any normal vampiric power or Discipline. The exact nature of the ability should remain somewhat mysterious to you, though you have some say in what the ability is. The ability has an estimated power level similar to a level 3 Discipline.

Inoffensive to Animals (1 pt. Merit): Animals do not fear or distrust you the way they do most Kindred. They treat you as they would any mortal and do not shy from your touch.

Magic Resistance (2 pt. Merit): You have an inherent resistance to the rituals of the Tremere and Lasombra.

Magic Sensitivity (1 pt. Merit): You have a supernatural gift that allows you to know if any magic is in use or has been used recently within a 10-ft radius of yourself. This includes all supernatural Disciplines as well.

Medium (2 pt. Merit): You posses a natural affinity to sense, see and hear spirits. You can speak with them if they are in the area, and even occasionally summon them to your presence through pleading and cajoling. You can call upon them for aid or advice, but there will always be a price.

Mystic Ability (2 pt. Merit): For some reason you have visions. These are not necessarily precognitive, but like precognition the visions occur outside your control. You may make yourself more sensitive to them through ascetic practices, but you can never consciously induce a vision. Then again, you may have a vision as you are walking down the street minding your own business. Unlike Precognition, the visions are always steeped in symbolism and they apply only to your own unlife. The particulars of how and when this merit works are left to the Storyteller.

Nine Lives (6 pt. Merit): Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. You basically have nine lives. If a situation arises in which you should be killed, you actually survive, though you may be the worse for wear.

Occult Library (2 pt. Merit): You possess a library of occult materials, which may include at least one version of The Book of Nod. You are not necessarily familiar with the contents of these volumes of knowledge (that is a function of your Abilities), but in times of need your library can be an invaluable source for research.

Precognition (4 pt. Merit): You have the ability to perceive events before they happen. This ability is not under your control. The premonitions come to you when you least expect them, and the focus of your premonitions is not under your control either. This ability can greatly impact the story and the exact nature of the effects is left up to the Storyteller. This merit should not be used to cause problems in the game, but to intensify the experience through additional drama.

Prophetic Dreams (1-3 pt Merit): You have informative, though often strange, dreams. The clarity and usefulness of your dreams is based on the number of points in this merit.

Sanctity (2 pt. Merit): For some reason, everyone considers you pure and innocent, though certainly not naive. You have a saint-like quality that is hard to put a finger on, but others tend to see it in you. You are trusted, even if you are not trustworthy. You tend to receive lesser punishments for wrongdoing and are liked by most.

Silence (1 pt. Merit): You have an unusual ability to move quietly that goes far beyond the norm. (you can even move quietly over dry leaves). Should the wind blow while you are moving, there is no way to hear you.

Special Rapport (2 pt. Merit): You have a special bond with another vampire that extends beyond any other type of bond you know of. You may or may not love the other vampire, but you have a special link to him/her. This link allows you to always know when she is in trouble, when she is in pain, when she is lying, and when she needs you. In return, she knows the same about you. Both characters have to buy this merit, and it should not be abused by allowing a relatively weak character to choose a powerful one (unless this is approved by the Storyteller).

Spirit Mentor (3 pt. Merit): You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself (see the Haunted flaw) but for the most part its benefit to you is through the advice it can give. This ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise. The Storyteller will create the ghost character, but will not reveal to you its full powers and potency.

True Love (4 pt. Merit): You have discovered, perhaps too late, a true love. He or she is mortal, but is the center of your existence, and inspires you to keep going in a world of darkness and despair. Whenever you suffer, the thought of your true love gives you the strength to perservere. (this can be a great gift and also a hindrance, for your true love may require protection and occasionally rescue).

True Faith (7 pt. Merit): The light of God, Allah, Buddha or whatever name you use for the almighty shines from your soul. You have one dot of True Faith, which can be used in a variety of ways. You loose the effect of this feat if you do evil acts.

Unbondable (3 pt. Merit): The blood bond cannot take hold on you, even partially. No matter how much blood you drink from other vampires, you will never become even partially bound to them.

Werewolf Companion (3 pt. Merit): You have a friend and ally who just happens to be a werewolf. Though you may call upon this friend in time of need, he also has the right to call upon you (after all, you are friends). However, neither your kind nor its appreciate such a relationship, and your respective societies will punish both of you if your friendship is discovered. Arranging for meeting places and methods of communication will be difficult (the Storyteller creates the Werewolf character, but will not reveal to you its full powers and potency).

Additional Path (Tremere, 3 pt. Merit): Your studies allow you to purchase an additional path of Thaumaturgy to begin with at the in-clan cost, in addition to the Path of Blood.

Animal Succulence (Gangrel, 1 pt. Merit): Animal blood is more tasty and nourishing for you than for other vampires, allowing you to survive on animal blood with ease.

Beastmaster (Gangrel, 1 pt. Merit): You may train and ghoul animals, making them into loyal servants and pets. Without this merit, ghoul animals tend to be wild and hard to control.

Blasé (Brujah or Toreador, 5 pt. Merit): Others do not easily impress you. You automatically resist all Presence powers. However, if the kindred using Presence is far more powerful than yourself you will find it impossible to resist.

Clan Membership (Caitiff, 3 pt. Merit): Either by artifice or by adoption, you are considered a member of a legitimate Clan, and can gain status as normal.

Connected (Nosferatu, 2 pt. Merit): You have a knack for the seamy underside of things. For every two street, underworld or police influences you acquire (ie for every 2 dots in Streetwise, Contacts, or the like) you gain one additional dot of that type.

Controllable Thirst (Toreador, 1 pt. Merit): Because Toreador spend so much time around mortals, resisting Frenzy caused by the smell, sight, or taste of blood is easier for them.

Disgusting (Nosferatu, 2pt Merit): You have the ability to contort your body and face in all sorts of shocking and grotesque ways. You can drool blood, pop your eyes out to double their width, spontaneously grow and burst boils on your flesh, extend your tongue three feet out of your mouth, etc. In addition, you are an accomplished practitioner of the fine art of disgusting others, and take considerable pride in your ability to gross out anyone or anything.

Enchanting Voice (Toreador, 2 pt. Merit): You have an enchanting voice, it makes you the center of attention and envy.

Eye for Beauty (Toreador, 1 pt. Merit): The Kindred is a natural critic, and wont give out compliments unless they are amply deserved.

Foul Blood (Nosferatu, 3pt Merit): Your blood tastes truly awful. Opponents who bite you in combat will be halted by the sudden need to throw up. The idiot who actually tries to commit diablerie upon you will be rendered to gagging and vomiting.

Gift Of Proteus (Gangrel, 1/2/4 pt. Merit): This merit allows the Gangrel to 'fine-tune' the shapes achieved by Shadow Of The Beast, the number of points determining the scope of variation. For 1 point the character chan choose the color that his eyes glow. For 2 points, the character can achieve minor variations of a form (ie choose the actual breed of wolf form). For 4 points, the character can transform herself into another form instead of the traditional wolf and/or bat form.

Gifted (Toreador, 3 pt. Merit): You are gifted, you are creative and talented and able to wow any critic with your magnficent works of art regardless what form they might take.

Greater Colors (Toreador, 3 pt. Merit): The vampire sees colors more distinctly and with greater definition. The world is far more colorful. Unfortunately, the vampire is more likely to become enraptured by colorful objects. Despite the drawback, when used in conjuction with Aura Perception, the vampire will discover far more information about her target.

Lizard Limbs (Nosferatu, 1 pt. Merit): When your limbs are restrained or grappled, you may "shed" a limb, leaving it in your opponent's grasp while you escape.
The limbs may be regrown normally. If you shed enough limbs, you can escape nearly any bonds, though it is difficult to flee the scene of captivity when one has no legs. Nosferatu with this Merit often use it for practical jokes ("Let's shake on it...").

Long Fingers (Nosferatu, 1pt Merit): Your fingers are unnaturally long and spidery.

Madness Network (Malkavian, 1-3 pt. Merit): You gain certain bizarre insights from the whispers of your fellow kooks. For each point in this merit, you learn one rather arcane but always useful rumor per month

More Colors (Toreador, 2 pt. Merit): You can see more colors than the normal and Hightened senses and aura perception are more potent to you.

Mortal Double (Toreador, 2pt Merit): You have the services of someone alive who looks just like you. This person might be your actual twin, a long lost brother or sister, a master of disguise, a Progenitor clone or even a victim of Vicissitude. However, unless he is a ghoul, he will continue to age normally (and eventually be unable to act as your double).
The double may move about freely during the day, aiding you in hiding your vampiric nature. The double must be fully aware of your personal life, including all your relationships and activities (give him the ghoul Abilities Steward and/or Kindred Lore). He must also be a good actor (give him the Ability Performance (acting)).

Mystic (Tremere, 2 pt. Merit): For every two dots of Occult knowledge you acquire (including dots in a Path), you gain one additional dot.

Oversized Fangs (Nosferatu, 1pt Merit): When you grew your fangs, you really grew them. Your fangs are enormous, snaggly things resembling cobra fangs or possibly even tusks. Your bite does more damage, duh!

Oversized Mouth (Nosferatu, 1pt Merit): Your mouth is huge and you are able to open it to prodigious width. You can drink more blood from your victims.

Patagia (Nosferatu, 4pt Merit): You have grown large flaps of skin under your arms, like those of a pterodactyl or flying squirrel. You may use these patagia to glide for short distances, provided there is an updraft or strong wind.

Powerful Ghoul (Toreador, 5pt Merit): You have a very powerful ghoul Blood Bound to you. The ghoul has 3 free picks in Disciplines other than those banned for ghouls, although at least one pick must be put into Potence. The ghoul is also very competent.
The ghoul will do anything you say, since it loves you so much. However, the ghoul might also get jealous of any relationships you have with others. Another player must run your Powerful Ghoul.

Refined (Toreador, 2 pt. Merit): You are a member of the elite. You are at home in high society and you never feel out of place around the "beautiful people". You are often invited to Toreador socials reserved for those of higher Toreador Prestige (or Camarilla Status) than yourself.

Ruse of the Wolf (Gangrel, 2 pt. Merit): In animal form only, the Gangrel still smells alive, even to the super-sensitive nostrils of the Lupines. This is essentially a 'Baby Face' merit for altered forms and may be used against the Lupine Gift Sense Wyrm

Shrewd (Ventrue, 3 pt. Merit): You are an influencial master, and every two dots of influence acquired in a given category gives you one additional influence dot in that same category (whether Political, Financial, Criminal, or the like).

Slimy (Nosferatu, 2pt Merit): Your skin secretes slime like that of a worm or mollusk.

Spawning Pools (Nosferatu, 2 pt. Merit): Your sewer lairs contain pools in which you can create swarms of ghouled vermin that you can train to do your bidding.

Supernatural Spouse (Toreador, 4 pt. Merit): You share a relationship equivalent to marriage with a supernatural creature other than another Kindred. Both of you receive the benefits of the True Love Merit for one another. This creature may be a werewolf, changeling, a wraith, or something even more unusual. Unfortunately, both of your kind would consider you threats if they knew of your relationship. You may declare you love for one another openly, although you risk becoming an outcast - or worse. You and your spouse would die or kill for one another.

Swarm Attractor (Nosferatu, 2pt Merit): You must have at least one dot in Animalism to take this Merit. Your skin exudes a grease that attracts flies, gnats, bees, and other flying insects. While these insects normally buzz passively about you in a thick cloud, you may command them in a limited fashion. The bugs may travel up to 20 feet from you to sting and distract your foes.

Tough Hide (Nosferatu, 2pt Merit): Your skin is thick and leathery, resembling that of an Elephant or Rhinoceros.

Unimpressed (Brujah or Toreador, 3 pt. Merit): You gain a free retest resisting all uses of Presence against you.

Vampire Spouse (Toreador, 5pt Merit): You hold regent over another Kindred, though she holds regent over you as well. The two of you are in love, and you both automatically have the benefits of the Merit True Love. Your Vampire Spouse is your equal in terms of power and status. However, as a couple, you are very formidable. You allow nothing to get in the way of your love. You and your spouse would die or kill for one another. Another player must run your Vampire Spouse.
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Myna
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