"You are only given a little spark of madness upon birth, and a touch more upon Embrace. You must never lose such things. For one must be mad to endure and thrive in this hateful world. At times, I almost envy the damnable Malkavians." -- Jarek the Wretched, Clan Nosferatu
These traits can help players add detail to characters, representing special advantages (Merits) or liabilities (Flaws) that the character must deal with in play. Players are to choose Merits and Flaws during the finishing touches step of their character creation process, and Merits cost a certain amount of Merit Points and are akin to almost highly specialized Backgrounds. Flaws, on the other hand, need to be taken to acquire Merit Points equal to their value in order to purchase Merits. You can possess a maximum amount of Merits equaling 4 (four) Merit points in total, which of course, must be acquired through taking Flaws of equal value. Bonus Points cannot be spent to acquire Merits, and though you may choose to take more than 4 points worth of Flaws, these do not translate to extra Bonus Points, nor does it give you the ability to take more Merits.
After character creation, Merits and Flaws are out of the player’s hands. I may choose to assign more Merits or Flaws at my discretion over the course of play due to beneficial or detrimental events that affect your character significantly.
Merits and Flaws are divided into four broad categories: Physical, Mental, Social and Supernatural. Supernatural Merits and Flaws cannot be taken at character creation, as all characters will begin play as normal mortals, i.e. devoid of any direct Supernatural influences or benefits.
Please note that any Merits or Flaws NOT contained in the following lists are still possible in this Chronicle. If you have a specific one in mind, propose it to me and we can discuss the possibility of it's use. Nonetheless, I reserve the right to veto any given Merit or Flaw proposed for any reason.
Ability Apatude (1 Point Merit)
For every mundane ability that exists there are those rare few who have a natural flair for it. Choose one Ability to become your character’s aptitude, and thereafter, it will function for that Ability and that Ability alone. A natural Linguistics Aptitude helps a character pick up new languages much more easily, speaking without any trace of an accent, while a crack Ride Aptitude insures a horseman can perform phenomenal tricks and feats while astride a trusty mount. Whenever this Ability comes into play, the difficulty is always lowered by -2 for non combat abilities and -1 for combat ones. . This particular Merit can be taken no more than twice for two separate Abilities; nobody is good at everything, after all.
Ambidextrous (1pt Merit)
You have a very high degree of off-hand dexterity, and you can therefore perform tasks with your “wrong” hand at no additional penalty. You must still use the rules for taking multiple actions, but you do not suffer a difficulty penalty if, say, you use two weapons simultaneously or are forced to use your off-hand.
Catlike Balance (1pt Merit)
You possess an innate sense of near perfect balance. Characters with this Merit reduce the difficulties of all balance-related rolls (for example, a Dexterity + Athletics roll to walk along a narrow ledge on the cathedral rooftop) by -2.
Early Riser (1pt Merit)
No one can quite explain it, but you can function beautifully on far less sleep than most people ever could. You can subsist perfectly on merely four hours of sleep in a twenty-four hour period without suffering from any fatigue, insuring that even if you stayed awake until the wee hours of the morning, you can still awaken just before dawn with no side effects or grogginess.
Bruiser (1pt Merit)
Your appearance is sufficiently rugged and thug-like that it easily inspires fear or disquiet in those who can see you. While you are not necessarily unattractive, you do radiate a sort of subtle menace that will cause most folks to cross the street to avoid you. You are at a -1 Difficulty on all Intimidation rolls against those you are leveling Physical Intimidation against; the only time this does not work is if the individual in question has already displayed their physical superiority over you.
You can drink like a fish. The amount of alcohol you can put away during a binge is truly phenomenal. What's more aggravating to your buddies is how little you suffer for it. Anyone who gets into a drinking contest with you quickly regrets it. Halve any penalties you suffer for consuming alcohol.
Unobtrusive (1pt Merit)
You are unbelievably average in both appearance and action. You don’t attract attention to yourself, for better or worse. Others have a +1 difficulty when trying to remember anything specific about you physically, be it your hair color or physical build to the sound of your voice.
Friendly Face (1pt Merit)
You have the kind of face or physical build that reminds everyone of someone, to the point where many strangers are inclined to be well-inclined toward you because of it. The effect doesn’t immediately fade if you explain the ‘honest mistake’, leaving you at -1 Difficulty on all appropriate and positive Social-based rolls (yes for seduction, no for intimidation, for example), when a stranger is involved. This Merit only takes effect when meeting another individual for the first time.
Poison Resistance (1pt Merit)
You have, for some reason or another, become fairly resistant to poisons. It could be that you are somehow naturally resistant due to strong genes or perhaps you spent years building up your resistance to various poisons. Any time you need to make a soak roll against the effects of a poison, conventional or mystical, reduce your difficulty on the roll by -2.
Acute Senses (1-3pt Merit)
One of your natural senses is exceptionally sharp, be it sight, smell, taste, touch, or hearing. The difficulties for all tasks involving the use of this particular sense are reduced by a whopping -2. For 3 points, this Merit infers that all of your senses are honed to almost superhuman sharpness, allowing a -2 difficulty on all sensory-based rolls that would be relevant.
Double-Jointed (1-3pt Merit)
You are gifted with the ability to be unusually supple and flexible, and therefore the difficulty involving the use of the character’s bodily flexibility is reduced by -2. Squeezing through a tiny space or escaping restraints is two examples for the use of this particular Merit. For three points, you can bend most joints backwards, dislocate others at will and perform feats of contortion impossible for the typical human body (such as turning your head to look virtually straight back). You can escape most restraints easily and slither through small spaces automatically.
Attuned Taste (2 pt):
Your character has an even more-so attuned taste when utilizing Thaumaturgy's path of blood. When your character tastes vitae, she tastes very subtle occurrences therein. To them, it isn't even magic it is merely a natural reflex. Your character gains one automatic fact about the blood in addition to whatever else was learned. This extra fact is not always useful and can be dangerous should the extra substance be poisonous. This can harm or even incapacitate the character.
Berzerker (2 pt):
The beast within you takes heed of your will and direction. You may frenzy at will.
Hale (2pt Merit)
God has granted you an unusual level of constitution. You are rarely in less than robust health and take ill very infrequently. A character with this Merit may subtract a -2 from the difficulties to resist contracting disease, illness, or even developing an infection in a wound, whether natural or supernatural in nature.
Pain Resistant (2pt Merit)
For reasons unknown, perhaps through the strength of your faith or convictions, perhaps through having experienced unspeakable pain numerous times, you have acquired an unusual resistance to physical pain. All wound penalties are reduced by one (so when at the Wounded Health Level your character loses merely one die, not two).
Enchanting Voice (2pt Merit)
There is something about the sound of your voice that others cannot quite ignore. When you command, they are cowed. When you seduce, they swoon. Whether thunderous, gentle, persuading or simply carrying on casual conversation, your voice commands attention. The difficulties of all die rolls involving the use of one’s voice specifically to persuade, charm, seduce or command are reduced by -2.
Nimble Physique (2pt Merit)
You are exceptionally lithe and athletically toned. As such, you can sprint twice the distance others might with the same Dexterity rating, and all Dexterity rolls are at a -1 Difficulty due to exceptional speed and vigor. This does not benefit fine motor skills, such as pick-pocketing and creating works of art.
Strong Back (2pt Merit)
You are exceptionally well-muscled and conditioned. As such, you can lift a full 100lbs more than your Strength rating permits, and all feats of strength you undertake (save for lifting weight maximum) are rated as though your Strength rating was 2 dots higher than it actually is, allowing you to perform actions that would otherwise be impossible (or at the very least difficult) with greater ease and finesse.
Dare Devil (3pt Merit)
You are good at taking wild risks, and even better at surviving them intact. When attempting an exceptionally risky action (such as leaping from horseback onto a moving cart hurtling along at breakneck speeds) characters with this Merit add an additional three dice to their rolls and negate a single botch die that may result from such a roll. (A particularly risky situation is, of course, at Storyteller discretion, but rest assured, it would need to be pretty damn intense.)
Keen Aim (3pt Merit)
Your aim is truly blessed, like young David's when he let loose his sling stone against the Philistine giant Goliath. Your keen perception of distance and understanding of other relevant factors give you a clear advantage on all ranged attack, be it with throwing knives or crossbows and everything in between. Whenever taking an aiming action prior to loosing the ranged weapon upon a foe, double all the benefits of aiming.
Flawless Poise (3pt Merit)
Your sense of balance and poise is absolutely perfect, and it is unlikely you will ever fall over the course of your entire existence. This Merit functions for such actions as tightrope walking, crossing thin ice, or climbing mountain sides. All Difficulties involving such feats are reduced by -3. Additionally, your character cannot suffer from 'knockdown' or 'knockback', but can still be rendered prone at Storyteller discretion.
Tough As Nails (3pt Merit)
You come from truly hardy, thick-skinned stock, or perhaps God has merely favored you. Because of this unique fortitude of your physical body, you easily shrug off damage that most would find crippling and painful. All soak (Bashing, Lethal and Aggravated) rolls are made at a -1 Difficulty.
Huge Size (4pt Merit)
You are abnormally large in size, at least six-foot-five and 300lbs in weight. Aside from making you extremely noticeable in public, this extra mass bestows an additional TWO Bruised Health Levels. Characters with this Merit may also gain bonuses to push or haul objects, force open barred doors, avoid being knocked down and so on (at Storyteller discretion).
Nine Lives (4pt Merit)
Fate has granted you the opportunity to come as close to death as anyone can get and still manage to survive. When a roll is made (generally a damage roll) that would result in your demise, the roll is made again and any 'automatic' successes (like from Potence) are reflexively negated. If the next roll, thusly adjusted, allows you to live, then one of your nine lives is used up permanently. If that subsequent roll would still result in your demise, then another reroll is made under the same stipulations, and this process will repeat itself until either you survive successfully or all nine of your lives are used up, at which point you obviously perish. The Storyteller will be keeping count of your lives left, and you only receive the nine for the entire time this character is used.
Celestial Attunement (1pt Merit)
You have an innate link to the passage of time and the movement of the celestial bodies. 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. Those with some training in astrology and this Merit can foretell astrological conjunctions without access to charts. You can accomplish any of these feats with a minimum of concentration.
Concentration (1pt Merit)
You have the ability to focus your mind and shut out distractions and annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g. loud noises, hanging upside down).
Common Sense (1pt Merit)
You possess a significant amount of practical, everyday wisdom. Whenever the character with Common Sense is about to act in a way contrary to common sense itself (or has an ally about to do so), the Storyteller can make suggestions or warnings about the implications of said action. This is a very useful Merit to take if you are not accustomed to the Dark Ages setting or normally do not play Vampire the Masquerade.
Coldly Logical (1pt Merit)
While some might refer to you as ‘detached’ or ‘alien’, you have an innate knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are trying to cloud the facts from your scrutiny. This ensures a -1 to the difficulty of all rolls meant to discern the truth from deception, as well as to correlate related facts into a concrete hypothesis to draw a hopefully sound conclusion. Non-supernatural individuals also suffer a +1 difficulty when rolling Subterfuge in an attempt to deceive you.
Lightning Calculator (1pt Merit)
Your character has a keen mind for numbers, and can perform complex mathematical equations in her head instantly with little error and at the impressive speed of thought. This could be anything from calculating the cost of a fine feast to figuring out how much lumber would be required to build a noble’s summer cottage. You as a player may therefore use a calculator during play at any time, even when your character is fleeing for his or her life.
Lion-Hearted (1pt Merit)
In a moment of great crisis, you may call upon your inner reserves of honor and nobility to fortify your resolve and bolster your moral strength. Once per story, you may reflexively spend a point of Willpower to substitute your Permanent Willpower rating for both your Self-Control/Conviction and Courage for the duration of the scene. Characters who ascribe to roads that do not venerate heroism and valor may not purchase or retain this Merit.
Religious Devotion (1-3pt Merit)
You are piously devoted to service to or reverence of some benevolent higher power, be it Christ, Allah, Odin, or some other positive deity. Once per story, you may pray to your generous deity for aid and guidance, seeking solace in their divine grace. In game terms, your character receives one to three points of Temporary Willpower (depending on the value of the Merit) for the scene, even if this takes her over her usual maximum. If these points are spent in a manner that is frivolous or antithetical to the character’s belief system, this Merit may be rescinded until she can make amends with her own conscience.
Light Sleeper (2pt Merit)
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. The Storyteller will discern what is a legitimate threat and what is not. You may ignore rules regarding restrictions on the number of dice available when roused from slumber in opposition to your normal sleeping cycle.
Code of Honor (2pt Merit)
You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must believe in and follow these laws of self-conduct and morality strictly. Characters with this rare Merit gain two additional dice to all Willpower or Virtue rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid circumstances and situations that might force them to violate their code.
Natural Linguist (2pt Merit)
You have an innate flair for languages and accents. You may add three dice to any dice pool involving written or spoken languages. Casual conversation does not gain this particular benefit, but complex conversation in foreign tongues will indeed count. Lastly, by hearing the accent of a foreigner, even if you are not familiar with their language, you can likely estimate their homeland of origin.
Eidetic Memory (2pt Merit)
You remember what you see and hear with perfect detail and clarity. Documents, events and conversations can be committed to memory with only minor concentration. Under stressful conditions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect and commit it properly to memory.
Calm Heart (2pt Merit)
You are naturally calm and poised, slow to anger, and rarely would even consider flying off the handle in rage. You receive two bonus dice to any Self-Control or Courage rolls when attempting to remain calm and collected. You may not take this Merit if you posses the Short Fuse Flaw.
Dual Nature (3pt Merit)
You have two distinct yet compatible Natures, both of which influence your personality simultaneously. You may therefore regain lost Willpower points using both Natures as well. You may still choose a Demeanor that is quite different from your Natures if you so choose, but your Natures need to be significantly compatible with one another in general. This is not the same as having multiple personalities, as that would be a form of madness.
Fast Learner (3 Point Merit)
You learn very quickly, and pick up on new things faster than most do. At the end of every session add 1exp.
Well-Educated (3pt Merit)
Either through monastic training or determined noble tutors, you are one of the lucky few to have received superlative tutelage in classic academics, natural sciences and divine theologies. Whenever you attempt a task involving a Knowledge you do not possess, your character may still try and make the roll! Instead of automatic failure, the roll is made at a +1 difficulty, identical to the manner in which Skills work if you try to roll it without the trait. Characters must have at least an Academics rating of 3 to be able to purchase this Merit.
Experienced (3pt Merit)
Your character’s mind is very open to the experiences he or she undertakes, and through introspective thought, is able to glean more from these situations than many others could. Due to this insight, your character receives an additional three experience points at the conclusion of every Story.
Precocious (3pt Merit)
Your character can learn very quickly, indeed. Choose an Ability set; Talents, Skills or Knowledges. The time it takes for you to pick up any Ability in that particular Ability set is cut in half, rounding up, as is the Experience Point costs to raise the Ability traits themselves.
Self-Confidence (5pt Merit)
When you spend a point of Willpower for an automatic success on a roll, your Self-Confidence Merit may allow you to gain the benefit of that expenditure without actually having to lose the spent Willpower point. When you declare that you are using a point of Willpower and roll for successes, you do not lose the point of spent Willpower unless the roll fails or botches. This Merit may only be used in play when you need unshakable confidence in your own abilities in order to succeed. You can also only use this if the difficulty of the given roll is 7 or higher.
Unimpressed (4pt Merit)
You have tight control over your own emotional state, are keenly aware of your own motivations and core beliefs, and possess a monstrous awareness of self. All rolls made to affect you with Presence or other emotionally manipulative supernatural powers add +3 to the difficulty due to your supreme self-mastery. Only characters with a Self-Control of 4 or higher and a Permanent Willpower rating of 6 or higher to acquire this Merit.
Iron Will (4pt Merit)
Your mind is a great castle with towers of ego, and your strength of will an impenetrable curtainwall to defend it. Any attempt to affect you with Dominate or otherwise mystically tamper with your mind adds +3 to the usual difficulty. This does not protect as thoroughly from the effects of emotional manipulation such as Presence and the like. Characters must possess a Permanent Willpower of 7 or higher and a Courage of 3 or higher to procure this Merit.
Jack of All Trades (5 Point Merit)
You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know-how. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to simulate a wide range of abilities. If you train or spend experience in the Skill or Knowledge, you must pay the point cost for the first level a "second time" before raising the Skill or Knowledge to two dots.
Self-Confident (5 Point Merit)
When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. When you declare that you are using a point of Willpower and roll for successes, you do not lose the point of Willpower unless you fail. This will also prevent you from botching, but only if you declare that you are spending the Willpower point before you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. You can use it only when the difficulty of your roll is 6 or higher. You may spend Willpower at other times; however, if the difficulty is 5 or less, the Merit will not help you.
Religious Heritage (1pt Merit)
This Merit indicates that your family has a history of dedicated service in the Church, known for their piety and purity, with some of these relatives likely gaining prominent positions within the local Church as well throughout the years. This connection works to your benefit as well, even if you yourself are not tied directly to the clergy. You receive a -2 difficulty modifier to social rolls when interacting with members of the Church or anyone else who would be appropriately impressed with your family’s exploits.
Master of Protocol (1pt Merit)
Someone has laboriously tutored you in most forms of etiquette, even customs outside of your local culture and region, to say nothing of time period. Your intensive schooling insures you could know the proper greeting for a Roman senator or the appropriate bow for a caliph just as easily as you would know titles of address within your own kingdom. As such, you may now learn as many Etiquette Specialties as your Intelligence + Etiquette, and you receive a -1 difficulty to any Etiquette roll involving those Specialties that can actually stack with other relevant Etiquette Specialties.
Prestigious Lineage (1pt Merit)
One of your parents or grandparents had great status among your social class and locality, and this has accorded you with a certain amount of prestige and respect. Though your parent or grandparent may no longer live or have routine dealings with you, the simple fact of your ancestry has marked you forever. This prestige might aid you greatly in dealings with your fellows, lessers or betters, though it could also engender jealousy or contempt on rare occasions among rivals.
Animal Magnetism (1pt Merit)
There is something mysteriously attractive to members of the opposite sex (or same sex if they happen to have same-sex preferences) about you and the manner in which you carry yourself. You receive a -2 difficulty on seduction rolls of any kind (which may inspire jealousy in others who view you as competition).
Veteran Crusader (1pt Merit)
You once donned the Crusader's cross and successfully returned from the Holy Land, having done your duty to to God. You have experienced horrors and victories alike, and those around you know it. This accomplishment, even if you are a low-born peasant, gives you a special standing among your peers as well as repute among local knights, lords and ladies who never made the journey to Outremer themselves. Bards and minstrels may request that you share your stories that they might spin them into fanciful tales, nobles and peasants alike might put strong stock in your opinions of future Crusades and the tragic events in Iberia. Lastly, priests and the like might ask that you speak before the multitude at weekly Mass to speak of the virtues of serving God and marching in Heaven's cause.
Harmless (1pt Merit)
Everyone in your district of the city knows you, for better or worse, and knows you are no threat to any designs they may have in the works. While that sort of estimation may seem insulting, it is also what has kept you significantly safer than many others over the years. No one considers you worth their time to deal with, and that low opinion of you keeps you safe and secure. Keep in mind that if you begin to act in a manner contrary to public opinion to you, other’s opinions of you will change as a result, but at least you will have the element of surprise first. This is not a systemic Merit, but instead affects the way others treat you and perceive you.
Owed Boon (1-6pt Merit)
Someone in a position of power and authority owes you a favor because of something either you or a close family member did for him or her. The extent of the boon owed to you depends entirely upon the value of this Merit. One point would indicate a relatively minor favor, where three points would imply the individual who owes you has sworn a life-debt.
Bullyboy (2pt Merit)
You are part of the brute squad the local authorities throw together when they need to show some serious muscle. As a result, you get in on action that others miss entirely, score points with those in power, and occasionally get a chance to act outside of the law for personal reasons. Those who know of your reputation suffer a +1 difficulty in any Courage checks to stand against you, and you receive a -1 difficulty to social interaction with the local law enforcement.
Pious Evangelist (2pt Merit)
Your joy in your faith is a palpable thing that others can simply sense about you. Good faithful folk of your same religion enjoy being in your company and often come away with their own beliefs renewed by conversation with you. You have a knack for remembering apt Bible quotations that help people through their days and nights. You receive a -1 Difficulty all Social Rolls to interacting with other faithful individuals of your same religion, and you always receive two bonus dice to Theology rolls so long as you are not being manipulative with its use.
Artful Visionary (2pt Merit)
You are a consummate artist at heart. You reduce the Difficulty of any roll to create something new and innovative by -1. This can be actual Expression or Crafts rolls, or even the development of a new warfare tactic or gruesome torture method. Conversely, however, you will add a +1 to the Difficulty of any repetitive or menial task. You are ill-suited to such droll labors; surely everyone should see that you are more important than mere drudgery.
Courtly Regular (2pt Merit)
You have spent an unusual amount of time at the various courts of your city. You see and are seen to such an extent that all of the movers and shakers of the courts at least know who you are. Extended time spent at court also grants you extended opportunities to interact with the courtiers, ambassadors, judges and nobles of stature—and they are more likely to know your name should you approach them. Those who know of your reputation suffer a +1 difficulty in any Courage checks to stand against you in open court, and you receive a -1 difficulty to social interaction with the members of the courts.
Good Reputation (2pt Merit)
You have an excellent reputation among those people of your particular neighborhood. You may have earned this reputation, or inherited from your mentor or parents. Add two dice to any dice pools involving social dealings with your local neighbors and businesses. A character with this Merit may not take the Flaw Notoriety.
Sanctity (2pt Merit)
This Merit is sometimes called the halo effect; something about your demeanor convinces others that you are pure and innocent, though not necessarily naïve or helpless. You have a saint-like quality that is hard to pinpoint but cannot be denied. You are trusted by most run-of-the-mill folks, even if you are not actually trustworthy. At the Storyteller’s discretion, under certain circumstances, you may receive lesser punishments for wrongdoings performed. This is not a systemic Merit, but instead affects the way others treat you and perceive you.
Sheriff's Friend (2 pt):
You, for whatever reason, have befriended the local sheriff. They like you so much that they may overlook minor offenses and even give tips about when and where the next raids may be. But like all ties, the more you use it, the more it will degrade, and this tie is especially dangerous because should a sheriff tire of you, you are not likely to survive.
Alternate Identity (3 pt):
Your character, through association with another group or sect, has in addition to her regular identity, another identity. This other self has a believable history, backstory, and credentials that when taken at "face value" will be totally believable. On a side note, your sire, allies, enemies, and colleagues do not know you are this other person and will treat you as such.
Church Ties (3 pt):
You have ties to a few local churches. This influence can be used to create protest rallies, or even raise money. Be aware that the more you use your ties the more likely you are of being found out.
Higher Purpose (3pt Merit)
Everyone has a ‘reason to live’, but you have a special commitment to your life and prosperity that transcends most people’s understanding. Your chosen goal guides you and directs you in all things. You do not concern yourself in petty matters and casual concerns because your character’s higher purpose is everything. Though you may find yourself herded along by this aim and find yourself forced to behave in ways contrary to the needs of personal survival, it can also grant you unspeakable inner strength. As such, you may add your Road rating to any Virtue roll for the cost of one Willpower point, and receive two bonus dice to any normal roll (Attribute + Ability) if the action involved will directly reinforce and strengthen your higher purpose immediately.
Surreal Beauty (3pt Merit)
You are blessed with unspeakable beauty that supercedes most people's notions of loveliness and a sense of grace and dignity that makes you undeniable. Because of this, all Appearance-based rolls receive two extra bonus dice, as well as a -1 Difficulty rating to seduction-based Appearance rolls, too. You must have an Appearance rating of 4 or higher to take this Merit.
Winning Disposition (3pt Merit)
You are gifted with a charismatic demeanor that puts people at ease, illicits trust, and earns kindness from others. Because of this, all Charisma-based rolls receive two extra bonus dice, as well as a -1 Difficulty rating to positive Social rolls using Charisma as well. You must have a Charisma rating of 4 or higher to take this Merit.
Silver-Tongued (3pt Merit)
You possess the silver-tipped, forked tongue of the devil. Or so some who have felt its lash have said. You are cunning and clever to an extreme, capable of talking a King into selling you his front teeth for a worthless trinket. As such, all Manipulation-based rolls recieve two extra bonus dice, as well as a -1 Difficulty rating to attempts to coerce others to bestow items or favor upon you in the process using Manipulation. You must have a Manipulation of 4 or higher to take this Merit.
Werewolf Companion (3 pt):
You have a friend who just so happens to be a werewolf. You call on each other for favors and help (youre friends after all). Neither of your respected groups know of your relationship and that is for the best. Arranging meetings in secret in dark alleys and unbeaten woodland paths is a small price to pay for the symbiotic relationship you share.
Clan Friendship (4 pt):
You, for whatever reason, be it how you look, act, etc., have been made a friend of another clan that is not your own (you choose). This merit may be seen as a double edged sword as others may perceive your affiliation with this other clan in a negative way such as sympathy for a rival clan and so on.
True Love (4pt Merit)
Like a character from a troubadour’s song, 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 an age of darkness and despair. Whenever you suffer, the thought of your true love gives you the inner strength to persevere. This Merit grants you one automatic success on all Willpower rolls, which can be negated only by a botch die. This can be a great gift but also a hindrance, for your true love may require protection, placation and even possible rescue at some point.
Halo (4pt Merit)
You must be blessed, and it is unmistakable; you radiate a subtle aura of divine serenity and piety that would give even the most jaded and cruel individuals pause. While it is possible to take aggressive action against such characters, those who would actually inflict bodily harm upon you must spend one Willpower point each and every time they endeavor to try (i.e., a soldier who insisted on trying to hack into you with his broadsword three times in a row would need to spend three points of Willpower to even attempt to do so). You must have a Humanity of 7 or higher and have faith in a benevolent higher power to purchase this Merit.
If you attack or do anything harmful to someone or her ally's this effect is suppressed for the scene. (Rather ot not they know you did it.)
Sweet Blood (1pt Merit)
Your vitae tastes like the finest wine, sweet and heady without the slightest trace of salt or a metallic tang. As such, you may easily hide your blood in a chalice or feed ghouls without betraying the true nature of their draught.
Danger Sense (1pt Merit)
You have a sixth sense that warns you of danger to yourself and loved ones. Whenever you are unaware of being in danger, the Storyteller must make a secret roll of your Perception + Alertness; the difficulty depends entirely on the remoteness of the danger. If the roll succeeds, you will experience a sense of foreboding, though multiple successes may refine the feeling and give an indication of the direction, distance or nature of the threat.
Deceptive Aura (1pt Merit)
Your aura is unnaturally bright and colorful for one of the Damned. Perhaps you are of thin blood, or perhaps you are one who is blessed with an unusual amount of vibrance and life compared to the multitude even prior to your Embrace. Because of this, you register as a mere mortal on all attempts to perceive your aura.
Healing Caress (1pt Merit)
Normally, vampires can only seal the wounds they inflict when feeding by licking them closed. Yet, for reasons unknown, a simple touch from you is enough to illict the same effect. A brush of the fingertips, a press of the palm, even the nuzzle of a cheek would be sufficient. All that is required is flesh-to-flesh contact firm enough to be registered as a touch. This does not heal other sorts of wounds whatoever.
Controlled Thirst (1pt Merit)
Regular time spent among mortals has dulled the dark hungers of your palette. You reduce the difficulties of any frenzy roll involving the sight, scent or taste of blood by -1. You cannot frenzy from sensing blood if your blood pool is full; conversely, you lose your normal difficulty reduction if your blood pool is less than a quarter full (rounded down).
Eat Food / Consume Drink (1pt Merit)
You have the rare capacity after your Embrace to eat food, consume drink and even savor its tastes. While you cannot derive any nourishment from eating regular foods and drinks, however, though this ability is remarkably useful for passing yourself off as a mortal. Of course, you cannot properly digest what you consume, and there will be some point during the same evening when you will need to heave it back up again.
Blazing Demise (1pt Merit)
If you suffer the Final Death, your body will instantly erupt into an all-consuming conflagration that blasts outward from your fallen form as it falls to fine, smoldering ashes. This spontaneous combustion instantaneously sets flammable objects alight and inflicts seven-dice of Aggravated damage to anyone within six feet of your body at the instant of your demise. Cainites within fifteen feet of the conflagration's edge must make a Rotschreck check at Difficulty 7, whereas those caught within the blast radius need to make the same Rotschreck check at Difficulty 9. As a result, you leave no evidence for witch-hunters and may enact a petty vengeance on your murderer(s) from beyond the grave. If another Cainite committing the Amaranth upon you was the cause of your Final Death, you will take them with you (they receive no soak or resist roll) as they too combust instantly as the stolen blood within them bursts into all-consuming flames.
Blush of Vitality (2pt Merit)
You appear significantly more hale and healthy in visage than other Cainites, allowing you to easily blend in with human society. You managed to somehow retain the complexion and rosy cheeks of a living mortal, can mimic breathing and blinking much more easily, and your skin feels only slightly cool to the touch. The rolls to masquerade as a mundane mortal are always at a -1 difficulty. Despite this, you still cannot feel and experience touch as a mortal may. Nosferatu and Cappadocians may not take this Merit.
Misplaced Heart (2pt Merit)
During the process of your Embrace, your heart has actually shifted its position within your torso, though no farther than two feet from its original proper position. You cannot be effectively staked unless your attacker knows the precise location of your heart, though if they are aware of its location, staking attempts and rules can take place as usual. For obvious reasons, you might wish to keep this a well-guarded secret.
Faerie Affinity (2pt Merit)
Your presence, unlike most other vampires, does not frighten and discomfort the Fair Folk. Indeed, if anything, you tend to attract them ever since your Embrace, and somehow, you are inexplicably attuned to their alien ways. Perhaps, in life, you shared a small amount of faerie blood through your heritage that you remained ignorant of, and once Embraced, was potentized by the blood of Caine in your veins. All Social rolls to interact with the bizarre Fair Folk are always at a -2 Difficulty, though God only knows what may happen to you should you traffic overmuch with them, let alone feed upon their forbidden vitae.
Psychic Medium (2pt Merit)
During your Embrace, you developed a natural affinity to sense and hear ghosts and shades. Although you cannot actually see them, you can sense their general presence and converse with them at times. With some pleading or cajoling, you may be able to draw them to your presence as well. You may attempt to call upon them for aid or advice, but there will always be a price. The storyteller will design the shades in question, and decide when they are available for aid and how far they are willing to go.
Oracular Ability (2pt Merit)
Ever since your Embrace, you have been able to see and interpret signs and omens. You are able to draw advice from these omens, for they provide hints of the future and warnings of the present from time to time. When the Storyteller feels that you are in a position to perceive an omen, you will be asked to make a Perception + Occult roll, with the difficulty relative to how well the omen is concealed or obscured. If successful, you perceive the omen, and may then roll Intelligence + Occult, difficulty 7, to interpret what you have seen.
Inoffensive to Animals (2pt Merit)
You feel strong bonds of kinship with a particular species of animal. Such creatures are not discomforted by your presence and generally respond well to you (-1 to the difficulty of all pertinent Animal Ken rolls). Also, unlike other vampires, domestic and wild animals do not respond with terror or hostility to your presence, instead reacting to you as though you were a normal mortal, for better or worse. In addition, Gangrel characters with this Merit only gain animalistic features associated with their ‘totemic’ animal. Lastly, creatures renowned for their affinity with the supernatural (black cats, owls and snakes, for example) will still react oddly to your presence.
Efficient Digestion (3pt Merit)
You are able to draw more than the usual amount of nourishment from the blood you consume. When feeding, you can an additional point to your blood pool for every two points of blood you imbibe as your undead body metabolizes it with superior efficiency. This Merit does not allow you to even temporarily exceed your blood point maximums.
Lucky (3pt Merit)
Ever since your Embrace, you have been unnaturally lucky for unknown reasons—perhaps the Devil simply looks out for his own. Regardless, you may repeat any three failed rolls once per story, including botches, but you may try only once per failed roll.
Arcane Resistance (3pt Merit)
You have an inherent resistance to the rituals of one or more forms of magical rites and practices, particularly blood-sorcery. You are granted resistance to the effects of rituals and spells cast through the use of Thaumaturgy, Dark Thaumaturgy, Assamite Sorcery, Setite Sorcery, Mortis, and Koldunic Sorcery. This deals only with vampiric magic aimed specifically at you—a Mortis-born corpse knight can still rise in your presence and assault you with no penalty, for example. The difficulty of all blood-sorcery spells and rituals aimed at you, both malicious and beneficent, are increased by +4. If you take this Merit, you may never learn any form of blood-sorcery.
Hidden Amaranth (3pt Merit)
For mysterious reasons better left unknown, should you ever indulge the grave sin of Diablerie, the tell-tale black veins that mark a Diablerist's aura do not reveal themselves in your's. Any attempts to perceive your aura to discern if you have committed the Amaranth reveals nothing to implicate you, though this Merit does not block the conclusions that can be discerned through blood-sorcery uses.
You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance.
Unbondable (3pt Merit)
You are utterly immune to the effects of the Blood Oath save by the subjugation of the potent vitae of ancient Methuselahs and the like. Dominate, Presence and other forms of supernatural influence affect you just like any other vampire, however. Tremere may not take this Merit.
Pure Blood (4pt Merit)
The Curse of Caine runs strongly in your veins, indeed. You may spend one more blood point per turn than your Generation should otherwise permit. You will look especially pale and drawn when your aura is viewed, but otherwise appear like a normal Cainite. Certain Thaumaturgical invocations may detect the unusual purity of your blood for what it is.
Discipline Prodigy (4pt Merit)
You are especially skilled and knowledgeable in the use of ONE of your in-Clan Disciplines. Choose the Discipline you wish to become a prodigy of, and the difficulty of any use of that Discipline is always reduced by -1. Characters can only purchase this Merit once and gain no benefit from it when using Discipline techniques. If you choose to be proficient in a form of Blood Sorcery, the -1 difficulty benefit effects only the Primary Path’s use of the Blood Sorcery, but does effect all Rituals of that Blood Sorcery type. Additionally, the experience costs of the chosen Discipline become New Rating x 5, or if a Blood Sorcery, the Primary Path experience cost becomes New Rating x 4.
You can see and hear all varieties of spirits, Fae, wraiths and similar entities. This Merit provides all of the advantages granted by the Merit Medium. Nevertheless, this ability is a mixed blessing. Seeing these beings is not a choice (Without also taking Dual perception); it is a normal part of your vision. You cannot help but see them. Being yelled at by an irate wraith who is shaking her fist in your face can be extremely distracting if you are attempting to hold a conversation with a Sleeper, and it's even worse if you are driving a car in bad weather!
Many shamans have this Merit, and shamans often look for people with Spirit Sight as potential students. Unfortunately, most Sleepers with this Merit conceal it poorly and instead end up in asylums.
Additional Discipline (5 pt):
You begin the game with one additional discipline. This discipline is considered to be a clan discipline, and all experience point expenditures are adjusted accordingly. Characters may only take this once.
Charmed Existence (5 Point Merit)
Your life is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Because of this Merit, you may ignore a single one on every roll you make, as though you had an extra success. This Merit makes it far more unlikely that you will ever botch and grants you more successes than others might obtain.
Guardian Angel (6 Point 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 and what is watching you (not necessarily an angel, despite the name).
Like Dr. Doolittle, you can talk to the animals. Unfortunately, this only extends to animals of your own affinity and any directly related. For each step away from you in the Animal Kingdom, communication becomes more difficult. For example, a tiger pooka can speak fluently with other tigers in the tiger language, however he feels like an American in Paris with only a forth grade understanding of the language when speaking to a bobcat. When attempting to converse with a housecat, the tiger pooka is reduced to a vague understanding of body language. Whenever a pooka attempts communication with a species other than his specific affinity, the player should roll Perception + Alertness versus a difficulty determined by her storyteller, based on how far removed the species is from the pooka's affinity.
You are utilize one of the Arts with a greater degree of ease than other changelings. In a previous incarnation, you were extremely proficient in one of the Arts – so much so that you have managed to draw a small portion of that knowledge though into this lifetime. Select an Art; when spending experience points to gain levels in that Art, you pay three-quarters the normal cost. This Art must be declared during character conception. Of course, this Merit may be purchased once once.
Many Denizens threaten by their very presence, but you take this to a preternatural extreme. By spending a point of Glamour you exude and air of menace that may stop the boldest creatures in their tracks. Anyone who wishes to attack or even insult you must make a Willpower roll (difficulty 7) before doing so.
Even though you have not undergone the Changeling Way Ritual, you are more resistant to gaining Banality in whatever form you take. You no longer automatically gain Banality while in Phantom Form or upon possessing a human. Your rate of Banality accrual is no faster than that of the average changeling.
All trolls are significantly stronger than their fellow fae, yet there are those who exceed even these comparisons. They are as to their fellow trolls what trolls are to other fae. In game terms, a character with the Blessing of Atlas will permanently raise her Strength by one, and will also raise the potential maximum Strength pool by one. Trolls with this Merit are only slightly larger than their kith, but even more defined. Should it become known that a character possesses this she will be expected to act all the more responsibly for it.
The rivers, said to be the lifeblood of trolls, are living things, and as such have a distinct lifespan. The passage of decades may change the course, or even the flow, yet it takes centuries or a cataclysm to destroy on. So, too, with Trolls who possess this Merit. They age much more slowly than other normal fae, without running the risk of Bedlam incurred from dwelling continuously in freeholds. In game terms, so long as a troll is aware of the Dreaming, he ages at a rate of one-tenth that of his brethren. Should he be overtaken by Banality, however, he grows old and dies just like other mortals. Should he be saved from the Mists, he begins to age again at his reduced rate. Note that this does include troll childlings, who pass through this stage as quickly, if not faster, an other fae.
It's said that House Gwydion's ties to the wolf-changer Prodigals are stronger than shared purpose. You are living proof of that connection – although you are a full-blooded changeling, you also have the blood of the werewolves in your veins, and the Garou call you kin. Although they may not think of you in glowing terms, the werewolf tribe whose blood you share may call on you to perform certain tasks for your Changing relatives. What's more, you may be expected to take a Garou spouse, the better to strengthen your bloodline. This can lead to some powerful connections, or some very intriguing plotlines; the Storyteller has perfect right to forbid this Merit if she doesn't want to deal with werewolf affairs as well as courtly intrigues.
A noble owes you a favor because of something either you or your mentor once did for them. The extent of the boon owed to you depends on how many points you spend. One point would indicate a relatively minor boon, while three points would indicate that the noble probably owes you his life.
Although you know you are not immortal, you have been given the knowledge that you will not die from one certain means or event. Perhaps an eshu grump read your fortune in the stars and prophesied that you would not die by the hand of commoner or noble. Perhaps you have a deep and abiding fearlessness of fire and the inherent knowledge that your death will not come from that element. Whatever your certainty, this knowledge gives you the freedom to risk your life in ways that others can not. Storytellers should keep in mind, however, that such beliefs can turn upon those who abuse this freedom. The individual who knows she will not die from fire can still perish from the collapse of a burning roof upon her head. Storytellers should determine the cost of this merit according to the type of 'death' it precludes.
Beaumayn with this Merit are especially attuned to the presence of their ancient enemies, the Thallain, and can even detect members of the Unseelie Houses or minions of the Shadow Court with close enough scrutiny. The character must concentrate for a turn, then make a Perception + Gremayre roll (difficulty 6 for Thallain, 8 for Unseelie House or Shadow Court fae). Success means the Beaumayn sees such fae for who they truly are. This Merit may even detect those fae if they are hidden or disguised, although the character must score more successes than the hidden character and must succeed at a difficulty 1 point higher than normal. While this Merit is active, the character's eyes burn with the purple fire of the dark star, a sure giveaway for those who know the mark of this house.
One advantage of your animal half is the ability to calm any animal with a quiet word or even a look. You may soothe children as well. Something in your scent, or your aura, conveys safety and security to the animal or child. A guard dog will rarely attack you, and when your arms, babies calm and gaze up at you in fascination and wonder. If you are a domestic pooka type (cat, dog, rabbit), you may use this in your animal form as well, by purring, licking, or lying quietly in someone's lap. (The difficulty of all Charisma rolls, except Intimidation, is reduced by 2 when dealing with children or animals.)
Creatures of your affinity will come when you call and back you up in a fight. Every species of animal has a special call that they use to summon others of their own kind to aid them. You have an innate knowledge of what this call is and you can use it whenever you need. For some affinities, it's a howl. For others, it's a cluck. However it sounds, it calls any of these animals within a one-mile radius to your aid. Even if you cannot make your voice carry that distance, the animals spread the word for you. All you need to do is reach one of the creatures of your affinity, and unless restrained somehow, that animal calls others. Like that, the 'word' spreads quickly and your friends come running. The limitations of communication still apply. If the animals can't hear you, they don't know to come. If they can't figure out that you're tied to a chair and need them to gnaw through the knot, then they're just going to stare at you dumbly. They don't teleport, so travel time is a factor. However, if they see that an ogre is attacking you, they'll jump right in and help you. This Merit works especially well when used in conjunction with the Animal Speech Merit. The number of animals available varies depending on your affinity and where you're living. The Storyteller should assign a number of animals per success. For example, in New York, there may only be one alligator in the sewers within that mile, but there may be a hundred cats. Once this has been established, the player should roll Charisma + Performance to determine how successful her plea for help is.
Unlike most Denizens you have voluntary control over when you change your Aria. Changes of this nature still affect both your physical appearance and your emotional state. Use of this Merit requires one point of Willpower.
Maybe one of your previous incarnations was knightly, or perhaps you just have an overwhelming sense of duty to those in need, but when defending those who physically need your help, you are at –2 difficulty on all roles.
Slaugh have always been able to see, and sometimes talk to, wraiths. However, you've gone beyond that sort of casual contact to the point where you've made friends with a few of those who've passed on. They bring you information, spy on your enemies, and generally keep you up to date on things that no living informant could ever possibly uncover. Having contacts who can walk through walls can be extremely useful sometimes. On the other hand, these friends will expect you do to them favors as well, and some of those requests can get pretty bizarre. Plus, you never know when your nice wraith friend is suddenly going to get nasty for no apparent reason, and he knows where you live…
Hands tied? Too many things to hold? Not to worry – with Dexterous Toes you can work equally well with hands or feet. A slaugh with this Merits can do anything she can do with her hands (fire a gun, draw, play a musical, etc.) just as well with her feet. Of course a sluagh carting items with her toes will be unable to walk.
Most Dark-kin were locked out of the Autumn World for thousands of years; they know next to nothing about human affairs or the secret dangers which await in its Banality choked streets. Even most aonides and moirae spend more time in the Dreaming than in the waking realms. Some Denizens have lurked among humanity for years and are well versed in its ways.
Characters who take this Merit are familiar with the various forms of possession. They may buy any of the curtailed Abilities up to their maximum extent (though normal Changeling rules still apply to Abilities bought over three points at the beginning of the game) and are experienced in the most basic of human interactions (anything more requires the Autumn Lore Knowledge). Those adhene not included in the Silver Ban (aonides, keremet and moirae) pay only two points for this Merit, while any others pay three. Evanescents begin the game with two permanent points of Banality, and are, hence, able to pass through the Meridianus without hindrance.
Characters with the Merit: Faerie Affinity are not themselves kinain, but have some attributes that are similiar to the kinain. Faerie Affinity is the result of ancient pacts and oaths that were made between the fae of old and certain mortals and Prodigals. These should be taken into consideration and defined when assigning this Merit to a character.
The power of these oaths has carried down to many of their descendants, giving them special status among the Kithain. A successful Kenning roll (difficulty 6) reveals if a character has a Faerie Affinity.
Characters with Faerie Affinity are partially aware of the Dreaming, and have the ability to see the fae mien of Kithain and any chimera the changeling is carrying or directly interacting with, although they cannot see other chimera unless they are enchanted. This works much like a lesser version of the Kinain's An-de-Shealladh Fae Gift.
Characters with Faerie Affinity are treated as if they have 1 Banality lower than they normally would have on the Mists chart. A character with Faerie Affinity typically should not be enchanted against her will because of the ancient pacts that gave her the Faerie Affinity in the first place. A changeling who does so may become an oathbreaker, and will find issues in Kithain society because of it.
Understand that taking this Merit in Dusk requires a sufficient oath or pact to be placed on the family line. This must be defined on the character sheet, and it must have some conditions to be met on the character's end as well.
After you went through your Chrysalis, you had a birthday, and then another, and then another. Something was strange, however – you didn't seen to be growing or getting older. You are touched with a vestige of the immortality that used to be the birthright of all fae. As long as your fae seeming is active, you will age at one-tenth that of a normal human or changeling. Should your fae seeming be permanently destroyed, or should you retreat into Banality, you will begin to age normally.
Through ancient oaths, your faerie soul is bound to a particular family and has been for hundreds of years. Even when they left he Old Country, they carried along their beliefs in the Good People. Maybe you are the proverbial fairy godmother, or maybe you're the tinker that cleans and mends while everyone sleeps. In any case, their belief strengthens you and preserves you; you may make a Willpower rolls (difficulty equal to the character's permanent Banality) to avoid gaining a point of temporary Banality (this may be done once per story). If you have a Dreamer in the family, you may also reduce the difficulty by one to reach an Epiphany with that Dreamer. There are down sides. You are expected to help, protect, and guide the family (perhaps you are a literal godparent), and their expectations may exceed your abilities. Also, you have to renew the ties; if Grandma dies and the children grow up without her stories, you may find yourself forgotten. The family has at least one method of summoning you, whether it's saying your name three times or putting a saucer of milk on the back porch (You feel the summons and must make a Willpower roll, difficulty 6, to refuse). While it isn't unheard of for sidhe to have this merit, it is quite rare for two reasons. Besides the fact that the sidhe had less contact with or interest in mortals, even if they could wade through 600 years of genealogy to find their particular family, the family almost certainly wouldn't know their fae companion. It is interesting to note that a few sidhe have questtioned whether this practice violates the Escheat's Right of Ignorance, whereas no commoner has ever spoken out against this honorable practice. Unless the circumstances are quite unusual (Storyteller's discretion), characters should possess the Kinain Background to have this merit.
With this merit, your Anchor becomes a famous and cherished monument. Hundreds if not thousands will try to protect your Anchor from harm. The fame of your Anchor depends on the cost of the Merit you have bought.
This doesn't refer to the speed at which a redcap moves, or eats, or does anything else. Instead, a redcap with Faster can actually go 24 hours without eating. By spending a Willpower point, the player can then have the character go another 24 hours, and so on until he runs out of Willpower. The down side to being a Faster, unfortunately, is that once the fast ends, the redcap is compelled to eat enough to make up for all of the days he skipped. Furthermore, he'll feel the need to do so immediately.
Satyrs are the most tender-hearted of the Kithain. They bruise easily and bounce from one extreme of emotion to another. In such a dark world, people work too hard to hurt one another, and goats feel the blows most acutely. They do not benefit from the solid lack of emotion that bolsters the trolls, nor do they have the haughty self-confidence that allows the sidhe to believe it couldn't have been their fault. Satyrs bleed. You, on the other hand, have learned to let things roll off your back. You indeed feel the blows, but they don't knock you down. Supersonic emotional healing lets you avoid the moodiness that cripples other satyrs. You love just as deeply as they do, but when your love leaves you, you can tell yourself that there are plenty of other opportunities for devotion, and you believe it. If you have a Flexible Heart, you gain the use of one extra Willpower to control yourself in a situation, where another goat might over-react emotionally. Of course, even you realize that you may not be able to control your being forever if the situation continues, so you do all you can do extract yourself.
In your fae seeming, your fingers end in suction cups akin to those of a fly. You are capable of climbing sheer walls, hanging upside down from ceilings, and otherwise defying gravity as long as you have something to hold on to. (The player must make a Dexterity + Athletics roll). Note: The fingers in question cannot be gloved in order for Fly Fingers to work. The toes of a sluagh with this Merit are similarly affected, though the fingers alone are enough to support a changeling's weight.
The spirits smile upon you. Perhaps you're familiar (or related) to the Changing Breeds; perhaps you remember what other mortals have forgotten, and the spirits respect you for it. Perhaps you once performed a great act of service or devotion. In any case, the spirits may grant you favors.
This Merit allows the character to learn Changing Breed gifts from appropriate spirit teachers. These gifts, under most circumstances cannot exceed the first Rank. Non-shifters cannot master gifts that require the usage of Gnosis or Rage. The character must still bargain with the spirit and provide some sort of chiminage to gain the right to learn the gift.
This Merit might be more properly called 'Friend to Arthropods,' but it was with spiders that the sluagh first spoke, and the name remains. Nor is the relationship implied in the Merit's name as much a friendship as it is a business transaction, but even the sluagh have their sacrosanct traditions. If you are a Friend to Spiders, you can speak to all manner of creeping, crawling creatures (when the player makes a Perception + Enigmas roll, difficulty 7). While the conversation isn't as much an exchange of pleasantries as it is a swap of images and impressions, a tremendous amount of information can be gained by speaking with spiders in this fashion. Recent passersby can be noted, changed in the wind (and what they bear) can be uncovered, and other bits of vital information that might otherwise have passed you by can be gleaned from taking the time to speak with eight-legged informants. The number of successes indicates the clarity of the information learned.
One of Eshu's original duties was to serve as Olorun's linguist, and as such he knew every language that ever was. Your character retains some of this flair and can potentially master an astonishing number of languages. You may learn twice the number of languages that a character with the same number of the Linguistics ability would normally be able to learn, and al training times with this ability are cut in half. Obviously, you must purchase some level of the Linguistics ability for this Merit to be useful; however, this Merit can be a godsend to diplomats and other characters who depend on the command of a wide variety of languages. This Merit can also be combined with the Natural Linguist Merit to make for a true master of language.
All pooka have the ability to get others to open up to then, however you are master confidant. A word here, a gesture there, you crack people open like clams and harvest their secrets like pearls. You say all the right things at all the right times. Your ability to listen makes others tell you their feelings, concerns, and hidden reams. They don't know why they're telling you, but they usually feel better afterwards. You walk away with another gem of information to add to your collection. Is it any wonder that sluagh secretly envy pooka? (All rolls related to your Birthright are made at -1 difficulty.)
You are so good at lying that you can sometimes convince yourself that you are telling the absolute truth. This makes it extremely difficult for anyone to catch you in a falsehood; in your own mind, you are not lying. In most cases, no rolls need to be made for you to stand up to questioning or interrogation. Success in a simple Willpower roll (difficulty 7) allows you to evade the truth-sensing ability of House Gwydion or negate the effects of magical attempts to detect deception.
Some redcaps are tougher than others. Some, in fact, are a great deal tougher than others, in part because in fae mein, their skin is quite literally, stone. The stone is not more than skin deep, thankfully – it's quite literally an epidermal layer, and that's all. However, it does make a redcap a great deal tougher than she might be normally, as well as leaving small flakes and chips of stone behind every time she bends or flexes. A redcap with Granite Skin has the equivalent of two levels of armor at all times, with no area of her anatomy considered unarmored. On the down side, Granite Skin also provides a +1 difficulty to all rolls involving moving quietly. The constant flaking and chipping of stone makes it nearly impossible for the redcap to move without making some noise. And let's not even discuss the romantic implications.
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 and what is watching you (not necessarily an angel, despite the name).
When you've got a direct line to the more primal of your instincts, you benefit from the ability to act without thinking first. In certain situations, this instinctiveness can be a very good thing. You may not always know why you are doing what you are, but once the dust has cleared, you realize it was the correct move. This Merit nullifies the effects of surprise and permits you to act normally, though you may not attack, only defend. In cases where you are not surprised, you may pre-empt your opponent's action. (The difficulty for all Wits + Alertness rolls are reduced by 1.)
In days of old some boggans were able to perform great feats of strength or endurance despite their diminutive size. You have somehow retained a small portion of that ability. You may have an additional dot in either strength or stamina, even if this takes the trait above 5, although you don’t necessarily look as though you have the musculature to match.
You woke up on the other side of the Mists with a surprise. Your fae mien was clothed in a fully functional human for. This body is roughly the same size as your faerie mien and makes you look entirely human. It may have been a gift from the Norns, you may have stolen it, entered a pact with the former owner or maybe your great-great grandfather had it “on ice” since the Tessarakonta for just such an occasion.
Having more than five dots in any Attribute is still a violation of reality in the Autumn Realm. The body in question may not exceed your Physical Attributes in the Dreaming, though you may move the numbers around. You, of course, retain your own Mental Attrributes, Charisma and Manipulation. Also, you now share the Banality inherent in such a form. You have a beginning Banality rating of two.
You may travel into any homeland and get +1 to any reaction roll with an Inanimae official. You can also claim diplomatic immunity in any Kithain court. This may or may not work depending on any local treaties.
Characters who possess this Merit still feel pain as much as others, it just doesn't affect them to the same degree. Legends are rife with tales of heroes who fight on, even while mortally wounded, only collapsing into death once the battle is won. In game terms, the dice penalty for each Health Level is reduced by one level. For example, a troll who is Hurt reacts as if Bruised, and is only incapable of action when killed. This does not add extra Health Levels or reduce the severity of the wounds, merely the reaction to the pain each level incurs.
The Gift of Pan lets all satyrs inspire lust in those who hear their music, which lowers inhibitions and strengthens resolve. When you play your instrument, however, you can inspire whatever emotion the song relays. A tender lullaby, when you play it, causes those listening to fall asleep. More rousing tunes get people's bodies moving and they feel the uncontrollable urge to dance. When you play a soulful dirge, your audience weeps. As with the Gift of Pan, only those who fail a Willpower roll (difficulty 7) feel the effects of your music.
You talk a mean talk and walk a mean walk. And there is bite to match your bark. Whenever you enter a room, everyone turns around to look at you. For satyrs, this presence isn't so unusual, but when others look at you, they appear concerned. Those who know you understand that you're just a sheep in wolves' clothing, but even they don't want to irritate or anger you. Something about you screams, Dangerous! You can exaggerate this effect whenever you want, and thus, actively increase your chances of intimidating someone. With a look or a gesture, you intimidate what you wish to do with their bodies once you get a hold of them, and they actually believe that you would. (The player must make a Charisma + Intimidation roll, though the difficulty is reduced by 2.) Note: This ability only works on other changelings, since mortals cannot see all the subtle signals in the satyr's demeanor. Humans naturally avoid this goat, but they won't be intimidated by him any more than they normally would be.
Something in the way you move or the way your eyes shift over your environment worries people. You have a natural aura of danger that tickles the short-hairs on people's necks. You walk into a room and the crowd goes still. When passing you on the sidewalk, other pedestrians give you a wide berth, sometimes even crossing the street to avoid you. One look is all it takes. Only the bravest, most brash opponent will openly challenge you. This works in your favor, but it's a lonely way to go through life. Of course, this also draws the attention of those hard-asses looking for someone to knock down a few pegs. (You receive a -2 to your difficulty on all rolls related to intimidation.)
Cold iron has no physical effect on you. You may touch cold iron and feel no excruciating pain, not even a tingle. However, constant exposure to the metal will still cause you to suffer Banality. This is a double-edged sword, as you may not realize when you are sitting on a cold iron bench or leaning against a fence made of the foul metal. A Perception + Intelligence roll (difficulty 7) is required to avoid exposing yourself to the dangerous element in any new setting where it is present.
You are aware of the signs a Faerie soul leaves on the host body of Kithain, and are able to recognize most of them on sight. You may automatically recognize any Kithain with Flaws such as Changeling Eyes, Slipped Seeming, or any other that leaves the tell-tale signs of the blood. However, if such conditions do not exist, you may still be able to pinpoint one of the Kithain through the use of a Perception + Kenning (or Awareness) roll. Difficulty is the Kithain's Banality + 3 (as those closer to Undoing do not “shine” as brightly.) Clearly, these perceptions will be altered by the amount of Changeling Lore the character possesses.
You are the living, breathing incarnation of some great hero or heroine; this does not have to be an actual; historical figure, but can be a character from mythology or even (with Storyteller permission) a figure from more contemporary fiction. Note that you are an incarnation, not areincarnation; you are not actually the reborn spirit of that individual, but the embodiment of thelegendof the individual. Your mortal form must at least vaguely resemble your true 'heritage,' but your fae mein matches it perfectly. Any Kithain with even the slightest knowledge of the original tale will recognize you immediately, and you are likely to attract a great deal of attention from in the cultures that give birth to the legend. You must purchase at least 3 points of the Remembrance Background to take this merit to reflect the tie you have to the original legend. All Remembrance rolls while interacting with or remembering things from your legendary 'past' are made at -2 difficulty (minimum difficulty of 3). What's more, you gain an additional two dice to all Social rolls with those who recognize you, Kithain or otherwise; being in the presence of such a famous figure is impressive, to say the least. At the Storyteller's discretion, this Merit may also allow you to have knowledge of, if not access to, certain chimera or Treasures related to your legend. A character who is the incarnation of Roland cannot be expect to be handed his famous horn, for example, but would be a storehouse for information about the idem and have vague ideas about where to look for it. Note that this Merit does not provide any access to the capabilities of your legendary 'ancestor' than this. Whether you are nothing more than a very convincing lookalike, or whether you can actually walk the walk, as they say, is a question of what traits you choose during character creation and beyond. Your appearance and your 'memories' may make it hard to get along unnoticed in ordinary society, and you may attract unhealthy attention from the ogun and worse. It can also be very hard to live up to what is expected of you. Storytellers are encouraged to constantly remind players with this merit just how exhausting and thankless it can be to live in the public eye.
This Merit reflects a capacity, both instinctive and trained, for being able to run long distances without becoming tired. Many of the cultures of the Elegbara homelands have employed long-distance runners as a messengers and mail carriers or hundreds or thousands of years. A character with this Merit may run or jog at a steady (not sprinting) pace for up to 6 hours without feeling the least bit tired. After that, he must make only the normal Stamina checks to resist exhaustion once every half hour; he makes all such tests at a -2 difficulty. This allows the character to essentially walk at a normal pace almost indefinitely, provided he takes occasional breaks for food and water and a brief nap every 12 to 14 hours. He may do this for a number of days equal to his Stamina rating before he must begin checking for exhaustion. Note this Merit does not apply to sprinting or other short-term bursts of speed, nor in other situations besides traveling. It does allow a character on foot to cover a surprising amount of territory in a relatively short period of time, particularly compared to those on foot who lack this merit.
Some animals have voices that carry farther than a normal human's. You have the ability to project your voice as far as a wolf can howl or to shout as loudly as an elephant can trumpet. This comes in handy, but unfortunately, it also draws attention to you. Not only does your target hear you, so does everyone within a certain radius. The physical landscape can hinder this ability; buildings muffle, hills echo. In open territory, however, your voice carries up to five miles, if you've conditioned to do so. (Roll Stamina + Performance, difficulty 6, minus any modifiers for landscape. The number of successes determines how many miles your voice carries. On a botch, you strain your voice and suffer laryngitis for a number of days equal to your dice pool.)
While all fae are conscious of the bonds of oaths, for you it is almost of a religious nature. Oaths are not something you take lightly, but are more than a matter of life and death. They are also a measure of your self worth, for they give your life a meaning beyond most. Whenever you are overwhelmed or dejected, the thought of your duties is enough to give you the strength to preserver. In game terms, you automatically succeed on all Willpower rolls, but only if they pertain to the fulfillment of your oaths. Similarly, the power of your sense of duty may be sufficient to allow temporary immunity to other supernatural effects (Storyteller's discretion). However, this is not a Merit to be chosen lightly, for those of Loyal Heart are unable to ignore the bonds of the given word. Specifically, no Willpower may be spent on any action having to do with the breaking of oaths. Consider whether or not your character would rather die than break her word, for it is that serious. Note: This is not cumulative with the effects of the Merit True Love, though it can be combined for the purposes of roleplaying.
A character with this Merit has an affinity for a particular type of vision and finds it easier to receive auguries related to such subjects. This affinity is typically a particular theme, emotion or event, although a certain person or persons close to the character are also possible with the Storyteller's permission. One sidhe might constantly see visions of future battles, another could dream of romances yet to come, and so on. All difficulties to consciously “bring on” such omens are at -2 difficulty (minimum 3), and in general they will occur more often than other types of visions. This Merit may be purchased only once without express Storyteller permission – it is very rare to have such control over precognition, let alone specialization.
Your Husk is extremely lifelike. Even if you only have one dot in the background, your Husk seems to pass for human. The benefit of this merit is that people are so certain that you are human they may actively deny some evidence to the contrary.
Legends are full of incidents concerning the connection to nature and strength; this Merit represents the positive aspects of such tales. Possessors of this Merit have a near mystical link to nature and all living, growing things in their own environment. They are rarely lost, and can find food and shelter easily, almost as if nature itself is seeing to their needs. Characters who possess this Merit may subtract two from all difficulty numbers when in natural surroundings. Cities and asphalt are not considered natural, though a park within a city might qualify. As always, the Storyteller is the final arbiter.
Night blinds many eyes, but not yours. Regardles of the lighting conditions, your eyes adjust automatically, so that you can see equally well at high noon or midnight. The adjustment is instantaneous, so that if you are standing in a dark room and someone lights a candle, you are not blinded.
You have found that you prefer to work during the nighttime. Perhaps there are fewer distractions then. Whatever the reason, you have discovered that once you have set yourself to a task, you are capable of working all night long without ever growing weary. However, should you attempt this feat for more then two days in a row, you will fall into a stupor at daybreak and be unable to be woken until the following day.
All boggans are sure of hand, but you're even more so. All difficulties involving fine motor skills are at –2 difficulty. This could involve anything from threading needles to picking locks.
Where sidhe with Sovereign command obedience, Scathach with this ritual forge alliances. This oath is exchanged only when a member of the house has done a great favor for a commoner or vice versa. Each kithain involved in the transaction must exchanged blood and spend 1 point of temporary Glamour. Only Scathach's descendants may master this potent ritual, and the caster must have at least Fae 2 (Lofty Noble) and Gremayre 3 to learn its intriccacies. The cost for casting this rite is 1 point of Glamour; thus, if the caster is also party to the exchange, she must spend 2 points of Glamour (one to cast the spell and the other to seal her half of the oath).
Except for the moirae and the sidhe of House Beaumayn, the seers of House Scathach are quite possibly the best in the Dremaing. This is a birthright handed down through the generations from the Morrigan herself, giving the character -2 difficulty on all rolls involving the Soothsay Art. This Merit is not exclusive to House Scathach, but is possessed by the most able prophets of other kith and houses. Because most others don't share Scathach's prophetic heritage, however, the cost is +1 freebie point for all other fae except for the moirae and House Beaumayn.
Over the centuries, satyrs have lost some of their original passion. The goat with the Passion Merit has retained it in full. You pursue your interests with the utmost intensity and usually succeed at them. Life holds many fascinating changes for you and you don't want to miss out on them. You grab them up greedily. Mundanities, such as money, mean nothing to you except when they result from the pursuit of your Passion. And, because you focus your attention so completely on experience and self-improvement, you do achieve greatness. The Living Time does not affect you because you have the innate ability to handle your Passion. Concentration in this one area permits you to advance more quickly. (The difficulty for all rolls related to your Passion are reduced by 2.)
You can remember one or more of your previous incarnations. This can be as simple as constant deja vu in places known to your past lives, or as complex as conscious, waking memories of being another person. In practical terms, this means that your character (and therefore you the player) knows slightly more about the whatever situations the dead memories contain. You might know your way around the past life's hometown, or back away from our murderer without knowing why. This is a good Background for beginning players; the Storyteller can tell them that something they are about to do is stupid, dangerous, or both, because even if the character wouldn't logically know that, one of her past lives might. However, this Background cannot be used to 'remember' abilities.
One point – Deja Vu memories of one life.
Two points – Dreamy, vague memories of one life, with deja vu from several lives.
Three points – Vague memories from several lives and one or two well-remembered impressions of one life.
Four points – Several well-remembered impressions from many lives.
Five points – A clear but broken thread of memories back to the Mythic Age and beyond…
Fate's tapestry records the life and destiny of every living being. Most lives are stitched in bright and vivid threads, easy for Fate's disciples to watch and record. Others, however, are recorded in threads invisible to all but the most discerning eye. Because House Scathach has taken up a contrarian relationship in Fate's design, some have become truly adept at camouflaging their patterns. Such 'ciphers' are all but invisible to the Soothsay cantrip Omen (the only way to track such a character is by deciphering the 'ripples' she causes when she interacts with others). Furthermore, all other Soothsay cantrips are at +3 difficulty when cast against her, though this additional difficulty pertains to beneficial and detrimental effects alike. The character is just as likely to deflect blessings as curses and may not purchase any Merits or Flaws pertaining to luck.
Scathach who attain the seventh level of mastery undergo a rite known as the Trial of Shadows and automatically exhibit this Merit – if they survive. This Merit is not exclusive to House Scathach (indeed, even some humans may unwittingly be ciphers) but is quite rare elsewhere. The cost is +2 freebie points for all other fae. Moirae may not purchase this Merit and are particularly apathetic toward those so endowed.
Some aspect of your animal mein transfers into your faerie mein. This may mean that you have prehensile feet or tail, the ability to climb vertical surfaces, a sticky tongue, eyes that rotate 180 degrees, extra legs, a scorpion stinger, venomous bite, tough skin, skunk spray, or any of a huge variety of unique attributes that affinities can have. The Storyteller determines the cost of the particular physical abnormality you choose. Obviously, the more offensive the attribute, the more it costs. In a case where the pooka has a physical abnormality that allows him a special attack, he uses his own dice pool, rather than his animal dice pool. If the attack involves venom, then he injects no more venom than he would in his animal mein. Thus, a snakebite from the pooka in his faerie mein does no more cumulative damage than it would if he were in his animal mein. Such venomous attacks deliver (at least) one die of damage unless the character also takes the Venomous Attack Merit.
You have a truly inspired soul within you. You are destined to be a great hero or artist, and therefore Glamour shields you from the ravages of Banality. At times you may even be able to stave off the tide of Banality. You may make a Willpower roll (difficulty equal to the character's permanent Banality to avoid gaining a point of temporary Banality once per story).
One of the things that the earned the sluagh a far worse reputation than perhaps they deserve, the Prehensile Tongue is something that comes in handy when one has no free hands. Essentially, your tongue is another limb, able to reach up to two feet from your mouth in order to grasp and wield objects. While a Prehensile Tongue doesn't make for the best of weapons, it still can be used for a poke in the eye or a revolting slap. (Players must make a Stamina roll, difficulty 6, if their characters are touched with a Prehensile Tongue; failure leaves the characters overcome with sheer disgust for a turn.) Note: In order for a sluagh to use a Prehensile tongue to pick something up or something else along those lines, the player must roll Dexterity + Athletics (difficulty 7). A success means that the sluagh is in full control of his extra limb and need not check again in this scene to see if he can use it. A failure indicates that the specific attempt fails; a botch leaves the protruding tongue hanging disgustingly limp down the character's front.
Your mentor had or has great Status among the Kithain, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have contempt for you, believing you to be merely riding on mentor's coattails. This prestige could greatly aid you when dealing with elders acquainted with your mentor. Indeed, your mentor's contacts may actually approach you at some point offering aid. Although your mentor might no longer have contacts with you, the simple fact of your apprentice has marked you forever.
As the centuries slithered past, the sluagh slowly lost their ability to assume any form they desired. Gradually they became more and more restricted in the shapes they could assume, eventually being locked in a more-or-less human guise. But not you. With the Puddle you can reduce your form to a flattened pool of goo on the ground, ooze through the smallest of cracks and crannies, and pour yourself into containers that shouldn't be able to hold you – and then assume your proper form, none the worse for wear. This trick is particularly useful for spies, couriers, and assassins. In order for a sluagh to Puddle, the player must make a Stamina + Athletics roll (difficulty 6). Moving while in Puddle form requires Dexterity + Athletics (difficulty 7). A botch on either of the last two rolls renders the sluagh an inert quivering mass, easily caught and poured into a container for safekeeping. Failure simply means that the sluagh must try again.
Your faerie nature is very strong, and as a result you heal much faster than other Kithian. For every turn spent resting, you recover one Health Level of chimerical damage. Physical wounds can be regenerated at the rate of one Health Level per hour. While in a freehold, your wounds heal at twice this speed. Wounds inflicted by cold iron are not affected by this Merit.
All of your Birthrights affect your mortal seeming as well as your fae mein. They would even function normally in the presence of mortals. A sidhe would have her extra dots in Appearance, a satyr would get his extra stamina and speed, trolls would get their extra strength, etc.
The sway of your hips and the pout of your lips give you a natural sexiness and sensuality that attract lovers to you like flies to honey. Perhaps it's your pheromones. Whatever the cause, you are sex incarnate. You are irresistible. When you flirt, you find many willing minions. This characteristic makes you the center of attention at any gathering, since they all want to wholeheartedly please you. With a look, a word, or a wave of your hand, you can make or break hearts. Even the most cold-hearted are not immune to your power. Though this does draw unwanted attention sometimes, you always manage to extricate yourself from unwanted situations. (The player makes all rolls related to either Charisma or Appearance at -2 difficulty.)
As a rule, Reverie requires the slow and careful cultivation of a Dreamer. The changeling inspires a mortal to achieve greatness by tapping into the Dreaming and creating a Glamour-filled work. Some satyrs, however, have the ability to bring mortals to such incredible heights of pleasure that the actual act of having sex provides Glamour that the goat can then harvest. This process takes more than one session, usually, though in certain cases, the intensity of a one-night stand is enough. For these epiphanies to work, it must be more than a literal bumping in the night: The satyr must establish a special connection between herself and the mortal, which could be a smoldering desire that has built up over time and finally come to fruition, or a fulfillment of the mortal's fantasies, or some similarly magical circumstance. Finding the right time and place generally makes a huge difference, and the satyr may prepare for months, trying to set up the perfect situation. For a satyr to achieve Epiphany through sex, the player must roll Manipulation + Empathy (difficulty 4). The number of successes rolls equates to the number of Glamour points gained by the changeling.
You are a fast and talented worker, even for your kith. When building or repairing something, the difficulty of your craft roll is reduced by one. Additionally, you require one to three fewer successes on any extended rolls when working on any extended rolls when working on large or complex objects. This Merit also reduces the difficulties of all mining rolls by two.
Trolls who possess this Merit are physically tougher than others. In particular, their skin is denser, hearkening back to the tales of rock giants and moving mountains. In game terms, this gives the character one extra soak die with which to resist damage, but does not add to any Stamina rolls. Trolls who possess this Merit are stockier and heavier than other trolls, and may have difficulty in even their moral seeming with a world made for smaller people.
You have the absolute trust of the locals, be they noble or commoner. This means easy access to stores of treasures or dross and to balefires. You are also considered to have the benefits of the merit Reputation. Of course, if the trust is abused too much it will disappear.
Most nockers are adept at working under low light and in poor visibility conditions, but you have inherited a gift from the original goblin miners. You can see in absolute darkness as though it was daylight; you suffer no vision penalties under such conditions. You can also see better than most in fog, mist, and other situations where visibility is obscured. The difficulties of your Perception rolls are never increased by more than one when vision is obscured by fog or mist.
In a sense, redcaps are the fae world's most sincere epicures. They've got a taste for everything, and they never forget a taste. However, some of them do it a bit better at it than others, especially when moving food is involved. A redcap with Unforgettable Taste has a remarkable knack for remembering the taste of everything she's ever eaten, and being able to identify it instantly if she tastes it again. Furthermore, the merit grants the ability to sense where the nearest supply of that taste might be. Under normal circumstances, that's fairly unremarkable. Being able to tell where the nearest batch of chocolate mousse or porterhouse stead is really doesn't do too much in the grand scheme of things. On the other hand, if the redcap has gotten a bite of someone, the merit serves as an excellent way to track that meal. Creative redcaps have found other uses for this power, including tracking down poisons.
You are a susceptible to House Gwydion's rages as any other – however, the fury of your house has settled more strongly within you, making you capable of mighty deeds when enraged. Whenever you fly into a berserk fury, you gain one dot of Strength and Stamina until the anger leaves you. (Note that this can be a drawback as well – it's painfully easy even to cripple your friends if they happen to cross your path while you're in this fury.)
Your bite, sting, or claw delivers venom of some sort into a victim when you choose to use it. This may cause considerable damage and perhaps death to those so attacked. You may only use such attacks when in your animal mein unless you also have the Physical Abnormality Merit. Whenever you use your venom, you gain 4 venom dice that you roll four times at half-hour intervals over the next two hours of game time, subtracting one die each subsequent time you roll. Each time damage is indicated, it is added to he damage already accrued. See the chart below. The difficulty to inflict damage is a 6, as is the soak roll needed to offset it. Victims of your venom may reduce damage through Stamina soak rolls just as with normal damage unless they are allergic to your specific type of poison (an allergy to bee stings, for example). Generally, the only type of pooka who may take this Merit are those with potentially fatal venom such as rattlesnakes, black widow or brown recluse spiders, scorpions and the like. Storyteller approval is required to take this Merit.
Example of Venom Dice:
- Immediate (Roll 1 Dice)
- ½ Hour (3 dice)
- 1 hour (2 dice)
- 1 ½ hours (1 die)
- 2 hours (no more damage accrued)
All satyrs sing, but not all of them have a voice that charms the apples from the trees. You do. The Gift of Pan carries through your voice and inspires passion without the use of a musical instrument. You have perfect pitch and can sing acapella without missing a single note or going off-key. Even when only speaking, your voice has a seductive quality that attracts people to you. This trait can be especially useful when trying to persuade others or when attempting to win over a potential lover. Whenever you make a Social roll that involves speaking or singing, add 1 to the dice pool.
Your feet are especially durable and well suited to the long distances eshu typically cover. You are comfortable going barefoot year-round, regardless of local temperature or weather conditions, and need not worry about such natural walking hazards as splinters, city debris (including most broken glass), burning sands or jagged rock. For travel and traction purposes the character is considered to be wearing sturdy hiking boots at all times. This Merit does not protect outright attacks or weapons of any kind, nor does it cover crossing extreme surfaces such as fire or lava. It also doesn't make the characters kicks do any more damage than normal.
You have beautiful wings, be they feathered bird's wings or batwings or colored butterfly wings. They are chimerical, but they need to be free, or they will subtract one die from Dexterity rolls. You may have to explain why you have cut slits in all your coats. If you have taken this as a you may indeed fly for short periods of time. This power works as any other use of Glamour when only Kithain are present, but will not work in the presence of mortals.
When pooka shapeshift into their animal form, they leave all non-chimerical items behind. This mean that the pooka's clothing, mundane items worn or carried and treasures cannot shift with the pooka, and must be left wherever the pooka changed or gathered up by a companion and brought along. It can be inconvenient and inefficent for the pooka to leave his 'cast-offs' behind. Imagine, for example, the pooka who assumes animal form to escape those chasing him only to discover the same people waiting for him when he gets home because his picture ID and address were in the wallet he left behind! This Merit allows you to avoid this annoying and potentially embarrassing occurrence. With a moment's concentration you can subsume non-chimerical objects and items into your new shape. Thus, you can always have your clothing and other personal items at hand. The Merit does not allow you to pick up and carry any other living thing along with you in this manner. Thus it cannot be used to help both the pooka and a companion escape.
Most nockers cannot abide the touch of iron in any way, but your skin is resistant to its bite for some reason. This ability allows you to work in many real-world situations, and other nockers envy you, though they also consider your condition somewhat respect. This Merit is essentially the same a Iron Resistance; however, not only are you immune to iron, but your chimerical works are similarly resistant.
With a successful Stamina roll (difficulty 7), you can shake off the effects of intoxication, suffering no coordination penalties that might normally affect a drunken fighter. This Merit works against all natural intoxicants, even if processed (such as cocaine), though not against poisons or entirely man-made chemical drugs (such as meth).
One of your ancestor spirits is particularly close to you. You have –2 to your difficulty to contact this ancestor via your Ancestors Background. Flesh out your special ancestor with a name, personality characteristics, significant abilities or powers, details about her life, and her reputation among Garou. To purchase this Merit, you must have Ancestors as a Background.
You are gamey to the palate and revolting to the taste buds; plainly put, you taste nasty. Anyone who bites you (vampires, Garou, fomori, Wyrm monsters) is immediately nauseated. The biter must spend a Willpower point or retch uncontrollably for a scene. There is a drawback, however: lupus Garou and wolves are unlikely to lick or groom you, and even affectionate nibbles are affected by your foul flavor.
You have uncanny control over your inner anger, and can use your Rage as most Garou cannot. You can enter a berserk frenzy at will, ignoring your wound penalties. You still suffer the consequences of any actions committed in the throes of frenzy. When circumstances might cause you to frenzy, you must make a standard roll to see if you do so or not.
You remain calm and collected even in the most trying of circumstances. You receive two extra dice when attempting a Willpower roll to resist frenzy.
You have earned the attention and favor of a particular Garou tribal camp. Perhaps you’ve done them a favor, or maybe they’re trying to recruit you. Regardless, all Social rolls when interacting with that camp are made at –1 difficulty. You may not be a member of this camp when you first take this Merit, although you can become recruited into the camp during play at the Storyteller’s discretion. You may take this Merit multiple times for different camps, and may take it for tribal camps other than your own tribe, each with the Storyteller’s approval.
You have a Glabro form that can pass for human, though it’s still larger than normal people. You have no penalties to Social Attributes in Glabro form.
You have earned the favor of someone more powerful than yourself because of something you did in the past. Work out with your Storyteller who exactly owes you the favor — perhaps an elder of your sept, an influential member of your tribe, or even a powerful pack of Garou. A 1-point Merit indicates that you provided a minor service; a 2-point Merit means that you have done something significant for them; a 3-point Merit probably means that you saved their life (or the life of someone important to them). You can ask for (and expect to receive) a similar level of favor in return. You can only call in this favor once; after that, your previous service holds no particular sway. While it stands, however, other Garou may know that someone important is indebted to you and react to you accordingly.
Whether you’re more rugged than average or have a lean, hungry look to your features, werewolves like what they see. It isn’t a matter of physical beauty as human society judges it; there’s just something about you that stirs werewolves’ animal natures. You get an extra die on all rolls involving Appearance when dealing with Garou.
You own a fetish. You may have inherited this item, received it as a gift, or found it on your own. You and your Storyteller should work together on constructing the item and establishing how it came into your possession. Five points equals a Level One fetish, six points a Level Two fetish, and seven points a Level Three fetish. If you do not have the Gnosis Merit, you may not be able to attune the Fetish to yourself or use it.
Audacity, guts, pluck — whatever it’s called, you’ve got it. You aren’t afraid to stand up to anyone, from hoodlums to tribal leaders. This isn’t brash, foolhardy behavior, and you’re not necessarily rude or impolite. You simply don’t get the shakes when the Silver Fang Ahroun comes over to speak to you. Many werewolves and Kin respect you for your honesty and forthrightness. Add an extra die to any Social roll involving a display of backbone.
More than any other blessing, the possession of Gnosis among Kin is a special mark of Gaia’s favor. It’s extremely rare for mortals to be so gifted. Having Gnosis grants many privileges, such as the ability to learn a broader range of Gifts, use fetishes, and — if Embraced by a vampire — the chance to die with dignity and honor, rather than suffer unlife. Kinfolk lucky enough to possess Gnosis recover it in the same manner as Garou. Five points spent on the Merit grants one point of Gnosis; six points, two points of Gnosis; and seven points, three points of Gnosis.
You’re an intrinsically nice person, and you genuinely care about your fellows. Werewolves and other Kin (both human and wolf) tend to like you and confide in you. Even lupus Garou may approach you in a friendly manner; something about you just seems trustworthy and inviting. Take an extra die on all Social rolls involving interaction with Garou or Kinfolk.
Gaia has blessed you with a powerful resistance to the poisons of the Wyrm. Although you still take damage from balefire, supernaturally-caused radiation, Wyrm elementals, or other forms of Wyrm toxins, you do not suffer any dice pool penalties from them. Banes cannot possess you.
You either have no scent at all or only a very faint odor. Any humans, animals, or Garou who attempt to track you by scent have a +2 difficulty to do so. You may find it difficult to deal with lupus Garou or wolves, as they tend to mistrust your lack of a “natural” scent.
Shapechanging for you is as easy as breathing. You do not need to roll to change forms, nor is it necessary to spend a Rage point for an instantaneous shift. You make your changes as if you scored five successes on your roll to shift forms. If you lose consciousness from wounds or for some other reason, you may roll Wits + Primal Urge (difficulty 8) to choose which form you assume rather than reverting to breed form.
You find the art of partial transformation relatively easy, and make the required Dexterity + Primal Urge roll at difficulty 6 rather than difficulty 9. The five-point version of this Merit eliminates the need for a Willpower point; you can achieve partial transformation almost at will.
You are more in tune with your auspice than most Garou. When Luna waxes in your auspice, you receive one extra die to each of your rolls. Correspondingly, when Luna wanes in your auspice, you receive one less die to every roll.
You find crossing the Gauntlet easier than many of your fellow Garou. The difficulty for stepping sideways is one less for you.
You are greatly in tune with your wolf physique. Your balance and physical acuity in Lupus form are greater than in Homid form. Add one to the accuracy of any attack roll with an innate natural weapon (e.g., claw, bite, kick, etc.) when in Lupus form. However, subtract one from the accuracy of any such attacks made while in Homid form. There is no change to your attack rolls in other forms. This Merit costs 3 points for lupus or metis characters, and 4 points for homid Garou.
Your direct family line is particularly renowned, either in Garou society or in the human world. You must choose (with your Storyteller’s approval) which world your heritage relates to, and detail your family line accordingly. You are at –1 difficulty to all Social rolls when working in the appropriate society (with Garou and Kinfolk who are aware of werewolf society, or when dealing with humans who are aware of your heritage). You are expected to live up to your lineage’s reputation. If you fail to do so, you may find the Merit dwindling over time as stories of your own failings begin to outweigh the high regard your family receives. This Merit may not be taken by Bone Gnawers.
Legends and Elders have used your services to deliver their important words. You may have even been called upon to carry messages of peace (or war) between the Nation and outside forces. Because of your reputation as a reliable messenger, you can pass through other Garou territories without your presence causing offense, and you may be allowed into any sept (or other locale where your reputation is respected, such as spirit courts or Fera holdings) unchallenged, as long as you carry a message for someone residing there. However, you are expected to behave in accordance with your reputation; if you take offensive actions, act indiscreetly, or speak rudely while in the line of duty, it may affect how you are treated (and may cause the Storyteller to deem that you lose this Merit).
Something about you makes others look at you as if you are deserving of their pity. Perhaps they see you as still a cub, despite your age or experience. You gain one die on Social rolls when actively playing up your pitiable nature. Wheedling someone into helping you would be appropriate; intimidating them into submission would not. Final word rests with the Storyteller in regards to when this Merit’s benefit may be used.
Over the years, you’ve become adept at picking out the werewolves in a crowd. It’s not mystical awareness; you’ve simply learned what physical and personality traits tend to mark Gaia’s warriors once they’ve undergone the Change. All Perception attempts to figure out if someone is a werewolf are made at –2 difficulty.
You are blessed with an extremely unusual tolerance toward silver. You may soak silver damage in any form at difficulty 8, although this does not change the type of damage that silver does.
You naturally attract the attention of the spirits whenever you cross the Gauntlet into the Umbra. Most of the time, the Umbral inhabitants are simply curious, gathering around you to see who you are and what you’re doing in their “neck of the woods.” Occasionally you attract more than you bargained for — Banes are also likely to come calling. None of the spirits who collect in your vicinity are under your command unless you use a Gift that allows you to command them or influence them in some way.
You are a wild soul who has never bent to the leash. You are immune to vampiric Domination (but not emotional manipulations via Presence) and these Gifts will not work on you: Roll Over, Obedience, and Mastery.
This Merit is a blend of folk wisdom, practical sense, and animal instinct. If you have Wolf-sense and make a successful Wits roll, the Storyteller can opt to give you advice on whether you’re about to do something foolish in the eyes of wolf or Garou culture. It doesn’t mean she’ll tell you what you should or shouldn’t do, but at least you’ll have some warning.
In all your forms, you see colors and intensities of light as a wolf does. Your color vision is slightly less distinct than that of humans, though you embrace the full spectrum of colors. Your night vision, however, far surpasses human nocturnal vision. You also notice movement more readily. You gain an extra die to all visually-based Perception rolls that involve movement or take place at night.
Tradition-specific merits are not included yet. Assume they're case by case.
Your mage's astral body is especially well connected to her physical form. She does not suffer any of the psychological side effects normally associated with protracted ral travel (such as the loss of REM sleep), though her body continues to atrophy and starve at the normal rate. Her astral body, fortified by a powerful psychic presence, has two dice of inherent armor. Also, the character's strong tie between body and spirit allows her to ascertain her body's state of being (dehydrated, damaged, etc.) at any time, with a moment of quiet concentration.
Your mage is in a cycle of reincarnation. However, the strange thing about your mage's passages through the life-death-rebirth cycle comes from the fact that his Avatar has another lesser Avatar connected to it. This fragment also enters the reincarnation cycle, follows your mage's Avatar through each incarnation, and often retains memories of its previous incarnation. In game terms, you have a living companion who has an Avatar linked to your own. You may have little memory of your past lives and your companion may not be Awakened, but she retains much of the knowledge and experience from your previous incarnations. Thus, your mage's companion can remind him of things or teach him about lessons that he's already learned previously. Think Corum and Jhary-a-Conel. The Storyteller creates this companion. Unless you also take the Allies Background, your companion has no special capabilities besides being tied to your character's cycle and remembering the past.
The ancient Celts called this state the “Battle Fury,” and when it takes over your mage, everything is tinted with a red haze as he kills. And kills. And kills some more. Your character feels no pain, and he ignores all wound penalties when berserk. Whenever your character is injured in combat, make a Willpower roll (difficulty 6 + the number of wound levels suffered so far that scene). Add two to that difficulty if you have the Short Fuse Flaw (up to a maximum difficulty 10). If you fail, your character enters the battle fury, and he may ignore all wound penalties. Unfortunately, he won't know friend from foe, and he will kill until there's nothing left standing.
To end the battle fury, you must make a Willpower roll at the same difficulty. Subtract one from the difficulty if the person on the receiving end is your True Love or someone similarly important. Otherwise, everyone just has to run and hide until you come down.
Your mage has an exceptional instinct when it comes to dealing with High Umbrood. While certain shamans excel at interactions with their totemic spirits, and necromancers find truck with the dead a simple matter, your mage's talents make converse with the noblest and most refined of ephemeral entities easier. You receive a difficulty bonus of two to all rolls to summon, compel, coax, bargain with and otherwise influence such beings. This bonus applies as much to Social rolls as it does to Spheres, since trafficking with High Umbrood is often as much a matter of finesse and force of personality as it is one of sorcerous might.
What Avatar? Your mage has never seen her Avatar. In fact, no one's ever seen her Avatar, unless it was her reflection in the mirror, or her shadow, or something that everyone and their dog has. Your mage does have an Avatar, but it isn't inclined to put on a show. At most, her Avatar is simply her subconscious, and it's just nudged and pushed her into finding her own Awakening.
Having a circumspect Avatar doesn't mean that your mage doesn't have Seekings and Epiphanies. Such events just tend to be rooted in reality. The mage may well find that a series of unusual events in the physical world leads her to greater enlightenment, without ever entering a dreamscape. Who needs to go rooting around in dreams and bizarre mindscapes to find out who they are?
Witches have always been known for their beautiful fingernails and iron teeth, and your character lives up to this reputation, since coming from her, “I'll scratch your eyes out!” is not an idle threat. Or perhaps she has the horns of the devil or the hooves of a centaur, or something more mundane yet cooler -like a surgical steel plate in the skull with bolts to screw spikes on.
For three points, you may buy one type of attack; for five points, two. Seven points allows you to buy three, and nine points allows you to buy four. For eleven points, you can go for the full devil package and have claws, fangs, horns, hooves, and a barb at the end of your tail (though it costs an additional three points for your tail to be prehensile).
Maneuver
Accuracy
Damage
Bite
+1
Strength + 1
Claw
0
Strength + 2
Kick
-1
Strength + 3
Gore
-1
Strength + 2 (Strength +4 after a charge, if you've just moved 10 yards or more)
Tail Strike
0
Strength + 1
Claws, fangs, horns, hooves, and tail barbs come in varying sizes. The above list assumes you've got the smallest gauge. For an additional point, you can get a somewhat larger size, and another point beyond that gets you el grande, each size larger doing an additional + 1 point of damage. However, this is not necessarily a great idea. Wolf claws can be painted and passed off as an expensive manicure, but vulture talons are a bit harder to hide, and a set of giant bear claws are not only incredibly conspicuous but will prevent you from doing things like typing or driving. Likewise a nice pair of goat horns can be hidden under a top hat, but a set of oryx horns will need a sombrero, and there's no hiding a full rack of stag antlers, especially if you've got two points for every year of your age.
At Storyteller option, claws and so forth can be made retractable for an additional + 1 per unit of size, like vampire fangs can be pulled back in for one point; for two points, jumbo fangs (the type that stick down over your lip) can be pulled back into line with regular teeth, and for three points, even boar or walrus tusks can be made to disappear- though there will have to be a good explanation given for why this works.
Through your deep and profound understanding of the spirits within all life, you can communicate with any normal animal. This communication is not as detailed or exact as ordinary speech, nor does it necessary involve you actually speaking. Instead, the animal you are communicating with understands you through a combination of posture, facial expressions, smell and speech, while you can understand it on an equally primal level.
Even if the animal noticed such things, you cannot use this ability to ask an animal the license plate number of a car, or the cut of someone's suit. However, most mammals and birds can tell you basic information like how many people passed by, as well as possibly odd details like what these people had eaten recently or if they smelled afraid. To determine the actual degree of communication, roll Charisma+ Intuition. Finding out extremely simple information has a difficulty of 4 or 5. However, anything more complex than vague information about recent events, or questions about the animal's own activities, will have a higher difficulty.
Since so few people bother to really attempt to communicate with animals, even wild animals that are not normally interested in humans will usually wish to respond to a mage with this ability. This Merit is largely limited to Dreamspeakers and Verbena, although a few Akashics also know it.
Illusions do not fool you. This vision may be a supernatural gift, an inborn insight or a practiced skill. In any case, vampiric Obfuscation, Chimerstry and other Disciplines or Gifts that deceive most observers don't work as well as they should against you. Confronted with such deception, you get a Perception+ Alertness roll (difficulty = opposing power's level + 3) to see right through it.
There is one thing in the world that is a great boon, or bane, to your character's magic. Perhaps her spells work particularly well against men, or on Tuesdays, or just after a storm, or on people dressed all in black. Maybe she's powerless to affect those who are or who bear that certain thing, such as her magic being unable to affect Christians or those who carry a piece of rowan and red thread. It may be that a certain individual gave her power over them, or perhaps it is utterly proof against her magic due to an oath she swore or spells that were placed on her.
The conditions that affect your magic may be common, uncommon or rare, and the value of this Merit or Flaw depends on the rarity of the condition. The base costs listed here assume that you have a difficulty modifier of three on all Arete rolls under the given conditions. You may adjust the difficulty by one for every point more or less you devote to the Trait.
Points
Condition
1 point
Unique: The Sword of Roland, the Matriarch of the MECHA construct, Leap Year
2 points
Scarce as hen's teeth: Current or former members of the Council of Nine, your former Mentors, once in a blue moon.
3 points
Rare, but not unheard of: loadstones, Swedish royalty, werewolves, rowan and red thread, the holy days of the archangels
4 points
Special order: virgins, middle eastern eye-bead charms, any member of Iteration X, during a thunderstorm
5 points
Available without much trouble: cold iron, silver, Christians, any member of the Traditions, a windy day, holy ground
6 points
Common as dirt: men, anyone who's ever been baptized, the color purple, under cloud cover, Tuesdays
Your character's magic is tied to some regular and repeating cycle — night and day, the moon, the sun, the tides, the wheel of the year, or even such things as the stock market or the price of tea in China (very important for a Syndicate commodities broker). As such, your difficulties with magic fluctuate from the standard by a maximum of three, depending on what part of the cycle you set as your personal high point. You may be tied to the dark of the moon, the full moon, the Bull cycle or the Bear cycle. Regardless, while the cyclic nature of your magic is problematic, it is quite useful in some circumstances, allowing your character to schedule rituals for their times of greatest power.
Your psychic has the rareabilitytoview his psychic abilities as separate from his physical existence and can maintain this distance even under adverse conditions. Wound penalties don't affect your use of psyckic powers until your character reaches Incapacitated. If he's Incapacitated, then you may spend a Willpower point to use a psychic power at half the normal dice pool (rounded down). This action may be performed only once per scene, after which the character falls unconscious, so choose last-ditch efforts carefully.
The world is falling to Hell, and the Order is crumbling. Few mages have the spiritual resilience to endure the punishment being heaped on the Traditions in these End Times and keep on going. Your mage is one of them. Once per game session, when the survival of your character's Tradition is at stake, you gain an additional free point of temporary Willpower to spend on any one roll in defense of your mage's Tradition.
Using you status as an intermediary between the spirit world and the mortal world, you can easily switch your awareness back and forth between these two realms. When using any spirit magic that involves perceiving the spirit world, you can cease using this ability and observe the mortal world at any time. Then, if the duration of the duration of the magic is not yet up, you can continue using it without additional rolls. Also, when you are in the Umbra, you can choose to observe the mortal world instead of the spirit world without needing to make additional rolls. Since this ability is innate, you suffer no disorientation or other penalty associated with switching your perceptions.
Transvestites and contraries often possess Dual Perception due to their own dual natures. If you take this Merit in addition to the Medium or Spirit Sight Merit (or similar), you can effectively turn the appropriate Merit on or off at will.
Your mage has been educated by two traditions. Most likely, he was a Hollow One who studied a bit of this and that, and found a couple things that made sense to him. Or, perhaps, he was Awakened by a teacher of one Tradition, but then studied under a different Master and experienced a second Epiphany through this new knowledge. For purposes of spending experience, the specialty Spheres of both Traditions come with the bonus (cheap) multiplier. Your character is more open-minded about foci as well, and he may use those of either Tradition. (The penalties for unique foci still apply.) If your mage loses his Hermetic showstone, for example, he has to go either about getting another one or rely solely on the props of his other Tradition.
Awakened mages may be the visionaries who help the Traditions and Conventions build the future, but it is the linear mages who provide the bedrock foundation upon which new recruits, culrural identity, stable Chantries and hopes for the future are actually built. Whether due to a special distinction for conserving the past glories of a Tradition or a solid reputationas one of the backbones of organizational power, you command respect in your Tradition or Convention. This is important because the worldwide influences of the mighty keystone associations of magicians transeend most of the smaller societies that manage to survive the ages. Modify all social rolls connected to Tradition or Convention Status or decision-making by two points of difficulty in your favor.
The raw inner force of your soul grants you a certain character that others may ftnd irresistible. Perhaps you glow with an inner light; maybe your beauty seems virtually divine. You may spend Mana points to reduce the difficulty target number of a social roll. No difficulty may be lower than two, and none may be lowered by more than three. Obviously, you must possess Mana points to be able to spend them.
All spirits that can communicate with mortals naturally possess the ability to communicate in any language. Like these spirits, you also have the natural ability to transcend language. When speaking with any sentient being (from Earth), you can understand its language as if it were your own.
Due to the limits of the human mind, you can only understand and speak one language at a time. If two people who speak different languages are talking to you at once you can only understand one of them. Using a coincidental Mind 1 Effect can allow you to understand multiple languages at once. Magically augmenting this gift to allow speech in multiple different tongues simultaneously is, of course, vulgar.
The Gift of Tongues Merit works only for conversation held in person, where you and the person you are speaking to can actually hear each other's unaltered voices. You cannot use this ability to read another language or to communicate by telephone, microphone or any other electronic or mechanical medium.
Flowers spring up in your footsteps and trees burst into bloom at your touch. Your hands are as warm as sunlight or stones from a cheery hearth. A common Merit among Verbena.
There is one peril to which your character is completely immune, even to the magical versions. Perhaps, like Mithridates, your mage slowly built up an immunity to all poisons, even those concocted by the Euthanatos. Perhaps he had an accident in the lab and now all metal phases harmlessly through his body, even magic swords and comic-book alloys-or it bounces off his chest. Perhaps it still cuts, but the wounds don't bleed and they seal up immediately.
However, this invulnerability is only to the particular thing, not to any secondary or tertiary effects- Fenris may have blessed your character so that he is unscathed by the teeth and claws of wolves, even werewolves, but that does nothing to stop the werewolf's silver sword or even the damage when the werewolf pounds your mage's head into a wall. (Fenris, after all, said you'd be unharmed by wolves, not by architecture.) Likewise, even if metal doesn't exist for your mage, it does for his lab coat, and a bullet's going to pack quite a wallop before it shreds the cloth. And even if the faeries at your christening said that no mortal man could ever harm you, that proviso doesn't apply to vampires, or the magics that mortal man might command, or even- for that matter- to his 1957 Chevy BelAire.
Your mage might be immune to all physical harm, save one thing, like beheading, incineration or being stabbed through the heart with a dagger thrice blessed by three separate Popes; or he might be immune to all things save in one spot, like Achilles' heel or Siegfried's shoulder. However, this will not prevent him from being turned into a rutabaga, having his soul stolen, being sealed in Lucite or sent into orbit, though his body (if not his sanity) will withstand all these things. He'll merely be an invulnerable soulless rutabaga orbiting the earth in a Lucite block while his enemies look for a third Pope to bless a dagger.
Immunities vary in price, depending on their lethality and their frequency, much as Vulnerabilities do. You must buy each Immunity separately, although the Storyteller may allow a number of similar Immunities (basilisks, snakes, toadstools, iocaine powder) to be packaged as one more common Immunity. Total immunity continues to go up in price depending on the size of the chink in your armor.
Alternately, for half the price of any given Immunity, your character may be Resistant to a particular bane -taking only half damage, rounded down, or reducing your soak roll difficulties by 3 … your choice. Anything doing only one die of damage, you ignore.
2 points - A minor nuisance (poison oak, common cold) or a very rare threat (basilisks, the Ebola virus)
4 points - A major threat (disease, hunger, supernatural evil gook), or a moderately rare threat (poisons, extreme heat or cold, raw magic bolts, death spells)
6 points - A terminal threat (asphyxiation, drowning), or a common threat (fire, metals)
8 points - Invulnerable to all physical threats, but with one large weak spot (the head, the neck, the chest) or one common bane (fire, edged weapons, drowning)
10 points - Invulnerable to all physical threats, but with one tiny weak spot (Siegfried's shoulder, Achilles' heel, the spot where the third eye would go) or one rare bane (silver bullets, mistletoe, deadly nightshade); one common bane in one large spot (edged weapons vs. the neck, i.e. beheading), or one common bane in a specific circumstance (a gun fired by a woman). Or immune to all physical threats save those which inflict aggravated damage, or immune to all physical threats save oneself - can be strangled with a rope made of own hair, mentally commanded to gnaw own arm off or destroyed with own Phylactery. Alternately, mage is invulnerable until Phylactery is destroyed or Phylactery is invulnerable until mage is destroyed.
12 points - Invulnerable to all physical threats, but with one very rare bane (the bite of an Egyptian asp, nuclear radiation, a specific ritual cast by a master mage), one rare bane in a tiny spot (a stake of twisted rose briars through the heart), or one rare bane in a very specific set of circumstances (poisoned with belladonna by a beautiful woman).
14 points - Invulnerable to all physical threats, but with the bane being an extreme rarity (a dagger thrice blessed by three Popes, the elixir of eighty evil essences), or one very rare bane in a highly specific set of circumstances (dragged through the streets of Baghdad by wild horses during the month of Ramadan).
16 points - Invulnerable to all physical threats except one unique bane (the Holy Lance of Longinus, the Sword of Roland) or invulnerable until Phylactery destroyed, requiring an equally unique bane.
This Merit may also be taken in conjunction with the Vulnerability Flaw, especially if the Vulnerability is something common and not usually deadly, such as water. Thus, it costs only three points total to be the Wicked Witch of the West, Immune to every variety of harm except being doused with a cleaning bucket. (“I'm melting! I'm melting! Oh who would have thought a good little girl like you could destroy all my beautiful wickedness!”)
Objects, especially Phylacteries, may also have Immunity to physical perils, but Storytellers should impose some limit on size so min-maxers will not use this Merit to create invulnerable dreadnoughts and impenetrable fortresses. The larger the object, the less of it can be invulnerable. You can have an indestructible moped, but your '57 Chevy won't have puncture-proof tires, and your Winnebago of Doom can have the tires blow out and the windows smashed even while the rest of it remains unscathed. Likewise, your cozy witch's cottage will just need to be rehatched after the dragon attack, but your mansion will be gutted with nothing left but smoke-blackened walls. However, you can have the last laugh by making your Phylactery your castle, and making the one way to defeat your castle's Immunity being your own death. That way, if your enemies ever sneak into your inner sanctum and kill you, they get to deal with the castle collapsing on their heads - a common staple of sorcerous fiction.
This merit can be very abusive, so generally should be discussed with the ST ahead of time, especially if over the normal merit limit.
Your mage has a superhuman Attribute, something in which he has the potential to be greater than human. Although this Attribute is not necessarily automatically better, t he mage could potentially exceed the bounds of human ability. Such a gift is rare and precious, and many people with this capacity never even manage to fulfill their true potential.
In your character's legendary Attribute, your character has the potential for a rating of six dots. Thus, your mage might have the Strength of Hercules or the Intelligence of Occam. This Merit does not confer such a rating automatically; it must still be purchased with Attribute points, freebie points or experience.
In addition to the potential for inhuman power, your character has some miraculous capability tied to that Attribute. A mage with legendary Stamina might have the ability to roll a soak against any form of damage, for instance, while a mage with legendary Wits might be able to shift his initiative category by one place in any given turn automatically. This power is generally automatic, and it is subject to the Storyteller's approval. Its potency varies with the character's actual Attribute rating, so a character with a legendary Stamina of 1 has a weak legendary power that might grow with time and experience.
This Merit obviously has the potential for abuse, and it is not appropriate for all characters.
Having control over fire and flame is one of the powers traditionally associated with shamans. Many cultures consider fire to be a natural force with a strong connection to the spirit world. As a shaman, you have a closer connection to the powers of fire than most. You are considerably more resistant to damage from fire than most people, and you receive three extra dice to all Stamina rolls to resist damage caused by fire, and you can soak fire damage normally. In addition, you also receive a -1 difficult bonus on all rolls to create, destroy, or manipulate fire.
Most people see their Avatars only during Seekings, if at all. Your mage's drops by every day for tea, if it doesn't hang out 'round the clock. This Avatar is completely invisible to everyone but your character (and those who can read her mind), unless you take this Merit in combination with the Allies Background, creating the body of a person or familiar for your Avatar. In this case, your Avatar becomes your bamfling buddy, popping in and out of existence when it feels like it. If it's killed, only the mortal shell dies, not your Avatar — unless you also have the Phylactery Flaw, in which case your Avatar's form is immune to all physical harm, but it is manifested permanently. If such is the case, it is able to be kidnapped, transformed and so on.
Storytellers should note that an Avatar doesn't have to say it's an Avatar, and just because an Avatar is invested into a phylactery doesn't mean that everything that phylactery tells you is a pronouncement from your Avatar. A V-A may have his laptop as a phylactery, but unless he's also taken Manifest Avatar as a Merit, his laptop's warnings to update his virus software are nothing more significant than that. Likewise you may have invested your Avatar into your best friend, but that doesn't mean that everything (or anything) he says are pronouncements from your personal spirit guide. Such only happens to be the case if you take Manifest Avatar. Even then, why should your Avatar tell you he's anyone except your best friend?
A manifest Avatar can chat with you and other people like the intelligences that show up on the Web to guide Virtual Adepts and converse with their contemporaries. With the right tricks, it can even materialize to harangue you, to fight, to push you around or just make for a hot date.
Your mage is a natural weak point in the Gauntlet between worlds. The difficulty to use magic to pierce it is one less, and spirits react a bit more favorably to the mage. If your mage finds an especially weak spot in the Gauntlet (with Awareness or Spirit 1), he can step between worlds without magic.
A rare few souls draw the spirit worlds to them like moths to flame, calling out silently through the Gauntlet. Your mage is one such. The Gauntlet is always one less in the immediate vicinity of the mage (which, in some of the last remaining places of power, can reduce the Gauntlet rating to zero). Further, by expending a point of Willpower, the mage may cause the Gauntlet to reduce by an additional one, though this is as far as she can go. Note that multiple mages with this power cannot “stack” its effects. Dreamspeakers often see those who possess this Merit as being especially blessed by the spirits and are inclined to be friendly to them (- 1 to social difficulties).
This Merit is exactly what it sounds like. Your mage is the direct progeny of a native of the High Umbra and a human being. Perhaps your character's conception secured a pact, or possibly the reasons were somewhat less pragmatic. In any case, the mage is the intersection of Heaven (or Hell, or the Vulgate, etc.) and Earth. Like the Biblical Nephilim, your character's body cannot fully contain the massive spiritual energies coursing through it, so she has one or a small handful of deformities (at least 3 points worth of Physical Flaws, for which you receive no additional points). Also, she tends to embody certain characteristics of your High Umbral parent (almost certainly her father). An angelic parent whose domain is Fury will result in a short temper and a desire to solve problems with one's fists, whereas an incubus' child will have… darker appetites. Reflect this tendency by starting with two extra dots of Resonance. This heritage does, however, bestow certain advantages upon your character. Mind and Spirit Sphere difficulties pertaining directly to the High Umbra decrease by one, and she is capable of entering the High Umbra physically with a conjunctional Spirit 3, Mind 4 Effect. Also, the entities of the High Umbra fear their bastard half-breeds, and so you receive two bonus dice in all rolls to intimidate, command or make demands of such creatures. (Unless you are very powerful, however, or the creature you are dealing with is very weak, doing so is nigh suicidal.) This Merit cannot be taken with Celestial Affinity; the Nephilim are neither well-loved nor well-received by the Angelic Hierarchies and their like.
You can see in near-total darkness. This odd gift may come from an arcane power, an affinity to darkness or some faint relation to the catfolk. So long as some light source exists, your vision remains acute. Really bad conditions (smoke, fog, total darkness) might demand a Perception + Alertness roll, but under most circumstances, you can see as well by night as you can by cloudy daylight. Bright lights, especially sudden ones, dazzle you for a turn or so, perhaps longer if the light is really blinding; otherwise, your sight is fairly normal, not enhanced.
Dame Fortune has favored your mage with the ability to come as close as possible to mortal peril and still to survive. When a roll occurs that would result in your character's death, the roll is made again. If the next roll succeeds, then your mage lives - and one of your nine lives is used up. If that subsequent roll fails, then another re-roll is made, until either a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining.
Your character has a natural ability to perform some small, pretty or useful bit of magic at will. This trick is nothing that can cause much damage, or even serious annoyance; it's just enough to perform some small basic task or give your mage a little flair. Your mage might be adept at the old wizard's trick of conjuring an orb of witchlight to hand or a flame to her finger. She might be a cyborg who had the bright idea of installing a light bulb or pilot light in her head for the same purpose. If your mage uses a magical sense like night-vision often, you might have the added perk that he can make his eyes glow like a vampire's, allowing him to see even in total darkness. If your character is of the scientific bent, he may be able to emit enough x-rays to use with his x-ray vision, or he could have a laser pointer installed in his index finger just for fun. You don't have to roll or spend anything to make this parlor trick work.
Storytellers should note that this Merit is provided to add color and reason to the game, not to give min -maxers a loophole to create engines of death. With this Merit, mages can light pipes without a lighter, conjure roses or martinis, have mood music play in the background or pop a penknife or a single claw out of a fingertip. Yes, you could put an eye out with one of those things, but the combat difference between a penknife, a single tiger claw, and a press-on fingernail is inconsequential.
Your sorcerer is especially talented in the exploration of a single Path of power. He may have a natural inclination toward expressing its nature due to incredible related mundane skills, spiritual might deriving from past lives or a supernatural heritage. He may even have struck holy or unholy bargains for power. During character creation, you should choose one magical Path. ln this Path, you pay only three-quarters experience to advance to higher levels or to obtain rituals for the Path chosen.
Your psychic is a true rarity amongst the pure practitioners of the Arts of mental magic. Some realization of the importance of the universe has crept into his consciousness sufficiently that he has even managed to create a ritual that allows him to perform some extended psychic effect. You need to create a ritual, approved of by your Storyteller, for one of the levels of one of your character's psychic Paths. When your character performs this ritual, you may use the normal rules for rituals and extended magic rules, wtth minor necessary changes. Obviously, as your psychic does not gain Paradox, the penalty for a botch falls to the Storyteller, greatly increasing the horrific effects of the catastrophic failure. Your roll is limited to no more dice than your psychic's Stamina + Parapsychology. (In this case, you may roll simply your Stamina dice, even if you don't have the Parapsychology Knowledge.)
Although not necessarily weak, your character's Avatar has been broken to pieces. Your mage has one splinter — your Avatar rating, if you have one, purchased at the normal cost for that Background — and the other pieces are scattered elsewhere. However, what has been broken can be put back together, at least in this case. If you can find the other pieces of your mage's Avatar through questing and roleplaying, you may increase your Avatar rating after character creation.
The other pieces of your character's Avatar may be scattered about the cosmos, secreted in extradimensional hidey-holes with sphinxes and other creatures guarding them, or they may be part of a phylactery, of which you have one or more pieces. For instance, perhaps your mage's Avatar is invested in 10 mighty rings, three of which she has (and a corresponding Avatar rating of 3), but she must go and retrieve the others from those who have them. Or perhaps there are other mages who share your character's Avatar, and whenever your mage kills one, her Avatar rating grows by their Avatar rating. Unfortunately, the other mages who have this Avatar are out to kill her as well….
Design the nature of your shattering with your Storyteller and decide beforehand what your character must do to regain a piece of his broken spirit.
Your character is able to use one of the Spheres of magic with a greater degree of ease than other mages. For whatever reason (inborn talent, powerful heritage, past life, supernatural bargain, etc.), she's got an affinit y for a certain kind of magic. She picked it up quickly, and she now progresses through it at an unusual rate.
During character creation, select one Sphere. From this point on, you only pay three-quarters of the normal cost (rounded down) when buying levels, rituals and similar improvements for magic of that Sphere alone. The favored Sphere must be declared at character creation, and it may be purchased only once.
Put simply, your character cannot have children. For those who practice Tantric rituals or require sex as a focus, but do not desire pregnancy or unwanted children, this is a Merit. For those who belong to cultures, strong families or marriages that expect them to have children, this is a Flaw.
Your character has trained her mind to tap into the deep reserves of mystical energy she possesses. Flooded with increased power of thought or perception, her mental faculties are temporarily increased gready, and she finds whatever task she undertakes much easier to accompUsh. Your sorcerer may channel her mystical energy into mental activities other than magic. You may spend Mana points to reduce the difficulty target number of any die pool for a mental action. The difficulty may not be reduced below Z, nor be reduced by more than three points. Depending upon the use in question, her psyche empowers her perceptive nature, grants her insight into the strange tongue or plunges toward a solution to her puzzle.
Magic only works one way, and your character knows it. When other people try to pull stupid tricks, your sorcerer sees them for what they are, or at least tries. Anytime you witness magic that firs Ill to your character's style, everything is fine; your sorcerer is treated as an Awakened being. Any time she witnesses any magic that fa lls outside of her style, she counts as a Sleeper. Because this specifically targets your character's enemies while allowing you to merrily continue with your magic as normal, this disbelief in other magic is considered a Merit. There may be times it harrrtS your character, such as when another mage is trying to heal her and she just thinks he cannot do so. More ofcen, however, her incredulity serves as a partial defense against the Arts of others.
Most advanced practitioners of the martial arts spend a lot of time trying to explain that their prowess is not simply a result of skill. Desperately, they seek to explain that their might comes from an understanding of the energy we all possess, the breath of the inner spirit. You understand that lesson in a way that allows you to apply it to physical feats. You may spend Mana (chi, ki, whatever your style calls it) points to reduce the difficulty target number of any die pool for a physical action. The difficulty number may not be reduced lower than two, nor may you reduce it by more than three. Obviously, you must already have the Mana to spend or this Merit is useless.
Your mage does not age, ever. Perhaps she drank an elixir in the Mythic Ages, or she tasted the Peach of Immortality, or she ate the Apples of the Hesperides, or she dined on the forbidden savor of mermaid's flesh. Perhaps she was injected with the perfect Iterator nanotech or Progenitor symbiote. Perhaps her body is composed of timeless stone or metal. Perhaps the cause is a complete mystery. Regardless, she remains unchanged as the years pass by, save for scars and accumulated knowledge.
Though many psychics lack formal training of their gifts, some lack even the most basic control of their powers. These “wild” psychics tend to have powerful gifts, though the lack of control makes up for the extra power they might have. To determine the level of the Flaw, use the following table. The total Merit or Flaw cannot exceed 4 points.
+1
For every extra die the character has when using the power.
-1
The character must make a Willpower roll (difficulty 7) to use the power.
-2
The character can only consciously use the power defensively. (i.e., A precognitive character can activate her Danger Sense, or a telekinetic can use the power to deflect attacks.)
-3
The character has no conscious control of the power, but it works more often to the character's benefit that not. (A clairvoyant who has useful clairvoyant dreams.)
-4
The character's power activates randomly (at least once per game session) and often at inopportune or embarrassing moments. (The channeler contacts the spirit of an ancient warrior during a fancy dinner party.)
Your appearance is sufficiently thug-like to inspire fear (or at least disquiet) in those who see you. While you’re not necessarily ugly, you do radiate a quiet menace, to the point where people cross the street to avoid passing near you. All Intimidation rolls against those who have not demonstrated their physical superiority to you are at -1 difficulty.
No one can explain it, but you seem to have the ability to work on less rest than your fellow vampires. You always seem to be the first to rise and the last to go to bed even if you’re been out until dawn. Your Humanity or Path score is considered to be 10 for purposes of deciding when you rise each evening. Vampires with this Merit cannot take the Deep Sleeper Flaw.
You have the capacity to eat food and even savor its taste. While you cannot derive any nourishment from eating regular foods, this ability will serve you well in pretending to be human. Of course, you can’t digest what you eat, and there will be some point during the evening when you have to heave it back up.
You have a face that reminds everyone of someone, to the point where strangers are inclined to be well inclined toward you because of it. The effect doesn’t fade even if you explain the “mistake,” leaving you at -1 difficulty on all appropriate Social-based rolls (yes for Seduction, no for Intimidation, for example) when a stranger is involved. This Merit only functions on a first meeting.
You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch.
You are able to draw more than the usual amount of nourishment from blood. When feeding, you gain an additional point to your blood pool for every two points of blood you consume. This does not allow you to exceed your blood pool maximum.
While some might refer to you as a “cold fish,” you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all related rolls).
You have keen insight into the ulterior motives of all your actions. Through this nightly exercise, you also have incredible insight into the underlying motives of others’ actions. Add two dice to your Perception dice pool when you must take an action against someone with the same Nature or Demeanor as you.
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.
You have expertise in a specific field that makes your conversation intriguing to an older Kindred. So long as your knowledge holds the other vampire’s attention, he has a vested interest in keeping you around. Then again, once he’s pumped you for every iota of information you possess, that patronage may suddenly vanish. (Note: This Merit should be played like a 1-dot Mentor with a specific interest. However, unlike a Mentor, Useful Knowledge does not imply a permanent relationship.)
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity or your morality Path restricts the number of dice available during the day.
You learn quickly. The time for you to pick up a particular Ability (or Abilities, at Storyteller discretion) is cut in half, as is the experience cost.
You spend an unusual amount of time in Elysium. You see and are seen to such an extent that all of the movers and shakers of Elysium at least know who you are. Extended time spent in Elysium also gives you extended opportunities to interact with the Harpies and other Kindred of that stature — and they’ll know your name when you approach them. This Merit is generally taken by vampires that respect and attend Elysium on a regular basis.
You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society. You are at -1 difficulty on all Social rolls when in the presence of other neonates (particularly those who haven’t been educated by their sires), and have a -1 difficulty on all rolls relating to vampiric knowledge.
Everyone in the city knows you, and knows that you’re no threat to their plans. While that sort of estimation may seem insulting, it’s also what’s kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. If you start acting in a way that demonstrates that you are no longer harmless, others’ reactions to you will likely change as a result.
Your sire has or had great status in her Sect or Clan, and this has accorded you a certain amount of prestige. Though your sire may no longer have any dealings with you, the simple fact of your ancestry has marked you forever. This prestige might aid you greatly in dealings with other vampires, or it might engender jealousy or contempt.
Your sire watched you for some time before Embracing you, and spoke glowingly of you to acquaintances. These vampires may be inclined to look favorably on you by dint of your sire’s recommendation; you are at -1 difficulty on Social rolls with all those who’ve heard good things about you.
Your fame has exceeded the bounds of your Sect. Everyone knows who you are, what you’ve done and what you’re supposed to have done (which might not be the same thing). The publicity can be good or bad; what matters is that everybody knows your name. Whether individuals outside of your immediate social circle know enough to match your face to your name is a different matter.
You’ve lived through at least one Sabbat attack or attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again. You are at -1 difficulty on all Perception rolls when it comes to Sabbat-based matters. This Merit is generally taken by groups in conflict with the Sabbat, and comes into play most frequently as a means of avoiding ambushes.
Someone owes you a favor. The vampire in your debt might be the lowliest neonate in the city or might be the Prince herself; it all depends on how many points the Merit costs. You only have that single favor owed you (unless you take the Merit multiple times), so using it properly is of paramount importance. Depending on status and other factors, the vampire who owes you a favor may well resent his debt, and might go out of his way to “settle” it early — even going so far as to create situations from which he must “rescue” you and thus clear the slate.
You’re part of the brute squad the local Sheriff or Bishop calls on when he needs some muscle. As a result, you get in on action that others miss entirely, score points with those in power, and occasionally get a chance to act outside of the law. How far outside the law you can go depends on circumstance and how much the vampire you report to likes you.
An acquaintance from your breathing days was Embraced at the same time you were. Fortunately, your friendship has endured even death and unlife, and you find a constant source of support and aid in your old friend. She expects the same of you, which isn’t always convenient, but at least you each have someone to hang onto who remembers the good old nights — and days. The Storyteller should play the Old Pal as a very loyal Ally.
For whatever reason (maybe your winning smile or perhaps just your superb groveling technique), the local Sheriff or Bishop in charge of discipline likes you. He’s inclined to overlook your minor trespasses and let you in on things you’re not supposed to know about. He even gives you warnings about occasional crackdowns and times when the higher-ups aren’t feeling generous. Of course, abusing this connection might well turn a friendly vampire into an enemy — and the change might not be apparent until it’s too late.
Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routes and methodologies, not to mention haven space available in any number of destinations. Unless someone out there knows your exact route and is specifically looking for you, you can move between cities unimpeded by random encounters with Lupines, overzealous state troopers, and the like.
This Merit is sometimes called the halo effect; everyone considers you pure and innocent, though not necessarily naïve. You have a saint-like quality that is hard to pinpoint but cannot be denied. You are trusted, even if you are not trustworthy. At the Storyteller’s discretion, you tend to receive lesser punishments for wrongdoing, and you are liked by most.
You have taken the time to learn about and specialize in one particular enemy of your Sect. You are aware of at least some of the group’s customs, strategies, abilities, and long-term goals, and can put that knowledge to good use. This Merit is worth a -2 difficulty for all non-combat rolls pertaining specifically to the subject of your specialization. On the other hand, you are at a +1 difficulty when it comes to dealing with other enemies, simply because you’re so thoroughly focused on your field.
This Merit functions identically to Scholar of Enemies, except that it applies to a group that is not necessarily inimical to your Sect.
While you’re not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes, and other subterranean passages of your hometown. The local Nosferatu (and any other creatures dwelling down in the muck) may not actually like you, but they’re not inclined to kill you on sight when they see you in their territory. You are at -1 difficulty on any rolls involving the subterranean world (sneaking from place to place underground, finding routes into sub-basements, and so on). Nosferatu cannot purchase this Merit.
You have an informer buried in one of your Sect’s enemy organizations who funnels you all sorts of information as to what her peers are up to. What you do with the information is up to you, but abusing the knowledge might be a good way to get your informer killed. The other side has spies too….
You’re one of the up-and-comers in the city, a rising star in your Sect. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any vampires in your Sect who aren’t actively opposing your ascent.
You were once blood-bound but have secretly slipped the leash, and you are free to act as you will once more. Your regnant has no idea that you are not in fact bound, and continues to treat you as if you were. At Storyteller discretion, the experience of having been bound once may render you immune to ever being enthralled again. Sabbat vampires cannot take this Merit.
One particular Clan (not your own) has a special liking for you. You might have done the Clan as a whole a favor at some point, or perhaps you’re just a loud voice in support of their aims. Whatever the case, you’re at -2 difficulty on all friendly Social rolls involving members of the Clan in question. Of course, the reaction your cozy relationship with another Clan is likely to draw from your own Clan leaders is an entirely different can of worms.
The ruling vampires of the city value you and your opinions. You are called in to consult on decisions, and your recommendations carry great weight. Your position may not be an official one, but it’s powerful nonetheless.
Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura.
Normally vampires can only seal the wounds they inflict from feeding by licking them. With but a touch, you can achieve the same effect, closing the puncture wounds left by drinking blood.
With rare exceptions, animals usually despise the Kindred. Some flee, others attack, but all dislike being in the presence of a vampire. You have no such problem. Animals may not enjoy being in your company, but they don’t actively flee from you.
You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other Clans. The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you. You may never learn magical Disciplines such as Thaumaturgy and Necromancy.
The tell-tale black streaks of diablerie do not manifest in your aura.
You can take one additional Discipline (Storyteller discretion) as if it were a Clan Discipline. All costs to learn that Discipline are paid out as if it were native to your Clan. A character cannot take this Merit more than once, and Caitiff vampires cannot take this Merit.