It's VDA Merits, but the Setite in Conspiracy leans heavily on having Sweet Blood and Sanctifying Kiss, so her blood has a wine-like taste and she can put people a step toward blood bond with a Kiss. (ELY), Vitae Sink (Ghoul) For whatever reason, you metabolize vitae more quickly than other ghouls do. Many will question your Sire and possibly ridicule him for choosing you. Although you never deliberately do anything to harm yourself, you do tend to hinder yourself at awkward times. Wings of this size can fold back like an elaborate cape, but they cannot be concealed without supernatural methods. If it is lost, the anxiety this causes you interferes with your nightly existence. It requires a Perception + Alertness roll (difficulty 8) to notice the slight taste of your blood. In this respect they are as helpless as mortals. In most circumstances, you find that your curiosity easily overrides your common sense. The number of successes determines how much meaning can be gleaned from the sign. Naturally, neither of you may do anything which endangers your side of the clan without incurring the considerable wrath of your superiors. In fact, if you had the choice, you would choose the trash. You always seem to be the first to rise and the last to go to bed even if youve been out until dawn. Example: the character may make a significant variation in one of the Protean shapes, (as long as it is still a shape traditionally associated with Vampires), such as becoming a black cat instead of a wolf. The more inhabited it appears to be, the more attention it will garner. These dice may only be used on yourself. You should work with the Storyteller to find an explanation for this Merit, and the Storyteller may disallow this Merit entirely if she so chooses. Whenever someone you know performs an act that appears selfless, you must make a successful Self-Control roll to resist branding them a traitorous, implacable enemy bent on your destruction (and taking appropriate actions again such a monster!). randomize. Eventually, he will no longer be your exact double. Passions may burn brightly; but as they say, revenge is served best cold. (PGS). It is considered less prestigious, less trustworthy, or ineffective. 3-pt is more severe: a congenital health condition (for mortals), or a crippling physical deformity. Merits and Flaws: anything that +/- Difficulty is more powerful than bonus dice. If a situation arises in which you should be killed, you actually survive, though you may be worse for wear. If you are not wounded, then those who are under your medical care will heal at your enhanced rate as well. Playing as a Vampire requires knowledge of your enemies. If this information becomes known among other elder vampires you will be shunned, or perhaps even put to the sun. You are easily seduced and often exhibit very poor judgment when dealing with sexually attractive people. Valuable Secret (1 - 3 Merit) Others would kill or die to know this secret the character guards. You turned traitor on the Camarilla, Followers of Set, or some other vampire group. Well-Traveled The character has traveled all over the globe, seen many different cities, and met a great number of Kindred. Although you have by no means achieved this exalted state of being, you are more aware of the proper approach than the vast majority of your kind will ever be. Tzimisce-Specific Merits and Flaws. While these insects normally buzz passively about you in a thick cloud, you may command them in a limited fashion. The character will be able to touch and see him if in the Underworld, but in the Skinlands only the wraith will be able to contact the character unless the character has rituals or powers that allows her to see and interact with the Shadowlands from the Skinlands. You are more likely to frenzy if you do not get your fix for the night; the difficulty of all frenzy rolls increases by two. (PGS), Marhime (Ravnos) You have committed some grievous crime against the Rom, and are now shunned by their families (including the Ravnos). You must never reveal this secret or you will be in deep trouble (PGS), Special Responsibility You have some sort of duty that you are required to perform for the entire pack. (CB:Tor1), Ruse of the Wolf's Clothing In animal form only, the vampire still smells alive, even to the super-sensitive nostrils of the Lupines. Contains full rules for play, inspired by Vampire: The Masquerade 20th Anniversary Edition. Merits and Flaws are divided into four categories: physical, mental, social and supernatural. You have seen enough to know that nothing is ever truly new: the same events and so-called passions are merely replayed again and again, with only the faces and names shifting as the many, many years go by. The more often he use your ties, the weaker they grow. You cannot request or induce a prophetic vision; they come on their own. The servants, if he has any, are provided for if you choose this Merit. This prestige could greatly aid you when dealing with elders acquainted with your Mentor. You are most certainly an easy target for blackmail, and you must always be alert to the signs of other Kindred searching for information about your sire and his untimely demise (or "disappearance"). (3 pts.) Only mortal with a Humanity of seven or higher may purchase (or keep) this Merit. You still suffer full wound penalties at Wounded and . These modifications are permanent unless shaped away by further Vicissitude. Unfortunately, your former paramour did not take the ending of the affair well, and has apparently developed a strong antipathy for you. Pure Blood The Curse of Caine runs strongly in your veins. Surely you cannot be guilty of any wrongdoing! (GFA), Approved Friendship You have a friendship with a non-Sabbat, either mortal or Kindred, that you are allowed to keep for some reason. The Storyteller should decide whether you know who your enemy is at the start of the game, though you may do what you can to find out. (Cb:L1), Inbred (1 - 5 Flaw) A common occurrence among the incestuous Giovanni clan, inbreeding can take many forms, and this Flaw is best discussed with the Storyteller before a player takes it for her character. The Storyteller may lower the difficulty level for anyone attempting to surprise the character from 1 - 3 points depending on the specific nature of the situation. This may be used only once per story on a particular target. Originally posted by Eddy on the V20 Blog. You shrug off damage easier than most. You can drool blood, pop your eyes out to double their width, spontaneously grow and burst boils on your flesh, extend you tongue three feet out of your mouth, etc. You may purchase Blood Affinities, or other Gypsy-only abilities from World Of Darkness: Gypsies. You may ask for her help in times of need, but she may not always be able to help. Supernatural methods of tracking you, such as with Auspex, have a chance, but with greater difficulty (+2 diff). It isnt so much that youre fair or quick of wit (though you may be) you simply possess a certain animal charm that few can resist. You leave no trail to follow as the earth swallows your footprints, and the trees and grasses cover your scent. Special Gift (1 - 3 Merit) Your sire gave you a valuable gift after the Embrace. And I probably wouldn't make a Tremere without Eidetic Memory. Sanctity This Merit is sometimes called the halo effect; everyone considers the player pure and innocent, though not necessarily nave. (CB:Tor1), Clear SightedYou can see through all levels of Kindred Obfuscate, Chimerstry, and other related Disciplines or Gifts with a Perception + Alerness roll (difficulty of the opposing power's level + 3). The exact nature of the ability should remain somewhat mysterious to you, though you have some say in what the ability is. This is a pre-editing draft, so take that for what you will. Additional Discipline definitely has its appeal, I admit. (PGS). (INQ). Every one of your accomplishments or triumphs will eventually become soiled or fail in some way. You are expected to carry this powerful draba until you sire your own progeny, then pass the gift to her. (INQ). Non-Aggravated damage (normally an irrelevant distinction for mortals, who have no supernatural means of healing damage) heals as though it is one wound level less. Even better, you heal more quickly. You see everything as an omen or a sign from God, devils and angels are everywhere, and you just can't read the Good Book too many times. These visions will range from the obvious to the symbolic; the exact nature and effect of the visions is up to the Storyteller. (CB:R1), Addiction (Vampire) You are addicted to some substance in addition to the blood. In return, she knows the same about you. (PGS), Aging (Mortal)You are not as spry as you used to be; you must lower any one Physical Attribute score (your choice) by one point. People are bound to talk about such a distinctive individual, and such talk may not always be in a characters best interests. However, he may also call upon you for aid some day. She can be of any Tradition, Craft, or Convention but most likely is a member of the Euthanatos or Verbena. Your relatives may or may not approve, depending on the whys and wherefores of your ghouling. Perhaps its your pheromones. Sanguine Incongruity Giovanni manifesting this peculiar trait are quite rare - there are fewer than a dozen reported instances. You begin the game with an Appearance rating of 1, and raising your Appearance costs double the usual number of experience points. All costs to learn that Discipline are paid out as if it were native to your clan. This may not be taken with the flaw Visible Eye. He must also be a good actor. Lasombra cannot take this Flaw. You still have much to prove before you will be an accepted member. Prestigious Mentor Your Mentor had or has great Status among your Tradition, and this has accorded you a peculiar honor. It may not affect all of them all the time, but it does so regularly. You are even able to move quietly over dry leaves. Any time your character heads out on the town, the Storyteller can make a Perception test on your characters behalf (difficulty 6). Vampires reading your aura via Auspex assume you to be Kindred unless they have strong reason to suspect otherwise. The swarm does no actual damage, but any being caught in the swarm must make a Willpower roll (difficulty 7). Aura of the Wyrm You radiate corruption to such a degree that any Garou in the locale are drawn towards you. (CB: NOS1), Pale Aura (Ghoul) Due to some quirk of fate or your reaction to the Blood, your aura is naturally pale. Under Kindred law, both you and your childer may be subject to a Blood Hunt should other vampires discover your secret. These come courtesy Monica Speca, of the wonderful 1d4cast and the award-winning Gaming as Women. Tough as Nails You come from hardy, thick-skinned stock, or perhaps the gods have favored you. While not everyone will simply surrender authority to you, they will usually consent to "follow your lead." You must have a Humanity of 8 or higher to have this Merit (ELY), Fist of GodWith this Merit, sometimes called the "Witch-Hammer," you can cause aggravated damage to a Kindred or other supernatural creature by simply striking her. Your vampire spouse is your equal in terms of power and status. Nosferatu Caitiff You were Embraced by a Nosferatu, but failed to meet the standards of even that clan, and were subsequently rejected by your sire. (INQ), Recently Arisen You have been lying in a state of torpor until very recently. To notice someone without a reflection in appropriate locations that might reveal a reflection, the Player will need to roll Perception . Personal Aura You do not project the aura associated with your road. (GFA). You may declare your love for one another openly, although you risk becoming an outcast - or worse. InnocentYou convey an aura of childlike innocence. Whenever the character is about to act in a way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said action. This document is pretty straight-forward. You begin play with a temporary Glamour score of 0, regardless of your starting permanent Glamour. Both of you receive the benefits of the True Love Merit for one another. You are able to draw advice from these omens, for they provide hints of the future and warnings for the present. For ghouls, being Kinfolk can be an advantage or a hindrance. You also receive a +1 to the difficulty level of any checks made when attempting to influence such Kindred. (PGS), Foul Blood Your blood tastes truly awful. (ELY), Faerie Hatred The character is hated by the Fae. Enchanting VoiceYou have an almost magical voice, beautiful beyond words. Some visions may be precognitive, while others might be warnings or advice. The student is most likely a neonate or an Ancillae. For whatever reason, animals are jittery around you, including any hounds used to guard your Cenaculum. Unblooded You never received any ritual of blooding from your sire or other warriors, and so your training is at a standstill. (ELY), Diabolist, Known You have committed diablerie at least once to achieve your current position of power. (GFA), Charmed Samadji (Ravnos; 1 - 4 Merit) Your family or sire has gifted you with an item of power. This Flaw is made truly effective with good and accurate roleplaying, though the Storyteller can enforce it through frenzies. Although you can pass as older than you actually feel, you have difficulty dealing with complex situations. Al those you try to Embrace die. Merits/Flaws (oWoD) Edit Contents 1 Psychological 1.1 Merits 1.2 Flaws 2 Mental 2.1 Merits 2.2 Flaws 3 Perception 3.1 Merits 3.2 Flaws 4 Aptitudes 4.1 Merits 4.2 Flaws 5 Supernatural 5.1 Merits 5.2 Flaws 6 Mortal Society 6.1 Merits 6.2 Flaws 7 Physical 7.1 Merits 7.2 Flaws 8 Specific, or Restricted Merits & Flaws 8.1 Vampire: The Masquerade This can have a very detrimental effect when trying to pass as human. Healing Touch (Caress) Normally vampires can only seal the wounds they inflict by licking them. v20 Classical Age - Secrets of Unlife: the Revised Merits and Flaws Compendium. (TE). Unrepentant Beast The Beast leaves its mark on you long after it has run its course and had its way with you. During periods of the full moon, your Strength, Dexterity, and Stamina are increased by half again. You will never rise in Clan Prestige, and you are the equivalent of an anarch. (CB:G1), Vulnerability to Silver (Vampire) You suffer aggravated wounds from silver, just like a werewolf. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. This makes you a curiosity for some Kindred and desirable to a Malkavian who is looking for some of the "quick inspiration" that can be taken from your blood. (CB:R1), Childe, Loyal Your childe's loyalty goes beyond any Blood Bond, being born of true affection and admiration. The least successful of the two rolls is the actual result of your action. This merit should not be used ot cause problems in the game, but to intensify the experience through additional drama. (INQ). The Storyteller decides the exact value of whatever geas you choose. This creature may be a mage, a werewolf, a changeling, a wraith, or something even more unusual. The Storyteller creates the ghoul character, but should not reveal Trait scores and other game-sensitive information to you. Mechanically, V20 dice system is about 40% chance success per dice - this includes 1s subtract. When acting on "home soil" (your main haven, not auxiliary havens), you gain an additional die to all your Dice Pools. All difficulty of rolls that involve acquiring money through business are reduced by 2. (CG:S). As a rule, the Tzimiscse make sufficient cosmetic alterations to ruin the looks of all their battle-ghouls, even those whose modifications are not in and of themselves hideous. Charmed Samadji (Ravnos; 1 - 4 Merit) Your family or sire has gifted you with an item of power. These modifications are permanent unless shaped away by further Vicissitude. The reason relates to some great heroic action that possibly saved many of their unlives. Not only does your childe not aid you in your dealings with other Kindred, he actively works toward your detriment. Pack Disgrace You have done something that has brought shame to your pack and you personally. As a rule, the Tzimiscse make sufficient cosmetic alterations to ruin the looks of all their battle-ghouls, even those whose modiciations ar enot in and of themselves hidesous. (PGS), Paramour, Jilted ( 1 - 3 Flaw) You had a long-term relationship (minimum 50 years) with a fellow Kindred. You may not take any Resources. People find it hard to avoid them. (DSBH). (PGS), Stench Few Nosferatu smell good, but you reach a new nadir of odiferousness. (DSBH), EcumenistAlthough you are steadfast in your own faith, you recognize the workings of the Holy Spirit, which "bloweth where it listeth," in other religions. You are crude, rude, and socially unacceptable, forever a Philistine. You are now safe from pain. You may have gifted them with favors or material items sometime in the distant past, or just last week, but they now owe you a debt. Your vampire has the following merit (s): Sanctity. This includes all supernatural Disciplines as well. NOTE: You may not take a Family Enmity with the Tsurara or Ravnos families. (INQ), Virulent Strike (Ghoul) Through strange Thaumaturgical sorcery, unknown rituals or even an odd quirk of your ghoul physiognomy, you have been imbued with the power of the supernatural You can cause aggravated damage to supernatural creatures by striking them, biting them, raking them with bonecrafted spurs - whatever. Inbred may or may not be immediately discernable though their point cost should be relative to their magnitude. The player has a saint-like quality that is hard to pinpoint but cannot be denied. He still attempts to play on your sympathies for old times sake while working against you. As a rule, the Tzimiscse make sufficient cosmetic alterations to ruin the looks of all their battle-ghouls, even those whose modification are not in and of themselves hideous. You may make yourself more sensitive to them through ascetic practice, but you can never consciously induce a vision. Vicissitude Modifications (Ghoul) Although you may not be talented at the Tzimisce forms of fleshcrafting and boneshaping, at some point you have been modified into a more warlike form. The trustees and important officials serve his interests. Either you never bothered to save anything over the years, or you throw away any accumulated wealth for your own, obscure reasons. Inbred (1 - 5 Flaw) A common occurrence among the incestuous Giovanni clan, inbreeding can take many forms, and this Flaw is best discussed with the Storyteller before a player takes it for her character. Elysium Domain The character controls some part of the city's Elysium. (INQ). List of Merits and Flaws (Storyteller System), Do Not Sell or Share My Personal Information. This individual would like to see you out of the pack and possibly destroyed; perhaps just because he doesn't like you or perhaps for a good reason. (CB:TOR1), Greater Colors The vampire sees colors more distinctly and with greater definition. Examples follow: If you pass on a secret you were entrusted with, your betrayal will come back to harm you in some way. The exact nature of the duty can be anything. Merit) . This not a facility for blessing or cursing, or an ability that can be ruled by any conscious control. I took the Merits and Flaws from Vampire Revised, added in the Merits and Flaws from Guide to the Camarilla and Guide to the Sabbat, and revised them as much as possible to be more universally applicable where it made sense (as well as reorganizing them). (GFA), Capable Assistant The character has another vampire who acts as her right hand in everything. However, Inquisitors and other hunters with this Merit are free from this restriction; they may use their Faith unfettered by any such psychological or religious crutch. Your pack watches you like a hawk and limits your actions. Although dangerous, any weaponry causes normal damage only; despite its horrid appearance, your arsenal is still only mortal flesh and bone. She has gotten a lot of mileage out of it, being seductive (in a butch way) to start with. Folk who are not swayed by your charms often hate you for possessing them. 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). The physical category describes Merits or Flaws that deal with a character's physical makeup or abilities, while the mental category addresses intellectual abilities or pat- terns of behavior. You are constantly alert for signs that one or more of your acquaintances are actually seeking to commit diablerie upon you, stake you, or worse. Whenever you are in any social encounters, you have a 1-die penalty. Iron's Curse [Kinain] You are sensitive to cold iron as a true changeling. Vicissitude Modifications (Ghoul) Although you may not be talented at the Tzimisce forms of fleshcrafting and boneshaping, at some point you have been modified into a more warlike form. Vicissitude 3 (Bonecraft) can be used to forcibly cause them to shrink, but the process is painful and the fangs will return the next night. Charmed ExistenceYour unlife is somehow protected, and you do not face the perils that others must. In addition, Phralmulo characters need not pick a specific crime as their weakness; the phralmulo show a general (but compulsive) contempt and disregard for all the laws of the gaje. Vicissitude Modifications (Ghoul) Although you may not be talented at the Tzimisce forms of fleshcrafting and boneshaping, at some point you have been modified into a more warlike form. Such bonds can be same sex or opposite sex, and there is no way to predict who your twin will be. Only warrior Salubri can take this flaw. (DSBH). If purchased as a Merit, then you are still on amicable terms with your relatives (Garou and Kinfolk alike). (INQ). Vicissitude Modifications (Ghoul) Although you may not be talented at the Tzimisce forms of fleshcrafting and boneshaping, at some point you have been modified into a more warlike form. While your packmates may still be groggy, you tend to be awake and aware. Though this does draw unwanted attention sometimes, you always manage to extricate yourself from unwanted situations. (GFA), Patagia You have grown large flaps of skin under your arms, like those of a pterodactyl or flying squirrel. Even if your heritage has no other effect on you (in terms of Merits and Flaws, Attributes, or otherwise), you have what you and others believe to be a blotch on your soul. Opponents who bite you in combat must make a Willpower roll (difficulty 6) or spend the next turn retching and gagging; the idiot who actually tries to commit diablerie upon you must make a Willpower roll (difficulty 9) and score three successes to complete the process. You are particularly fond of Kindred who realize their lesser standing in the face of your obvious superiority, although you tend to view any who speak well of you as more intelligent and deserving than most. If the Storyteller imposes penalties on other mortals for sleep deprivation (1 or 2 die penalties are suggested), then you are exempt. If the need should arise, you are expected to kill your contact to protect the Sabbat or prove your loyalty. Seeing an omen or sign requires a simple roll using Perception + Occult (difficulty based on the degree to which the sign is hidden; the most obvious have difficulties of 5). (DSBH), Enlightened (1 - 7 Merit) You have taken at least the first few steps on the steep and complex road to Golconda. You might have had a distant ancestor who was burned at the stake for practicing witchcraft, or another relative is believed to have become one of the children of Caine, or lycanthropy is said to run in your blood. Inquisitors with this Flaw cannot use Theurgy (or Thaumaturgy), since their will is too weak for it. This geas may be a family curse or duty that you have inherited, or it may have been imposed on you by a changeling using the Sovereign Art. ), Paranoia, Limited You know that there are many vampires, hunters, Garou, and the like who would love to destroy you. You might not even know that your beloved liege is hated at all; after all, who could dislike such a wonderful creature as she? The exact nature of this Flaw should be worked into the elder character's memoirs.(ELY). (PGS), Patience You have learned the wisdom of patience in all things. There is something about your voice that others cannot ignore. (PGS), Pack Enemy You have made an enemy within your pack. Eat Food You have the capacity to eat food and even savor its taste. (NOS). (Cb:L1). Surreal Beauty You are blessed with unspeakable beauty that supersedes most peoples notions of loveliness and a sense of grace and dignity that makes you undeniable. The number of points in Prestation Gift must be determined by both the player and Storyteller, based on the number and magnitude of the debts owed you, and the importance of the Kindred who owe them. You must be fed every two weeks, rather than every month, or lose all supernatural traits and revert to a human once more. For a vassal, the domitor triggers this penalty; for revenants, any vampire known to be Sabbat may easily influence a ghoul with the Flaw. In all cases, your skill is not as impressive as your delivery. Most newer books are in the original electronic format. The "Revised Merits and Flaws Compendium" is precisely the weapon that your characters will need to protect themselves from the Jyhad, that your take advantage from the unprepared and break them all. You are allowed to keep this contact as long as there are no complications. Ecclesial Rank (1 - 3 Merit)In addition to being a member of the Society of Leopold, you are also a member of the Roman Catholic hierarchy. In besting this individual, yougo to the extremes, and he behaves similarly towards you. (PGS). This childe is loyal, and often serves as both an information font and protection. Asking this because I want to know if vampire 20th anniversary edition has any cool merits and flaws. If they haven't already, certain elders can be expected to use their information to force you to back their causes. These modifications are permanent unless shaped away by further Vicissitude. (CB:Tor1). The Inbred Flaw cover all manner of physical, mental, and emotional defects. If the roll fails, the victim loses two dice from her Dice Pool that turn; if it botches, she may take no action whatsoever. You are always assigned the most dangerous missions and you are always at the front of the fray. Youre great at it. (DSBH), Eye for Beauty You are a natural critic. This is only a small area, one easily hidden, such as a patch of skin on your shoulder. You receive a +3 difficulty modifier on any Social roll involving elder Kindred who know your secret. The cost of this Merit depends upon the power and position of the childe. Only vampires with two or more dots of Valeren/Obeah may purchase this Merit. Your work is never good enough to suit you. How you pay for them, though, varies based on which edition you're playing. Those possessing it do not bear the Curse of Lamia; their Kiss causes no more damage than the blood loss itself. Your domitor treats you with some measure of compassion and does not casually endanger your life. When you do fail, you quickly find someone or something else to blame. . (PGS). Design your Samadji with the Storyteller, who will assign a final value to it. The ability has an estimated power level similar to a Level Three Discipline. Error: No match for email address or password. The value or this Flaw is based on how great a favor is owed for example, if the person saved your life, thats usually a three-point Flaw. You are able to land on your feet from a fall virtually every time. Each success on this roll subtracts one from the opponents Dice Pool for any action taken next turn (the opponent is so repulsed and horrified by your antics that concentration is broken).
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