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Posted: Thu Jun 22, 2006 6:08 pm
Merits and Flaws
Merits and Flaws can be selected only during character creation and are purchased using freebie points. Each Merit has its own point cost, while each Flaw has a point value which adds to the amount of freebie points a player can spend during the creation process. (Example, if you took a three point flaw for your character it would give you three more freebie points to spend) A character may take as many Merits as the player can afford, but no character may have more than nine points' worth of Flaws (which would give a character a total of 34 freebie points to spend in other areas). Merits and Flaws are divided into four categories: physical, mental, social and supernatural. 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 patterns of behavior. The social category comprises relationships and individual status in Kindred or mortal society, while supernatural Merits and Flaws concern the paranormal abilities of vampires and the way they interact with the physical world. Storytellers are encouraged to create their own Merits or Flaws, ones appropriate to their chronicles.
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Posted: Thu Jun 22, 2006 6:25 pm
Physical Acute Sense (1-pt. merit)One of your senses is exceptionally sharp, be it sight, hearing, smell, touch or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. This Merit can be combined with the Discipline Auspex to produce superhuman sensory acuity. Ambidextrous (1-pt. merit)You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. You must still use the rules for taking multiple actions, but will not suffer a difficulty penalty if, say, you use two weapons or are forced to use your off hand. Eat Food (1-pt. merit)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 maintaining the Masquerade. Without this ability you'll most likely have to go throw up anything you've eaten, shortly after you've eaten it. Catlike Balance (1-pt. merit)You possess an innately perfect sense of balance. Characters with this Merit reduce difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two. Blush of Health (2-pt. merit)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. Enchanting Voice (2-pt. merit) There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thunderous, gentle, persuading or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to persuade, charm or command are reduced by two. Daredevil (3-pt. merit)You are good at taking risks, and even better at surviving them. When attempting exceptionally risky actions (such as leaping from one moving car to another), 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. Generally, such actions must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed. Efficient Digestion (3-pt. merit)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. Huge Size (4-pt. merit)You are abnormally large in size, at least 6'10" and 300 pounds in weight. Aside from making you extremely noticeable in public, this extra mass bestows an additional Bruised health level. Characters with this Merit may also gain bonuses to push objects, open barred doors, avoid being knocked down, etc. Smell of the Grave (1-pt. flaw)You exude an odor of dampness and newly turned earth, which no amount of scents or perfumes will cover. Mortals in your immediate presence become uncomfortable, so the difficulties of all Social rolls to affect mortals increase by one. Short (1-pt. flaw)You are well below average height - four and a half feet tall or less. You have difficulty reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of a normally proportioned human. Hard of Hearing (1-pt. flaw)Your hearing is defective. The difficulties of any die rolls involving the use of hearing are increased by two. 14th Generation (2-pt. flaw)You were created five or fewer years ago by a member of the 13th generation. Though you have 10 blood points in your body, only eight of them may be used to heal wounds, power Disciplines, raise Attributes, etc. Obviously, taking this Flaw precludes you from taking the Generation Background, and you may not start with Status, either. You are likely a clanless Caitiff, for your blood is probably too thin to pass down the distinguishing characteristics of a clan. Most 14th-generation vampires should also take the Thin Blood Flaw. Infectious Bite (2-pt. flaw)You lack the enzymes that allow most Kindred to seal the wounds caused by their feeding. You may not automatically lick the wounds of your feeding closed. In fact, your bites have a one in five chance of becoming infected and causing mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller. Bad Sight (1- or 3-pt. flaw) Your sight is defective. The difficulties of any die rolls involving the use of your eyesight are increased by two. As a onepoint Flaw, this condition can be corrected with glasses or contacts; as a three-point Flaw, the condition is too severe to be corrected. One Eye (2-pt. flaw)You have only one eye - which eye is missing is up to you. The difficulties of all Perception rolls involving eyesight are increased by two, and the difficulties of all die rolls requiring depth perception are increased by one (this includes ranged combat). Disfigured (2-pt. flaw)A hideous disfigurement makes your appearance disturbing and memorable. The difficulties of all die rolls relating to social interaction are increased by two. You may not have an Appearance rating greater than 2. Krome's Note: Nosferatu may not take this flaw as they're this way by nature. Child (3-pt. flaw)You were a small child (between five and 10 years old) at the time of your Embrace, leaving your Physical Attributes underdeveloped and making it difficult to interact with some aspects of mortal society. You may not have more than two dots in Strength or Stamina, except when raising Physical Attributes with blood points, and the difficulties of all die rolls when attempting to direct or lead mortal adults are increased by two. Characters with this Flaw must also purchase the Short Flaw. Deformity (3-pt. flaw)You have some kind of deformity - a misshapen limb, hunchback, clubfoot, etc. - which affects your physical abilities and interactions with others. A hunchback, for instance, would lower a character's Dexterity by two dots and increase the difficulty of die rolls relating to social skills by one. It is the responsibility of the Storyteller to determine the specific effects of the deformity chosen. Krome's Note: Nosferatu may not take this flaw as they're this way by nature. Lame (3-pt. flaw)Your legs are damaged, which prevents you from running or walking easily. You are forced to walk with a cane or possibly leg braces, and have a pronounced limp to your stride. Your walking speed is one-quarter that of a normal human, and running is impossible. Monstrous (3-pt. flaw)Your physical form was twisted during the Embrace, and now reflects the Beast that rages inside you. Characters with this Flaw appear to be savage monsters and have Appearance ratings of zero. Even Nosferatu have difficulty interacting with such individuals. Permanent Wound (3-pt. flaw)You suffered injuries during your Embrace which your transformation somehow failed to repair. At the beginning of each night, you rise from sleep at the Wounded health level, though this may be healed by spending blood points. Slow Healing (3-pt. flaw)You have difficulty healing wounds. It requires two blood points to heal one health level of normal damage, and you heal one health level of aggravated damage every five days (plus the usual five blood points and Willpower expenditure). Addiction (3-pt. flaw)You suffer from an addiction to a substance, which must now be present in the blood you drink. This can be alcohol, nicotine, hard drugs or simply adrenaline. This substance always impairs you in some fashion. Mute (4-pt. flaw)You cannot speak. You may communicate with the Storyteller and describe your actions, but cannot talk to player or Storyteller characters unless everyone concerned uses Linguistics dots to purchase a commonly understood sign language or you write down what you wish to say. Thin Blood (4-pt. flaw)Your blood is thin, weak and does not sustain you well. All blood point costs are doubled (e. g., using blood-related Disciplines or healing damage), and you are unable to create a blood bond. Furthermore, efforts to sire other vampires succeed only 20% of the time. Disease Carrier (4-pt. flaw)Your blood carries a lethal and highly contagious disease. The disease can be anything from rabies to HIV, and Kindred who drink your blood have a 10 percent chance of becoming a carrier as well. You must spend an extra blood point each night on awakening, or you will begin manifesting symptoms of the disease (increased chance to frenzy for rabies, reduced soak rolls for HIV, etc.). Deaf (4-pt. flaw)You cannot hear. While you may ignore some applications of Dominate, you may not listen to electronic or vocal media, and the difficulties of many Alertness rolls are increased by three. Flesh of the Corpse (5-pt. flaw)Your flesh does not fully regenerate itself once it is damaged. While you are able to heal yourself to the point of regaining full functionality, your skin still retains the cuts, tears, bullet holes, etc., which you have incurred. Depending on the nature of the damage, this Flaw will make social dealings exceedingly difficult. Blind (6-pt. flaw)You cannot see. Characters can compensate for the loss of vision by becoming more sensitive to other sensory input, but visual cues and images are lost to them. Actions involving hand-eye coordination are very difficult to perform, especially under stressful conditions. Difficulties of all Dexterity-based rolls are increased by two. Oddly, vampires with Level Two Auspex (Aura Perception) are still able to use this ability, thought the information is interpreted via the other senses.
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Posted: Thu Jun 22, 2006 6:46 pm
Mental Common Sense (1-pt. merit)You have a significant amount of practical, everyday wisdom. 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 is a very useful Merit to give to beginning players unfamiliar with the game. Concentration (1-pt. merit)You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e. g., loud noises, strobe lights, hanging upside down). Time Sense (1-pt. MERIT)You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device. Code of Honor (2-pt. 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 follow it strictly. Characters with this 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 situations that might force them to violate their code. Eidetic Memory (2-pt. merit)You remember, with perfect detail, things seen and heard. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect. Light Sleeper (2-pt. merit)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/Path restricts the number of dice available during the day. Natural Linguist (2-pt. merit)You have a flair for languages. You may add three dice to any dice pool involving written or spoken languages. Calm Heart (3-pt. merit)You are naturally calm and do not easily fly off the handle. You receive two extra dice when attempting to resist a frenzy. Brujah may not take this Trait. Iron Will (3-pt. merit)When you are determined and your mind is set, nothing can thwart you from your goals. When you are affected by a Dominate power, you may spend a point of Willpower to shake off the effects. In addition, you receive three extra dice to resist the effects of any mind-altering magic, spell or Thaumaturgy path. This Merit does not affect Presence or other powers dealing with the emotions. Deep Sleeper (1-pt. flaw)When you sleep, it is very difficult for you to awaken. The difficulty of any die roll to awaken during the day is increased by two. Nightmares (1-pt. flaw)You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you are locked in a nightmare. Phobia (2-pt. flaw)You have an overpowering fear of something. Spiders, snakes, crowds and heights are examples of common phobias. You must make a Courage roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller, and if you fail the roll you must retreat from the object. Prey Exclusion (1-pt. flaw)You refuse to hunt a certain class of prey. You might refuse to feed upon drug dealers, or policemen, or accountants, or rich people - if you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller's discretion. Ventrue, owing to the limitations imposed on their feeding by their clan weakness, may not take this Flaw. Shy (1-pt. flaw)You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Difficulties for all rolls involving social interaction with strangers are increased by two. If the character becomes the center of attention in a large group, difficulties are increased by three. Soft-hearted (1-pt. flaw)You cannot stand to watch others suffer. You avoid any situation that involves causing someone physical or emotional pain, unless you make a Willpower roll (difficulty 8 ). You must have a Humanity rating of 7 or above to take this Flaw. Speech Impediment (1-pt. flaw)You have a stammer or other speech impediment that hampers verbal communication. The difficulties of all die rolls involving verbal communication are increased by two. You must roleplay this Flaw whenever possible. Short Fuse (2-pt. flaw)You are easily angered. Difficulties to avoid frenzy are two greater. Brujah vampires cannot take this Flaw, as they already suffer from a similar malady. 3480190 Territorial (2-pt. flaw)You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory uninvited, you must make a frenzy roll. If you fail, you immediately attack the interloper and continue attacking until the intruder is dead or has left your hunting grounds. You are reluctant to leave your territory except in desperate circumstances. Vengeful (2-pt. flaw) You have a score to settle, incurred either during your mortal days or after the Embrace. You are obsessed with taking your revenge on an individual or group, and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending a Willpower point. Amnesia (2-pt. flaw)You are unable to remember anything about your past, yourself or your family, though your past might well come back to haunt you. Your origins and the circumstances behind your amnesia are for the Storyteller to determine, and she is encouraged to make it as interesting as possible. Lunacy (2-pt. flaw)You are affected by the phases of the moon, increasing your chances to frenzy. Under the crescent moon, difficulties to avoid frenzy increase by one. Under the half or gibbous moon, difficulties rise by two. When the moon is full, difficulties increase by three. Weak-willed (3-pt. FLAW)You are highly susceptible to Dominate and intimidation by others; Dominate attempts automatically affect you unless the Discipline wielder is of higher generation, and your difficulties to resist Social abilities such as Intimidation or Leadership, as well as mind-altering spells or magic, are increased by two. Your Willpower Trait may never rise above 4. Conspicuous Consumption (4-pt. flaw)It is not enough for you to draw nourishment from the blood of mortals - you believe you must also consume your victim's heart, liver and other blood-rich tissue. Of course, this will necessitate the deaths of all of your victims (unless you are extremely creative), which might lead to numerous problems with the Masquerade and maintaining Humanity. Characters with this Flaw must additionally purchase the Eat Food Merit. Immaculate Aura (1-pt merit) Through some fluke of chance or possibly your iron control, your aura does not give away your insanity. Nor does it shift or swirl, even when you're confused, frenzied, or in a psychotic fit. Attuned Taste (1-pt merit) Whenever you taste blood, you glean one fact about the source, identical to the Level One Path of Blood Power, A Taste for Blood. No blood cost or roll is required, you simply garner information as if with one success. You may still choose to use the Discipline itself in order to gain more specific information, in which case the Discipline's result supercedes the information from this merit. This affinity isn't always beneficial--your character may accidentally taste undercurrents of fear, extraordinary power or poison in vitae, and such tastes can cause nausea or incapacitation at the Storyteller's discretion. This power may not be turned off. Embraced Without the Cup (3-pt merit)You are a Tremere that was drained of blood and embraced, but was never put through the Transubstantiation of Seven. As a result, when your character took the oath, she didn't undertake any steps toward a blood bond with the Counsil of Seven. Your loyalty to clan Tremere is entirely of your own free will. Of course, if any loyal Tremere discovers this little fluke, they'll most likely drag your a** off to correct the problem, as well as probably exposing you to a detailed interrogation as to why you didn't come forward to fix it yourself. Deadened Nerves (4-pt Merit) You have little to no tactile sense. Once of your senses is greatly impaired, resulting in a +3 difficulty to all tactile-related Perception rolls, and the Storyteller may call for a roll to notice even the blatantly obvious; you might not even notice you've been shot without being knocked off your a**. However, the deadened nerves also greatly inhibit any sense of pain you may be experiencing. Action penalty for less than perfect health levels are halved. In short, you take no penalties until at Wounded level (where you only have a 1 die penalty) and at Crippled you only have a 2 die penalty. If the Storyteller is willing, it might be particularly rewarding for her to let you know exactly how badly your character has been wounded. Even if the character gives herself a quick look-over, the Storyteller puts things in only the most general terms (i.e. "There's a number of holds in your chest, but you have no idea whether the bullets are lodged inside or not," "Your left arm refuses to move, although you're not sure why" and so on). This is a fair amount of extra work on the Storyteller's behalf (particularly if in the interest of secrecy, the Storyteller makes all the character's soak rolls in secret), but can add a lot of tension and verisimilitude to the game. Disembodied Mentor (5-pt merit)You have a personal guide and advisor (bought as usual through the Background: Mentor) who exists largely in your own skull. Either way, it's exceedingly hard for your enemies to cut you off from your mentor's counsel, and it's usually pretty easy to call on his advice when needed. Unfortunately, this Merit also has its drawbacks, your mentor can find you whenever he chooses, and can be a real distraction when you're trying to do something he finds irrelevant. You're not freed from the obligations of your relationship, either; you find yourself running errands just as often as any other pupil would, if not more so. Sympathetic Bond (5-pt merit)Although not immune to the bloodbond (and cannot take the Merit: Unbondable), if you DO become blood bound to someone, the regnant becomes blood bound to you at the same strength.
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Posted: Thu Jun 22, 2006 6:53 pm
Social Prestigious Sire (1-pt. merit)Your sire has or had great status in her sect or clan, and this has accorded you with 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 your elders or other neonates, or it might engender jealousy or contempt. Natural Leader (1-pt. merit)You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit. Debt of Gratitude (1-3-pt. merit)An elder owes you gratitude because of something either you or your sire did for her. The depth of gratitude the elder owes depends on how many points the player wishes to spend. One point might mean the elder owes the character a favor; three points might mean that she owes the character her unlife. Dark Secret (1-pt. flaw)You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah in the local Kindred community. This could be anything from having murdered an elder to being a member of the Sabbat. Infamous Sire (l-pt. flaw)Your sire was, and perhaps still is, distrusted and disliked by many of the city's Kindred. As a result, you are distrusted and disliked as well. Mistaken Identity (1-pt. flaw)You look similar to descriptions of another Kindred, which cause cases of mistaken identity. This can prompt numerous awkward or even dangerous situations, especially if your "twin" has a terrible reputation or is wanted for some crime. Sire's Resentment (1-pt. flaw)Your sire dislikes you and wishes you ill. Given the smallest opportunity, she will actively seek to do you harm. Your sire's allies also work against you, and many elders may resent you. Enemy (1-5-pt. flaw)You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of a Methuselah, archmage or other potent supernatural foe). Hunted (4-pt. flaw)You are pursued by a fanatical witch-hunter who believes (perhaps correctly) that you are a danger to humanity. All those with whom you associate, be they mortal or Kindred, may be hunted as well. Probationary Sect Member (4-pt. flaw)You are a defector. You turned traitor to the Camarilla, Sabbat, Followers of Set or other vampiric order, and you still have much to prove before you are accepted by the Kindred you have defected to. Elders, ancillae and even neonates treat you with distrust and even hostility, and your reputation might even sully those whom you regularly associate with.
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Posted: Thu Jun 22, 2006 7:00 pm
Supernatural Medium (2-pt. merit)You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, through pleading or cajoling, draw them to your presence. You may call upon them for aid or advice, but there will always be a price. Magic Resistance (2-pt. merit)You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other creeds and orders. The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you. You may never learn the Discipline of Thaumaturgy. Oracular Ability (3-pt. merit)You can 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. When the Storyteller feels that you are in position to see an omen, you will be required to make a Perception + Occult roll, with the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen, the difficulty again relative to the complexity of the omen. Spirit Mentor (3-pt. merit)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 (3-pt. merit)You are immune to being blood bound. Lucky (3-pt. merit)You were born lucky - or else the Devil looks after his own. Either way, you may repeat any three failed rolls per story, including botches, but you may try only once per failed roll. True Love (4-pt. merit)You have discovered, perhaps too late, a true love. He or she is mortal, but is the center of your existence, and inspires you to keep going in a world of darkness and despair. Whenever you suffer, the thought of your true love gives you the strength to 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 and also a hindrance, for your true love may require protection and occasionally rescue. Nine Lives (6-pt. merit)Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. When a roll occurs that would result in your death, the roll is made again. If the next roll succeeds, then you live - and one of your nine lives is used up. If that subsequent roll fails, then another reroll 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. True Faith (7-pt. merit)You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. You begin the game with one point of True Faith (see p. 272); this Trait adds one die per point to all Willpower and Virtue rolls. You must have a Humanity of 9 or higher to choose this Merit, and if you lose even a single point, all your Faith points are lost and may be regained only when the lost Humanity is recovered. Individuals with True Faith are capable of performing magical acts akin to miracles, but the exact nature of those acts is up to the Storyteller. Touch of Frost (1-pt. flaw)Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you are made of ice. Repulsed by Garlic (1-pt. flaw)You cannot abide garlic, and the smallest whiff of its scent will drive you from a room unless you make a successful Willpower roll (difficulty based on the strength of the odor). Cursed (1-to 5-pt. flaw)You are the recipient of a supernatural curse. The strength and pervasiveness of the curse depend upon how many points you wish to incur. Examples follow: - If you pass on a secret you were entrusted with, your betrayal will come back to harm you in some way. (1 pt.) - You stutter uncontrollably when you try to describe what you have seen or heard. (2 pts.) - Tools break or malfunction when you try to use them. (3 pts.) - You are doomed to make enemies of those whom you most love or admire. (4 pts.) - Every one of your accomplishments or triumphs will eventually become soiled or fail in some way. (5 pts.) Cast No Reflection (1-pt. flaw)You actually cast no reflection, just like the vampires of legend. This can have a very detrimental effect when trying to pass as a human. Vampires of Clan Lasombra automatically have this Flaw (and you may be mistaken for one of them if you possess this). Eerie Presence (2-pt. flaw)Mortals have an unconscious awareness of your undead nature, which makes then anxious and ill at ease in your presence. Because of this, difficulties of all die rolls relating to social interaction with mortals are increased by two. Repelled by Crosses (3-pt. flaw)You are repelled by the sight of ordinary crosses, believing them to be symbols of holy might. When confronted by a cross, you must make a Willpower roll (difficulty 9) or flee from the symbol for the duration of the scene. If you botch the roll, not only must you attempt to flee, but the touch of the cross can cause aggravated damage (one health level of damage per turn that the cross touches your skin). This damage cannot be soaked, even if the vampire possesses Fortitude. Can't Cross Running Water (3-pt. flaw)You believe in the old folklore, and cannot cross running water unless you are at least 50 feet above it. Running water is considered to be any body of water at least two feet wide in any direction and not completely stagnant. Haunted (3-pt. flaw)You are haunted by an angry and tormented spirit, most likely one of your first victims. This spirit actively attempts to hinder you, especially when feeding, and does its utmost to vent its anguish upon you and anyone in your presence. The Storyteller determines the exact nature of the spirit, its powers, and whether or not it can eventually be laid to rest. Grip of the Damned (4-pt. flaw)There is no ecstasy in your Embrace - only terror and pain. Mortals upon whom you feed struggle and shriek all the while as you attempt to feed, requiring you to grapple with them for as long as you wish to take their blood. For vampires with high Humanity, this experience may require a Humanity roll, at the discretion of the Storyteller. Dark Fate (5-pt. flaw)You are doomed to experience Final Death or, worse, suffer eternal agony. No matter what you do, you cannot avoid this terrible fate. At some point during the chronicle, your Dark Fate will come upon you. Even more ghastly is the fact that you occasionally have visions of this fate, and the malaise these images inspire requires an expenditure of a temporary Willpower point to avoid, or else you lose a die from all of your actions for the remainder of the night. It is up to the Storyteller to determine the exact nature of this fate, and when it will occur. This is a difficult Flaw to roleplay; ironically, though it may seem as though it removes all free will, the knowledge of one's death can be quite liberating. Light-sensitive (5-pt. flaw)You are even more sensitive to sunlight than other vampires are. Sunlight causes double normal damage, and the light of the moon can cause lethal damage in a manner similar to the sun, though it must shine directly upon you. Even bright lights hurt your eyes, requiring the use of sunglasses. Double Betrayer: (4-pt flaw)You undertook the Vaulderie and now bear the mark of the Betrayer. You have seen been redeemed and welcomed back into clan Tremere's ranks, but the mark will haunt you always. As usual with the mark, all Tremere can see you've betrayed the clan once. Add two to Social difficulties with other Tremere so long as they're loyal to the clan. Tremere unaware of your history will likely assume you're a Sabbat traitor, and might try to capture or destoy you, or at least attempt to inform the pyramid of your whereabouts. Should your character ever lapse in her reports or relapse in bad behavior, you can expect to be hunted down like the Tremere do with other threats. Thaumaturgically Inept (5-pt flaw)You are a Tremere unable to get the "knack" of Thaumaturgy. You effectively add 4 to the normal 3 to difficultyes (maximum 10) to use paths or rituals. You can still learn Thaumaturgy, but it takes real effort. Thaumaturgy still counts as a clan Discipline, though you can begin the story with no more than one dot. Socially, other Tremere regard you as a poor student. You will likely be passed over for promotions or responsibilities because it is perceived you "just don't get it." Stigmata (2-pt flaw) You lose an additional blood point each evening. If you bleed from visible locations (such as the palms), you suffer a +1 difficulty to all Social rolls, although certain vampires may take your prowess as a seer more seriously. Advanced Stigmata (4-pt flaw)As Stigmata, but you also bleed from your eyesockets. This makes it almost impossible to travel within human society unveiled, and very much disturbs other Cainites (the difficulty increase for Social rolls becomes +2). In addition, the constant bleeding interferes with your vision, imposing +1 difficulty to all Perception rolls. Death's Reflection 2-pt flaw You are a Lasombra that casts a reflection, except that it shows the state you would be in if you were dead.
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Posted: Thu Jun 22, 2006 7:55 pm
Derangements
Derangements are behaviors that are created when the mind is forced to confront intolerable or conflicting feelings, such as overwhelming terror or profound guilt. When the mind is faced with impressions or emotions that it cannot reconcile, it attempts to ease the inner conflict by stimulating behavior such as megalomania, bulimia or hysteria to provide an outlet for the tension and stress that the conflict generates. Vampires or mortals receive derangements under conditions of intense terror, guilt or anxiety. If a player botches a Virtue or Willpower roll (for example, when confronted with Rotschreck), the Storyteller may decide that the experience causes a derangement in the character. Other examples of derangement-inducing events include killing a loved one while in a frenzy, being buried alive, or seeing hundreds of years of careful scheming dashed in an instant of bad luck. Generally, any experience that causes intense and unpleasant emotion or thoroughly violates a character's beliefs or ethics is severe enough to cause a derangement. The Storyteller alone determines which derangement a character receives, choosing (or creating) one appropriate to the character's personality and the circumstances of the event that caused the disorder. It must be noted that people who are "crazy" are neither funny nor arbitrary in their actions. Insanity is frightening to those who are watching someone rage against unseen presences or hoard rotten meat to feed to the monsters that live next door; even something as harmless-sounding as talking to an invisible rabbit can become disturbing to observers. The insane, however, are only responding to a pattern known to them, stimuli that they perceive in their own minds. To their skewed perceptions, what's happening to them is perfectly normal - to them. Your vampire's derangement is there for a reason, whether he's a Malkavian who resided at Bedlam before his Embrace or a Ventrue who escaped from five months of torture at the hands of an Inquisitor. What stimuli is his insanity inflicting on him, and how is he reacting to what's happening? The player should work with his Storyteller to create a pattern of provocations for his derangement, and then decide how his character reacts to such provocation. Derangements are a challenge to roleplay, without question, but a little time and care can result in an experience that is dramatic for all involved. Obsessive/CompulsiveThe trauma, guilt or inner conflict that causes this derangement forces the individual to focus nearly all other attention and energy onto a single repetitive behavior or action. Obsession relates to an individual's desire to control her environment -keeping clean, keeping an area quiet and peaceful, or keeping undesirable individuals from an area, for example. A compulsion is an action or set of actions that an individual is driven to perform to soothe her anxieties: for example, placing objects in an exact order, or feeding from a mortal in a precise, ritualistic fashion that is never allowed to vary. Vampires with an obsessive or compulsive derangement must determine a set of specific actions or behaviors, as described above, and follow them to the exclusion of all else. The effects of obsessive/compulsive behavior can be negated for the course of one scene by spending a temporary Willpower point. The difficulty of any attempt to coerce or Dominate a vampire into ceasing her behavior is raised by one. If a vampire is forcibly prevented from adhering to her derangement, she automatically frenzies. Multiple Personalities The trauma that spawns this derangement fractures the victim's personality into one or more additional personas, allowing the victim to deny her trauma or any actions the trauma causes by placing the blame on "someone else." Each personality is created to respond to certain emotional stimuli - an abused person might develop a tough-as-nails survivor personality, create a "protector," or even become a murderer in order to deny the abuse she is suffering. In most cases none of the personalities is aware of the others, and they come and go through the victim's mind in response to specific situations or conditions. When a vampire suffers this derangement, the Storyteller and the player must agree upon how many and what kind of personalities develop, and the situations that trigger their dominance in the victim. Each personality should be relevant to the trauma that causes it. Not only is each personality distinct, but in the case of Kindred, the different personalities might believe themselves to be from different clans and sires. Kindred with multiple personalities can manifest different Abilities and even Virtues for each of their personalities, but it is the Storyteller's responsibility to determine the specific details. SchizophreniaConflicting, unresolveable sets of feelings and impulses can cause a victim to develop schizophrenia, which manifests as a withdrawal from reality, violent changes in behavior, and hallucinations. This is the classical sort of derangement, causing victims to talk to walls, imagine themselves to be the King of Siam, or receive instructions from their pets telling them to murder people. Roleplaying this derangement requires careful thought, because the player must determine a general set of behaviors relevant to the trauma that caused the derangement. The hallucinations, bizarre behavior and unseen voices stem from a terrible inner conflict that the individual cannot resolve. The player needs to establish a firm idea of what that conflict is and then rationalize what kind of behavior this conflict will cause. Kindred with this derangement are unpredictable and dangerous. In situations that trigger a vampire's inner conflict, the difficulties of all rolls to resist frenzy increase by three, and the vampire loses three dice from all Willpower rolls. ParanoiaThe victim of paranoia believes that her misery and insecurity stem from external persecution and hostility. Paranoids obsess about their persecution complexes, often creating vast and intricate conspiracy theories to explain who is tormenting them and why. Anyone or anything perceived to be "one of them" is often subjected to violence. Kindred who suffer from paranoia have difficulty with social interaction; he difficulties of all dice rolls involving interaction are increased by one. They are distrustful and suspicious of everyone, even their own blood bound progeny. The slightest hint of suspicious behavior is enough to provoke a frenzy roll, with the difficulty relative to the degree of the behavior. This paranoia may even extend to complex and rigorous feeding practices, to keep "them" from contaminating the vampire's food supply. Megalomania Individuals with this derangement are obsessed with accumulating power and wealth, salving their insecurities by becoming the most potent individuals in their environment. Such individuals are invariably arrogant and supremely sure of their abilities, convinced of their own inherent superiority. The means of achieving their status can take many forms, from devious conspiracies to outright brutality. Any individual of equal or higher status than the victim is perceived to be "competition." Kindred with this derangement constantly struggle to rise to the height of power and influence, by whatever means necessary. In a megalomaniac's view, there are only two classes of people: those who are weaker, and those who do not deserve the power they have and must be made weaker. This belief extends to everyone around the vampire, including members of her own coterie. This derangement lends an extra die to all of the victim's Willpower rolls, due to her towering sense of superiority. If a megalomaniacal vampire is presented with the chance to diablerize a more potent Kindred, she will be sorely tempted. A Willpower roll (difficulty 10) is needed for the vampire to avoid taking "what is rightfully hers." Bulimia Individuals with bulimia assuage their guilt and insecurity by indulging in activities that comfort them - in this case, consuming food. A bulimic will eat tremendous amounts of food when subjected to stress, then empty her stomach through drastic measures so she can eat still more. In the case of vampires with this derangement, the need to feed is a means of relieving the fear and anxiety endemic to the World of Darkness. A bulimic vampire may feed four or more times a night - gorging herself, burning the blood in pointless (or not so pointless) activity, then starting the cycle again. A vampire with bulimia gets hungry much more quickly than other vampires do. When feeding, a bulimic vampire must make a Conscience roll (difficulty 7). If she fails the roll, she feeds until her blood pool is full, whether the vampire needs the extra blood or not. A vampire who is forcibly kept from feeding risks frenzy (make a frenzy roll, difficulty 6). The difficulty increases by one for every 15 minutes that she is prevented from drinking. HysteriaA person in the grip of hysteria is unable to control her emotions, suffering severe mood swings and violent fits when subjected to stress or anxiety. Hysterical Kindred must make frenzy checks whenever subjected to stress or pressure. The difficulties of these rolls are normally 6, increasing to 8 if the stress is sudden or especially severe. Additionally, any action that results in a botch causes the vampire to frenzy automatically. Manic-DepressionManic-depressives suffer from severe mood swings, sometimes resulting from severe trauma or anxiety. Victims may be upbeat and confident one moment, then uncontrollably lethargic and pessimistic the next. Kindred with this derangement are constantly on a hair trigger, never knowing when the next mood swing will strike. Whenever the vampire fails a task, the Storyteller has the option of secretly making a Willpower roll (difficulty 8 ) for the character. If the character fails the roll, she lapses into depression. Additionally, the vampire will go into depression whenever one other rolls is botched, or if her blood pool ever drops below 2. The Storyteller should roll a die to determine how many scenes the character remains depressed, keeping the number a secret. Vampires in a depressive state have their Willpower ratings halved (minimum 1). In addition, the vampire may not access her blood pool to raise Attributes. Upon emerging from the depressive state, the character is energetic, relentlessly upbeat and active (obsessively so) for a number of scenes proportionate to the time spent in depression. When a vampire is in this manic state, the difficulty of all rolls to resist frenzy is raised by one. FugueVictims suffering from fugue experience "blackouts" and loss of memory. When subjected to stress, the individual begins a specific, rigid set of behaviors to remove the stressful symptoms. This differs from multiple personalities, as the individual in the grip of a fugue has no separate personality, but is on a form of "autopilot" similar to sleepwalking. Kindred suffering from this derangement require a Willpower roll when subjected to extreme stress or pressure (difficulty 8 ). If the roll fails, the player must roleplay her character's trancelike state; otherwise, control of the character passes to the Storyteller for a number of scenes equal to the roll of a die. During this period, the Storyteller may have the character act as she sees fit to remove the source of the stress. At the end of the fugue, the character "regains consciousness" with no memory of her actions. Sanguinary AnimismThis derangement is unique to the Kindred, a response to vampires' deep-seated guilt regarding the act of feeding on the blood of mortals. Kindred with this derangement believe that they do not merely consume victims' blood, but their souls as well, which are then made a part of the vampire's consciousness. In the hours after feeding, the vampire hears the voice of her victim inside her head and feels a tirade of "memories" from the victim's mind - all created by the vampire's subconscious. In extreme cases, this sense of possession can drive a Kindred to carry out actions on behalf other victims. Obviously, diablerie would be unwise for an animist to perform.... Whenever a vampire with this derangement feeds on a mortal, a Willpower roll is needed (difficulty 6, or 9 if she drains the mortal to the point of death). If the roll succeeds, she is tormented by the "memories" of the person whose soul she has partially consumed, but is still able to function normally. If the roll fails, then the images in her mind are so strong that it is akin to having a second personality inside her, an angry and reproachful personality that seeks to cause harm to the vampire and her associates. The player must roleplay this state; otherwise, control of the character passes to the Storyteller, who runs the character as if the mind other victim is in control. During the moments just before dawn, control automatically reverts to the vampire. Desensitization: You lack any capacity for strong emotion. Dominate can still hold power over you, it just has less of an effect on your psyche. Even when blood bound it seems as if your character just "goes through the motions." When in a frenzy, you do so in a chillingly silent paroxysm of violence. You suffer a +2 difficulty on all Humanity, Path, Conscience or Conviction rolls. As well as a one-die penalty on any Social dice pool requiring the need to show emotion or warmth. Lastly, you may never purchase the Performance ability at all. Disassociative Blood-Spending: You have a tendency to spend your blood pool at in opportune times--increasing strength during a round of drinks, upping reaction speed while composing a letter, etc. Such beings have even been known to spend blood points during the day. Once a session, the Storyteller can rule you've spend a blood point to raise a given Attribute, or that you wake up with an extra blood point low. She is even within her rights to tell you you're missing a blood point without saying how or why. Players are welcome to role-play this derangement, of course, but the Storyteller has final control over making this derangemnt a drawback rather than a simple quirk. Heierarchical Sociology Disorder: You have a dronelike capacity, diverting to the pyramidial Tremere hierarchy for the proper choice in an unsure situation. You live your life by the Tremere way. Masochism: The game effects of this derangement begin at the Bruised health level. Once you reach this level, you must make a Willpower roll (difficulty 6). Failure indicates you take no action next turn, caught up in your delight in the sensation of pain. Furthermore, you must make a Self-Control roll (difficulty 6) to use blood points to heal yourself, regardless of injury level. Memory Lapses:At least once per scene, you forget something relevant for a time. This may be as simple as forgetting where you left your keys or as complicated as forgetting an entire Ability. Since this derangement requires particular attention from the Storyteller, players should double-check if this is okay for a character. Power-Object Fascionation: You place a significant portion of your self-worth within some otherwise common item, usually linked to some trauma in which the object played an important part, although this may not always be an obvious connection. Such as the belt your father disciplined you with for doing wrong as a child. If you become seperated from your power object, you lose two dice from all dice pools. In times of stress, you must make a Willpower roll to avoid physically comforting yourself (cradling, fondling, rubbing it obsessively, etc.) with the item in the presence of others. Regression: You have a poor sense of cause and effecyt, flawed interpretations of normality, and a generally nonconfrontational mindset. You suffer a permanent +2 difficulty on all Self-Control and Instinct rolls. When played properly, a regressive should be terrifying--a supernaturally powerful creature with no real sense of right or wrong--so feel free to crackdown on players who tend to play this derangement more for laughs than horror value. Sanguinary Cryptophagy: Your character has a psychological condition where he seeks out "rare vintages" of vitae, be it from Lupines and fey, to a specific vampiric bloodline. Note that this is a psychological condition and the vampire is perfectly able to gain sustenance from "regular" vitae. Such a character may even go to such extremes as spending her own blood points in order to cause a greater appreciation for the rush of unusual vitae. Self-Annihilation Impulse: Whenever confronted with more-or-less direct evidence of your immortality--visiting the churchyard where your daughter was buried, or watching a ghoul die--make a WIllpower roll, or you begin to undertake some sort of potentially deadly behavior. This might mean directly storming into Elysium and giving the prince a piece of your mind or breaching the Masquerade by talking to a reporter. In any event, the pursuit of self-destruction is not a conscious decision, and it's not open for debate. You will doggedly go about your "chosen" task until its completed, resisting any attempts to talk you out of it. You may even consciously believe that the actions you're undertaking are perfectly safe. The compulsive behavior lasts only for a scene or so. However, depending on the nature of the threats you've called down on yourself, the consequences can last quite a bit longer. Synesthesia: You have difficulty understanding proper sensory terms to others. Such a deranged individual might say "cut the sandpapery wire" instead of "cut the red wire." This "crossed signal" goes both ways to your mind. You suffer +2 difficulty to any Expression or Performance roll unless such a roll involves strictl surreal art, poetry, etc. The synesthetic may spend a Willpower point to link her sensory input in a "normal" fashion for a turn. The character would still hear a ringing noise and think of it as a spciy smell--he's just able to focus enough to associate that spicy smell he hears with what other people call "ringing." Thaumaturgical Glossolalia: You have a bizarre version of glossolalia where you only seem capable of communicating things in terms of arcane constructs. Basically your mind transitions symbols to words by which your fractured mind communicates the horrors responsible for your madness. Agora Phobia: Wide open spaces terrify you. You are unable to think or concentrate. If you go anywhere it is from the house to the garage, to the car and then once you get where your going, you get out of the car and get inside as fast as you can, no matter where you are or who you are with. Blood Sweats: In rare cases a vampire may become so nervous and agitated that his state of mind effects his body. Much as a mortal exhibits jumpiness and cold sweats, the vampire likewise can become ill at ease, sweating blood. A vampire with blood sweats excretes an additional point of blood when in stressful situations such as combat or stressful situations. ( ST call on when an BP is lost other then in combat) Blood Taste: You hate the taste of blood so you go out of your way to feed on drunks to kill the taste. You must roll Self Control diff 6 to see if you spit out the taste of the blood while drinking if not from drunk. Delusory Identity Disorder: This derangement can be caused by many factors, stress, heavy fantasizing, constant daydreaming, idolization/obsession. The victim of this particular derangement firmly believes that he or she is someone else. They may believe themselves to be Wesley Snipes, the President of the United States, the Local Prince, just about anyone. This can obviously lead to some problems when confronted by whoever the person believes themselves to be. If the victim believed himself to be the President, for example, and he or she was to see a State of the union address the victim's response could be anything from frenzy to trying to kill the "Impostor" A willpower roll would probably come into play here. Fantasy: You enter a self-created world of delusions in which you are the unappreciated hero. Your desire to be good and pure is fulfilled by accomplishing imaginary achievements which sometimes overlap with reality Feeding-Fixation Hypochondria: In response to fears about feeding, the vampire is constantly in the shadow of the fear of having con- sumed bad blood. The vampire will worry that some disease will be taking hold, some drug is affecting him, or that some condition in the vessel was passed on. Making the only way your character will consume blood will be by drinking it from an IV bag where the blood has gone through all sorts of tests. Fits: You suffer terrible fits in stressful situations. The form of the fit varies with the situation, but it is always inappropriate. You might break into hysterical laughter at a funeral, wracking sobs when you are trying to impress some bights with your finesse, or epileptic seizures when it would be better to remain still. When you find yourself in a stressful situation you become very nervous, always wondering which your curse will overtake you and betray you for an uncontrollable fool. Frotteurism: Over a period of at least 6 months, recurrent, intense sexually arousing fantasies, sexual urges, or behaviors involving touching and rubbing against a nonconsenting person. Krome's Note: This is one i will not allow you to take. Many things may be allowed in this roleplay, but not any form of non consensual sexual encounters. You don't like it. Too bad. I'm ST. While I'm flexible on MANY things, this is one that's non negotiable.Habromania: You find humor in the morbid happenings around you. You will usually laugh at the most unappropriate, perverse times.
Immortal Terror: This madness stems from the Cainites inability to deal with living forever. The vampire copes by developing a strong unconscious "deathwish" going out their way to make that wish come true. Overcompensation: You cover up your moral weakness by playing up one of your moral strengths - to an extreme. You believe you exceptionally moral and virtuous in one way or another - that you are honorable, loyal, brave, compassionate or self-controlled. Your behavior is thus straight-jacketed by your desire. You constantly lecture others on their moral weaknesses, and demonstrate extreme arrogance about what you believe to be your strengths. Of course, when reality reveals the emptiness of your delusion, the embarrassment will be great. You do not feel yourself capable of falling into frenzy, and will thus do nothing to prevent or avoid situations which might cause it. Paranoia: You are convinced that you are being hunted and there is no escape. You are obsessed with those you believe to be chasing you and make all kinds of preparations to protect yourself. Under no circumstances will you trust anyone; you hold even your closest friends under suspicion. Perfection: Everything must be perfect in your life. All your energy is directed toward preventing anything from going wrong. When it does, as it inevitable must, you completely flip and must make a Self-control roll to resist Frenzy. Phobia: You have a deep-seated fear of something. Whatever it is, you dream of it, waking to soaked sheets and your own choked screams of terror. Nothing is more horrible than being confronted with the object of your fear. You will go to almost any lengths to avoid this kind of confrontation. You know it is always possible for you to find yourself in a nightmare from which you cannot escape, because you are already awake. Quixotism: You believe everything you see and hear. Regression: You become childlike, retreating to an earlier time in your life when less was required of you. It is very difficult for you to do anything for yourself.
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Posted: Fri Jun 30, 2006 11:39 pm
Alternate Paths
P340 Alternate Paths of Enlightenment Some vampires forgo the petty mortal concerns embodied by the concept of Humanity. These Kindred reason that they are no longer human, thus they have no need to apply the sentiments of the living to themselves. Whether or not a Kindred chooses to follow the moral tenets of Humanity, some sort of behavioral system must exist. To accept utter randomness is to court the Beast, and no vampire wishes to sink into the clutches of mindless depravity. Even those vampires who plumb the depths of immorality have some ethical bulwark they use to anchor themselves against the Beast. Kindred who voluntarily abandon Humanity follow behavioral codes known as Paths of Enlightenment. While mechanically similar to Humanity, these codes have very little - in fact, sometimes nothing - to do with the mores of mortal culture. Adopting a Path of Enlightenment means giving up everything that matters to a "normal" person or, indeed, many Kindred. So You Want to Follow a Path? Many Kindred loan themselves especially well to certain Paths. By all means, if your character concept fits a Path better than Humanity - and if the Storyteller permits - take it! It is important to know a few things before you commit to a Path of Enlightenment, however. - Paths are advanced concepts: For beginning players and Storytellers, it's best to stick with Humanity. Not only do most vampires still maintain vestiges of their mortal beliefs, it's less difficult to portray a character who knows and believes similar things as the player. - Paths are exclusive: Few Kindred are initiated into the secrets of the Paths. Most vampires - even those of the independent clans and the Sabbat - follow the ways of Humanity; they simply tend to degenerate to very low levels over time. Not just anyone can follow a Path; becoming such an inhuman creature requires discipline and spiritual strength, albeit of a distinctly alien sort. A person seeking to join a Path must have the capacity to discard her human nature, as well as the fortitude to survive the process. - Paths are utterly inhuman: Players wishing their characters to adopt Paths of Enlightenment are in for extremely demanding roleplaying experiences. Absolutely nothing the player believes in will be reflected by any of these Paths. These are codes of immortal ethics that Kindred have spent hundreds of years, if not millennia, studying. It's fine and good to have an Assamite character following the Path of Blood, but the player will have to devote an enormous amount of energy toward thinking how that character really thinks. As a corollary to this, a Path follower is treated as though he has a Humanity score of 3 when using the rules for interacting with mortals. If the Path follower's Path rating is less than 3, use that score instead. - Paths shock conventional moralities: This cannot be stressed enough. Paths use game systems similar to Humanity, but the codes that constitute these ideas emphasize such alien ideals that anyone observing them is likely to be put off. Look over the Hierarchies of Sin for the Paths - some of them accord prestige, honor or righteousness to behavior that would cause the gods to strike a human dead in his tracks. Some codes espouse killing, while others cannot be bothered with it. Indeed, some codes are so selfish that even thinking about helping others constitutes a moral failure. To put it plainly, this is some heavy s**t. These Paths are here to illustrate how utterly inhuman and removed the Kindred are from humankind, and to give them spiritual protection from the talons of the Beast. Use the Paths when the story or character demands them, not to free the characters from penalties for wanton murder or perversion. SystemsCharacters on Paths of Enlightenment use the same systems for degeneration as characters who still subscribe to Humanity. Each Path has its own Hierarchy of Sin, which functions the same as the one for humanity To recap, any time the Storyteller feels that the character is about to act in a manner contrary to morality as her Path defines it (i.e., she wishes to do something proscribed at her Path level or below), he should warn her that persistence will require a degeneration check. If the character undertakes the action anyway, have the player make the degeneration check (alternatively, the Storyteller may do this in secret) and apply the proper consequences, if any. Some Paths are so far removed from conventional human morality that concepts like Conscience and Self-Control do not apply to them at all. For these codes of ethics, different Virtues apply. Depending upon which Path a character follows, Conscience may be replaced by the Virtue of Conviction, while Self-Control may be replaced by the Virtue of Instinct. No character may have both Conscience and Conviction or Self-Control and Instinct. Which Virtues the character actually possesses depends upon which Path he follows. Remember, however, that all characters have Courage, regardless of Path. Creating a Path FollowerIf a player wishes to create a beginning character on a Path, a few changes in the character-creation rules take place. - Alternate Virtues begin at zero: While every human (and thus every recently Embraced Kindred) has a modicum of their "natural" Virtues, vampiric Virtues must be incubated from the ground up. So, while a character with Conscience, Self-Control and Courage is created with one free dot in each Virtue, then has seven points to spend on Virtues, a character with Conviction, Self-Control and Courage begins with only two free dots (in Self-Control and Courage). A character with Conviction, Instinct and Courage begins with only one free dot (in Courage). All characters receive seven points to spend,but must use points to buy the inhuman Virtues to at least 1. This may seem unfair, but shunting off one's human nature is not undertaken lightly. Even monsters are not created overnight. - A vampire following a Path of Enlightenment must begin the game with a Willpower Trait of 5, minimum: This can be achieved by spending points on Courage or raising Willpower with freebie points. Beings of lesser ego simply do not have the spiritual vigor needed to break down their very souls and rebuild them from the ground up. - Beginning characters may not start the game with Path scores above 5: If the combination of the character's Virtues would indicate a Path score of higher than 5, simply record "5." Likewise, freebie points may not be spent to increase a beginning character's Path rating above 5, either. Beginning character vampires who subscribe to these codes still have only 25 or fewer years of experience as Kindred - hardly enough time to master the rigors of inhuman codes of behavior. - In all other ways, unless otherwise specified, inhuman Paths and Virtues are used like their human counterparts. So, if a roll calls for the player to use Perception + Self-Control, and the character has Instinct, roll Perception + Instinct. Switching from Humanity to a Path A character may also elect to eschew his human nature in favor of a Path. This is exceedingly difficult, and those who fail find themselves permanently soul-scarred as a result. A character seeking to switch from Humanity to a Path must have a Humanity rating of 3 or below, as well as ratings of 1 in whichever Virtue or Virtues are to change to their counterparts. For example, a vampire seeking to follow a Path espousing Conviction and Instinct must have Conscience and Self-Control ratings of 1. During the chronicle, a "deserving" candidate is typically approached by a Kindred already on the Path; in this sense, Paths resemble secret fraternal orders, approaching candidates they deem worthy rather than being open to solicitation. This process should always be roleplayed. If the character chooses to initiate himself toward the Path, he begins a program of rigorous study, and a vampire already on the Path is assigned as the initiate's mentor. An initiate spends at least a year in contemplation and study of the Path's ways. During this time, the initiate must forcibly degenerate his human Virtues, dropping them to "acceptable" levels (Humanity 3 or below, ratings of 1 in appropriate Virtues), if he has not done so already. Again, this should be accomplished by roleplaying. The vampire then undertakes a test. This test can involve study of forbidden lore, answering of riddles, completion of ordeals and tasks, or whatever else the Storyteller deems appropriate for the given Path. However, part of the test always involves the vampire committing an act that, in human terms, would be viewed as an atrocity. Such a deed is undertaken not for the sake of mindless evil, but rather to impart a lesson about the character's nature in relation to the Path. Following the completion of the test, the character makes a Willpower roll. If the character's Humanity is 3, the difficulty of the roll is 10. If the character's Humanity is 2, the difficulty is 8, and if the character's Humanity is 1, the difficulty is 6. Willpower may not be spent to gain automatic successes on this roll. If the character succeeds, he sheds his human nature and the Virtues that accompany it, gains ratings of 1 in all appropriate Path Virtues, and gains a Path rating of 1. If the character scores three or more successes, he experiences a profound, if twisted, enlightenment, gaining a Path rating of 2. If the character fails the roll, he commits a stupid, pointless atrocity without gaining any corresponding understanding. He loses a point of Humanity, fails to attain the rudiments of the Path, but may reattempt the test (at a difficulty appropriate to his lowered Humanity Trait) in a month's time. If the character botches the roll, he loses a point of Humanity and may not reattempt the test for an entire year. Should a character be driven to Humanity zero in this fashion, his soul is lost to the Beast, and the character becomes unplayable, and is permanently taken over by the Storyteller.
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Posted: Sun Nov 12, 2006 4:35 pm
Clan Specific Merits and FlawsAll of these are from Sanguinus Curae Brujah FlawsBlood Boil (5pt Flaw)All Brujah are ill tempered, such is the nature of their blood. For some Brujah, however, Frenzy means not only danger to those around her but to her physical being. Whenever a Brujah succumbs to Frenzy her blood literally boils with rage causing internal damage. When this happens he takes (7 - Self-Control) points non-soakable bashing damage - which is not halved. Often, the pain is enough to snap the Brujah out of her Frenzy - or aggravate the Beast further still. Gangrel MeritsFavored of Proteus (7 pt. Merit)Allows any Gangrel with this merit to alter his Protean discipline in almost. For example one might use Homunculus by spitting out animal forms of the Gangrel or she may wish to take the form of a Gurahl instead of a Garou etc. This merit is limited by the storyteller at her discretion. Juggernaut (5 pt. Merit)Allows a Gangrel to roll Fortitude and Stamina together to repel aggravated damage. This does not however allow for automatic soaks with stamina versus regular damage. This requires expenditure of one willpower to activate. Gifts of Frenzy (3 pt. Merit)Allows a Gangrel to buy one merit appropriate to each new animal feature gained from rage frenzy. An example of this would be, a cat's tail gets you catlike balance. Familiar eyes (2 pt. Merit)Allows a Gangrel to adjust not only the color , but the nature of the first level of Protean-Gleam of red eyes. Such as, eagle eyes offer no night vision, but grant acute vision at distance. Retractable claws (1 pt. Merit)Allows a Gangrel to hide activated claws. Good for those meetings with the prince. FlawsMind of the Wild Beast (5pt Flaw)Most Gangrel are attuned to their inner instincts more than most vampires. Some Gangrel, however, are more animal like than even those of their Clan. For these vampires their Frenzies are often marked with altered states of mind for a short period afterwards. In their mind they are an animal. Not the Beast, but a creature of the animal kingdom. When a Gangrel Frenzies and gains an animalistic feature she must make a Willpower roll (Difficulty 5 + Animalism to a maximum of 10). If she scores more than three successes she leaves the Frenzy with just the mark of the Beast. If she fails this roll however her mind becomes that of a wild animal. This first time this happens the player must decide which animal her character has the most connection with. Once this is chosen, the character falls under the Storytellers control and should be acted out as the selected beast. The duration of this mental change is (11 - Willpower) days. Note that if the player botches, the vampire's mind succumbs to animal state for an entire month. Only time can cause this state to fade. Many Gangrel so afflicted, however, are put down to save the Masquerade. Forgotten of Proteus (7 pt. Flaw)You have fallen out of harmony or are simply cursed. You cannot ever possess the discipline of Protean or sense it's use. Animal Enmity (5 pt. Flaw)A species of animal refuses to answer to you or fraternize with you in any way. They may even attack you without provocation. Animalism is useless toward these species (i.e., canine, feline, rodent). Even if used by an ally Animalism will not effect their view of you. Eyes of the Shark (3 pt. Flaw)No matter how humane you are when others look you in the eye they see you as an eating machine, emotionless and cruel. Whatever your Humanity, it is treated as a three when others make eye contact with you. Repelled By Amulets (2 pt. Flaw)Some animistic beliefs revere animals as sacred and create amulets from, or wear their feathers and claws. These amulets repel you the same as if they were crosses. You must make a willpower roll whenever you are in the presence of one or be repelled. Malkavian MeritsCalling of the Blood (3 pt. Merit)The blood of other Malkavian seems to call out to you. When conferring with a Kindred, it immediately becomes aware to you that they are Malkavian as well - a useful trick if someone else proclaims themselves as one of Malkav's blood. Clan Sight (4 pt. Merit)The alleged sight-beyond-sight said to be common to your blood allows you to immediately spot what clan a given Kindred is. When conversing with another Kindred, you may choose to roll Perception + Empathy (difficulty 7). If you succeed, you can immediately learn what clan they are. Four Disciplines (5 pt. Merit)When Dementation washed over the Camarilla Malkavian, it replaced their knowledge of Dominate. For you, however, it merely added to your set of Disciplines. You now have four clan Disciplines - Auspex, Dementation, Dominate, and Obfuscate, and you purchase them the same as you would any other clan Discipline. Spellbinder (1 pt. Merit)The outward physical expression of your madness is intriguing and enticing, awakening an interest even in those who suffer Ennui. This lends you a certain amount of sway over both humans and kindred when engaging them directly. The difficulty of all appropriate social rolls is decreased by one. Seeming Lucidity (3 pt. Merit)Though you are mad as a hatter, you conceal your insanity well - or perhaps your particular brand of madness simply does not lend itself to external perceptions. To others you appear lucid almost constantly, capable of making reasonable leaps of logic and sound decisions. Other kindred are more forgiving of the small quirks you outwardly display, and they are less likely to dismiss you as uselessly insane. FlawsNo Respite (5pt Flaw)Perhaps the blood of Malkav runs thickly through your veins. Perhaps you were just completely insane before your Embrace. Either way, you are now irredeemably insane and there is nothing that can halt its grip on your mind. You may never spend a Willpower point to negate your derangement for a scene. Easily Overcome (2 pt. Flaw)Your insanity is overwhelming and debilitating. You may never spend a Willpower point to resist any of your derangements, like other Malkavian can. Thrice-Cursed (4 pt. Flaw)While all members of Malkav's blood are deranged, you are extremely so. You begin the game with at least three derangements. Raving Lunatic (7 pt. Flaw)In your deranged state, you are a raving, howling maniac, and others have locked you up for your own safety. You begin the game with at least four derangements, and the difficulties of all social rolls are increased by 2. Wild-Eyed (1 pt. Flaw)One need only to look into your eyes to see that you are dangerously insane, and the effect is quite disturbing. All but the most stalwart mortals find themselves inclined to flee your presence immediately, and even kindred do not care to deal with you for long. The difficulty of all appropriate social rolls is increased by one (i.e. seduction rolls are more difficult, but intimidation rolls are not), and humans must spend a point of willpower to remain in your immediate vicinity. Whispers on the Wind (2 pt. Flaw)You constantly hear hushed voices, as if a secretive choir hounded your every waking moment. These voices may whisper innocuous babble sometimes, unbearable horrors others. Whether these voices are real or simply your own overactive subconscious is a mystery, but the constant sound makes it difficult to focus on other things. You may never take the Concentration merit, and all difficulties to focus or pay attention are increased by two. Unpredictable (3 pt. Flaw)Sometimes your reactions surprise even you, and you can never be certain how you will respond to even the most familiar stimuli. You may suddenly find yourself too terrified to enter the haven you have slept in for years, or hopelessly enamored with a normally despised enemy. Once per game session, the storyteller should have you make a Wits + Empathy roll against a difficulty nine. Success indicates that your erratic nature remains dormant, while a failure indicates that your unpredictability will rear its head once more. A botch indicates that your reaction is so intense that you can do nothing but act on it immediately, regardless of all but the most immediate consequences (i.e., you will not attack someone that you believe can overcome you, but will not fail to attack someone simply because there might be other kinds of repercussions). Tormented (4 pt. Flaw)You are perfectly aware that you are insane and suffer much anguish over this fact. You do not share your clan's so-called enlightened view of madness and loathe your own debilitating state. You are on a constant but futile search to cure yourself of your mental disease, an unreachable goal that nevertheless drives your existence. You exhibit every sign of self-loathing and likely harbor a great deal of enmity for your sire. This loathing may even extend to every child of Malkav. Incomprehensible (5 pt. Flaw)The change affected you worse than most, permanently damaging your perception of your own communication skills. Though you perceive yourself as speaking normally, you speak only in indecipherable babble and nonsensical words. Likewise, any attempt at written communication fails also - what appears to be legible, logical writing to you is nothing more than doodles and ungraspable scribbles. This utter inability to communicate through conventional means is often frustrating to all parties involved. Your Expression score may never rise above zero, though you may spend a point of willpower to temporarily overcome this flaw. You may never utter more than two or three logical words in a scene, however. Nosferatu FlawsVoice of the Damned (5pt Flaw)Though al Nosferatu are hideous, most retain their mortal voices. You, however, did not. By some dint of the Curse of Caine your voice is a maddening mockery of the human tongue. When you speak your words can never be mistaken for normal even through electronic manipulation. Perhaps you speak like the buzzing of flies or perhaps your have a tone that is unbearable - it makes no difference. Although you can be comprehended, no one will ever mistake your voice for being human. You are at half dicepools for all rolls that involve Charisma and Manipulation. You do, however, gain +3 when using your voice to intimidate someone. Toreador FlawsSensory Overload (5pt Flaw)Manifesting itself only among the members of the Clan Toreador, sensory overload is apparently a worsened manifestation of the entrancement with beauty the Clan is susceptible too. When a Toreador becomes entranced he must make an additional Willpower roll. If he succeeds he is entranced as normal, however, if not his mind is overloaded by the sheer sensory input and suffers perceptual damage for a long time afterward. If the character fails, roll Perception + Auspex (Difficulty 8 ), all of the vampires Perception dicepools are now halved for as many nights equal to the successes rolled OR she loses the use of Auspex for the same amount of time (Storytellers choice). If the character botches the Willpower roll he is completely blind for 24 hours. Tremere MeritsProdigy (2 pt. Social Merit)You were born to be Tremere, your elders say. You have an easier time grasping magical concepts and understanding clan protocols, and will surely advance through the circles of enlightenment faster than most. Your elders think well of you, and it is often you they come to when they require an assistant. You are at a -1 on social rolls when dealing with Tremere older than yourself, though may find your peers and inferiors jealous. Witch's Blood (2 pt. Supernatural Merit)You come from a long line of witches or warlocks, and have been practicing some form of the craft since you were young. The metaphysics of magic have always been a part of the 'real' world for you, and arcane secrets come more easily because of it. You have a much easier time learning and remembering Rituals, and have an uncanny ability to create them. Regent's Protégé (2 pt. Social Merit)You are the Regent's personal protégé, though she may not be your sire. You often serve as valet and assistant, but are also allowed access to much more knowledge than the rest of your Chantry. Your position keeps you very busy, but the long term reward will be the edge that will see you outflank the competition. Your position also grants you an undefined authority despite your age or station. You are at a -1 difficulty to all Leadership and Intimidation rolls against other members of your Chantry - except the Regent, of course. Silent Benefactor (3 pt. Social Merit)Someone has decided that your career should be assisted. You are secretly passed materials to advance your studies, and might even be given tasks that will allow you to gain favor in the chantry. You have no idea who is helping you, only that someone has taken a vested interest in your progress for their own reasons. Your silent benefactor might even come to your aid if you find yourself in trouble. Flaws'Yes, Sir' (5pt Flaw)Sometimes, the Elder blood that all Tremere sip from is made of stronger stuff. Though all Tremere are bloodbound to the oldest of their Clan, a select few are helpless when commanded by Tremere of the most potent vitae. When resisting any command from the Inner Circle, the Warlock is half her normal Willpower dicepool in addition to the +2 difficulty. Witch's Teat (1 pt. Physical Flaw)For some reason, this telltale sign of your nature manifested at the time of your embrace - and now you have the infamous third n****e of black magic legend. This unsightly blemish is easily concealed while clothed, but glaringly obvious when your chest is exposed. In extreme cases, women have sometimes developed a third breast - more difficult to conceal even fully dressed. While many may think nothing of the strange 'birthmark', those wise in the ways of the supernatural may know it for what it is. More than one Tremere has become the subject of a Witch Hunt thanks to the revelation of this mark. Oathbreaker (1-4 pt. Social Flaw)You have broken the Oath you taken at your embrace, and you have been caught. Now your superiors are considering both your crime and your punishment, and your every action is under a microscope until your fate is decided. This flaw at one point might mean that your crime was that of developing a personal relationship with another Tremere - an infraction that is likely to be punished less severely than others. At four points, this flaw might mean that you have taught the secrets of Thaumaturgy to one of the clan's enemies, or ensorcelled one of your clanmates to terrible ends. The punishment for these crimes will likely be death, if you're fortunate. Tremere's Curse (4 pt. Supernatural Flaw)From the first night of your embrace, you have borne the earmarks of Tremere's diablerie. Your aura will always have the strong black veins that result from this social sin, though you may have never committed it. It is unlikely any will believe that you are innocent of this crime, and you may become hunted anywhere you go. This flaw should not be taken lightly, as there is no way for the Tremere to know of their curse unless someone tells them. Ventrue Ventrue are well known as impeccable leaders of exacting standards and tastes. These Merits and Flaws should all be considered Social, unless otherwise specified. MeritsMajesty (2 pt. Merit)Everything about you seems to be particularly noble: the way you walk, speak, and feel. You are at a -2 difficulty on all social rolls. Pet Project (3 pt. Merit)A major political force in the Camarilla is grooming you to take their seat. Should it be a member of the Primogen, or the Prince himself, you are at a -2 difficulty on all social rolls with that person. Additionally, since they are putting such an investment into you, they may dispatch their minions to protect you. Piercing Gaze (3 pt. Merit)Your gaze seems to be paralyzing. Whether it instills people with fear, love, or self-loathing, all Disciplines that require sight contact have their difficulties reduced by 3. Iron Stomach (7 pt. Merit)The taste of Ventrue is so refined that they can normally feed from only one class of mortal. With this merit, the Ventrue-in-question may temporarily ingest the blood of any other class as well, and even hold it for a brief time. If the character decides to feed from someone other than his pre-set class of mortals, he must first expend two Willpower points. As long as he wishes to keep the blood in his system, he must expend an additional Willpower point everywhere. Should he run out of Willpower or no longer wish to stomach the stuff, he vomits the blood back up immediately, and takes one unsoakable level of bashing damage in the process. This is considered a Supernatural merit. Credible (1 pt. Social Merit)You are capable of presenting your ideas in such a way that even the most far-fetched notion could seem sensible and logical. Those of lesser mental merit are likely to believe you without pause, and your equals and superiors find cause to consider your ideas. You can't necessarily pull the wool over anyone's eyes, nor can you make them believe something they know isn't true - but you can manipulate the facts and figures to strongly support your own suggestions. Humble (1 pt. Social Merit)Something about your speech and demeanor influences other kindred to believe that you truly wish to serve your fellow vampire. You play the role of civil servant well, and though others may not always understand your plans, they are inclined to believe that you aim to benefit all. You are at a -1 difficulty on all appropriate Manipulation rolls. (i.e., convincing your elder that you should be the one to control her nightly business affairs is rolled at a -1 difficulty, though trying to talk a Toreador neonate into your bedroom isn't.) Noble (2 pt. Social Merit)You come from noble, aristocratic, or even royal stock, and the concepts of public life and machiavellian politics have been familiar to you since birth. You have less trouble adapting to and understanding the social conventions of the Ventrue and the Camarilla. You are at a -1 difficulty on all appropriate social and political rolls. (i.e., negotiating with an elder is at a -1 difficulty, though trying to intimidate one of the Brujah most likely is not.) Proud Lineage (4 pt. Social Merit)Every new Ventrue to Ventrue introduction begins with a recitation of lineage, and when you recite yours all heads turn. Your proud line is well known within the clan, as are their numerous successes and victories throughout the ages. Whether your own deeds do your line justice, those of your clan who learn of your lineage are suitably impressed. You are granted consideration beyond your own years and accomplishments, as surely there was a reason you were chosen to join this venerable line of Ventrue. FlawsShe's the One (5pt Flaw)All Ventrue are picky. You, though, are obsessed with your chosen prey. Whenever you see someone who matches your prey exclusion you are overcome with a terrible bloodlust. You must a Willpower roll (Difficulty 8 ) or you will automatically Frenzy and try to take as much blood from your victim as possible. Rumors (2 pt. Flaw)You must've done something wrong, because the harpies are spitting out rumors about you like crazy. You are at a +1 difficulty on all social rolls with anyone who's heard these rumors, and harpies will most likely not talk to you at all. Anti-Ventrue (4 pt. Flaw)You're the exact opposite of a Ventrue - instead of being graceful, you are clumsy. Instead of being handsome and charming, you are bland, unappealing, and annoying. Other Ventrue will give you no end of grief for your lack of any Blue Blood qualities whatsoever, and you are at a +3 difficulty on all social rolls with other Ventrue who do not possess this flaw. You may never purchase Clan Prestige. Known Mercenary (1 pt. Social Flaw)The exploits of your past are well known in your city, and no one is ever going to believe that you follow the path of the civil servant. Whether you have an unselfish or altruistic bone in your body, none of those you must deal with believe you do - they're sure that if you're making a deal with them, they're probably getting the short end of the stick. They also believe that you only do anything about anything if it serves you, and nothing else matters in your plans. You are at a +1 difficulty on all appropriate Manipulation rolls, and rarely can convince anyone to trust you even a little. Rarefied Taste (2 pt. Physical Flaw)While all Ventrue suffer an extremely discerning palette, you suffer this hindrance more than most. Your chosen vessels are rarer than rare, and you must go to great lengths to ensure that you will be able to feed and maintain your strength. Perhaps you may only feed from victims of a very rare disease, or those with a particular genetic defect. Whatever the predilection, you must constantly work to maintain the presence and health of your source(s) of nourishment and hide the near-crippling flaw from your enemies. Crass (2 pt. Social Flaw)While you might be a savvy manipulator and accomplished powerbroker, you lack style and social grace. Your unrefined demeanor is something of a handicap, and often offends the delicate sensibilities of your more discerning associates. You are at a +1 difficulty on all appropriate social rolls, and experience costs to increase Etiquette or Grace are doubled. Notorious Lineage (4 pt. Social Flaw)Every new Ventrue to Ventrue introduction begins with a recitation of lineage, and when you recite yours all heads turn - though it is only to get a good look at the scoundrel. The notoriety of your lineage is well known throughout your clan, and you must constantly suffer the social consequences of their failures and follies. Though you may be both competent and formidable, your peers and betters think you the latest addition to a line of misbegotten fools and would be unlikely to trust you with even their garbage. You must work twice as hard to gain even a small amount of consideration, and any ground you might gain will be lost at the first sign of even the smallest mistake. Lost Lineage (5 pt. Social Flaw)Every new Ventrue to Ventrue introduction begins with a recitation of lineage - unfortunately, you don't know yours. Whether your sire never taught you, amnesia has taken the information from you, or another Ventrue has used Dominate to cause you to forget, you must always decline when asked to recite your lineage and admit you don't know. Your clan fellows have mixed reactions to this, though they are never good - some think you an impostor to the clan, others accuse you of being clanless or antitribu, some simply think you a cretin and refuse to have anything to do with you. You must work ten times as hard to gain even a modicum of respect from other Ventrue who know of your predicament, and sometimes are driven out of town before you get the chance to begin proving yourself.
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