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). Mummy Companion You have one of the world's few mummies as a companion or close associate. Jadasc. Though your sire may no longer have any dealings with you, the simple fact of your ancestry has marked you forever. All that is required is flesh-to-flesh contact firm enough to be registered as a touch. You must spend a point of willpower to remain focused on the matter at hand and defer your urges until a more appropriate time. Your work is never good enough to suit you. This may not be taken with the flaw Visible Eye. There isnt anything actually magickal about your gaze, but others cannot help finding it intriguing, whether you want them to or not. (GFA). (INQ), Holdings ( 1 - 5 Merit) You own a number of properties that have been in your possession for years. You allow nothing to get in the way of your love. Vindictive Your personal honor is your life, and you will go to the ends of the earth to settle a score or avenge a slight. 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). A list should be kept somewhere on the character shee to record how many rerolls have been made. 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. Needless to say this allows you to accomplish a lot more with your daily activities, regardless of whether you are an Inquisitor or a freelance writer. More difficult geasa are worth more points. 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. This ability can greatly impact the story, and the exact nature of the effects is left up to the Storyteller. Ability Aptitude You are particularly gifted with one Ability. At least you can stalk prey in a house of mirrors with relative ease. Samadji may be activated in any of a number of ways. The difficulty for reading a target's aura is reduced to five. v20 Classical Age - Secrets of Unlife: the Revised Merits and Flaws Compendium. This Merit allows you to regain Willpower using both Natures. (DSBH). (CB:L1), Family Member A member of your mortal family is also a vampire. The more often he use your ties, the weaker they grow. Although she sometimes asks favors of you, you are most definitely in control of the relationship, as it is right for a sire to be. Recommended: Ghouls, EcstaticThis is a Merit of dubious benefit. 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. Should the wind blow while you are moving, there is no way to hear you. If you shed enough limbs, you can escape nearly any bonds, though it is hard to flee the scene of captivity when one has no legs Nosferatu with this Merit often use it for practical jokes (Let's shake on it) (CB: NOS1), Long Fingers Your fingers are unnaturally long and spidery. The castle can be in as poor or as good a condition as the character wishes. Revenants cannot be Kinfolk, either as a Merit or as a Flaw. Thus, your character might have the Strength of Hercules or the Intelligence of Occam. (DSBH), Iron Will(Mortal)This version of Iron Will is the same as the one for Vampire except that it costs one extra point (for a total of four) for a mortal hunter to be immune to Kindred Domination. The number and magnitude of such debts and to whom they are owed determine the rating of the Flaw. (INQ). Power levels of samadji vary greatly; a three to four merit samadji might provide the user with effects equivalent to low-level Disciplines, such as Unseen Presence. The Guide contains completely revised rules for each Merit and Flaw and new Characteristic effects created for your Vampire games (any V20 scenario). Everyone wants to know you and be your friend, even as those in power groom you for positions of higher responsibility. This manifests as a the constant need to be attended to by attendants intent on your grooming and you speak little save your appearance. This is a very useful Merit to give to beginning players unfamiliar with the game. (NOS), Club Foot One of your feet is gnarled and deformed. Symbol IndependenceThe use of True Faith against a supernatural creature typically requires use of a holy symbol. This not a facility for blessing or cursing, or an ability that can be ruled by any conscious control. Indeed, your Mentors contacts may actually approach you at some point offering aid. If purchased as a Merit, then you are still on amicable terms with your relatives (Garou and Kinfolk alike). Sweet Blood Your vitae tastes like the finest wine, sweet and heady without the slightest trace of salt or metallic tang. You can estimate the time until sunrise or sunset within a matter of a couple moments, and you can follow the phases of the moon in your head. (CB:AS1), Natural LeaderYou are a natural born leader. The Valuable Secret should be created and given by the Storyteller. What happens is that if a roll is made that would kill the character, the roll is made a second time. When that pride is insulted or threatened, the player must make a Willpower roll (difficulty 9). You have just been accepted on probation into the fold. The number of points spent determines the scope of the variation, which must be specific, approved by the Storyteller, and defined when the merit is chosen. (V20, p.268) This merit is rare among any line other than Viziers, in whom it is nearly always tied to the Curse of Obsession. (CB: NOS1), Oversized Mouth Your mouth is huge and you are able to open it to prodigious width. How much you may know about this magic depends upon the number of successes you roll using Perception + Occult (difficulty 8). Things you say tend to come true. Your vitae is faulty even beyond that of Thin Blood. You may lower the difficulty of any Social roll by two when dealing with someone who is attracted to you. You rarely pay attention to those around you, assuming you know all there is to know of them once you have determined what part they play on the world stage (+1 difficulty to Perception rolls involving people you know). 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"). If the need should arise, you are expected to kill your contact to protect the Sabbat or prove your loyalty. You and your spouse would die or kill for one another. You are able to understand many magical portents that are revealed to people every day, but are seen by few and interpreted by less. You may choose the aura associated with any road or design your own (subject to Storyteller approval), calculating your aura modifier according to your permanent Willpower. (The player makes all rolls related to either Charisma or Appearance at -2 difficulty. Merit) . This vampire is loyal, capable, and powerful enough to stand against anyone in her way. Should the information ever be revealed, other elders may well refuse you aid, shun you or, even worse, turn against you, perhaps even calling a Blood Hunt. The premonitions come to you when you least expect them. Your skin exudes a grease that attracts flies, gnats, bees, and other flying insects. Every time you are forced to wait around instead off acting, a Self-Control roll is required to see if you go haring off on your own instead. (CB: NOS1), Tough Hide Your skin is thick and leathery, resembling that of a pachyderm. Opponents must score two more successes than normal to grapple you, and your difficulty to soak fire damage is reduced by one. The Merits from Prime 5.1 have been included for convenience. For whatever reason, your domitor is actually rather fond of you. You can accomplish any of these feats with a minimum of concentration. You may still choose a Demeanor, and it can be as different from the character Natures as the player desires. You may ask for her help in times of need, but she may not always be able to help. (PGS), Wuzho Enemy You have drawn the attention of one of the Wuzho. These ebooks were created from the original electronic layout files, and therefore are fully text searchable. (ELY), Powerful Ghoul You have a very powerful ghoul Blood Bound to you. This grants you an advantage in your dealings with these Kindred (-1 to the difficulty level of any checks to influence them). (1 pt.) In your characters legendary Attribute, your character has the potential for a rating of six dots. Some traits are presented as Merits in some sources and as Backgrounds in others; this list only covers sources that list traits as Merits. (PGS), Childe, Vengeful You have sired a childe who has grown to loathe you. (DSBH), Diabolist, Secret You have committed diablerie at least once to achieve your current position of power, but no one yet knows your secret. (GFA), Supernatural Spouse You share a relationship equivalent to marriage with a supernatural creature other than another Kindred. 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. These come courtesy Monica Speca, of the wonderful 1d4cast and the award-winning Gaming as Women. 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. Add two dice to all social rolls in such circumstances. (GFA), Patagia You have grown large flaps of skin under your arms, like those of a pterodactyl or flying squirrel. The character gains respect as the Keeper of Elysium which she controls. Without a Trace The wilderness is your friend, working to hide your passage. Acute Sense (1pt) (VtM 3rd) One of your senses in exceptionally sharp. This person might be your actual twin. (PGS). With Storyteller approval Wraith characters can take Merits and Flaws form other Mind's Eye Theatre source books, as many of these are appropriate to the venue. (CB:G1). Some ideas are: act as pack messenger and coordinator, gather victims for Blood Feasts, cover up other pack members' messes, or issue loans to fellow pack members. Finally, the constant itching and irritaiton increase by one the difficulties of all your rolls to avoid frenzy. However, these vampire acquire a peculiar pallor upon their Embrace 0 they look like corpses, and no amount of blood ingestion will flush their features (as other vampire are able to do). Features new and updated player options, including a brutal new system for Koldunic . Subscribe to get the free product of the week! Lustful You cant resist the erotic advances of the appropriate gender(s). Reduce the difficulty level of any situation directly related to leadership by 3. (PGS), Mark of the Blood [Kinain] (1-5 Flaw) Your fae heritage manifests itself in some obvious physical characteristic based on your heritage. Regardless, you ignore one-dice wound penalties. Still, be wary of how far you press this advantage. If you are Wounded, you will heal in one week. The value of the Flaw determines how powerful these enemies are. He should be very careful, lest the wrong mortals see them. Generally speaking, you're a szlachta, and most modifications necessitate the purchase of the Flow: Monstrous (The Vampire Players Guide, p.19). When you command, they are cowed. Generally speaking, you're a szlachta, and most modifications necessitate the purchase of the Flow: Monstrous (The Vampire Players Guide, p.19). Sanguine Incongruity Giovanni manifesting this peculiar trait are quite rare - there are fewer than a dozen reported instances. She has gotten a lot of mileage out of it, being seductive (in a butch way) to start with. Other Kindred may even attempt to destroy the mummy or turn him against you rather than allow you access to his great stores of information and abilities. Featuring 13 clans and 19 bloodlines, this volume spans the Dark Medieval World. Although your Mentor might no longer have contact with you, the simple fact of your apprenticeship has marked you forever. Unless you succeed on a contested Manipulation + Expression roll against your former friend, you do not act against him unless the situation becomes life-threatening. (CB:Gio1), Strong Blood The character's blood is especially potent. He must also be a good actor. Unfortunately, vampires find your blood particularly strong and tasty - twice as potent as that of other mortals, in fact. Such a gift is rare and precious, and many people with this capacity never even manage to fulfill their true potential. The least successful of the two rolls is the actual result of your action. Animal Affinity The character has an innate understanding of and rapport with a certain type of animal. Perhaps you have a Ravnos domitor who chose you for your potential, or perhaps you simply acquired a taste for Kindred blood in your travels. Clearing your name will be a strong motivation for performing well in all respects while on an assignment. Characters in the New World cannot have this Merit unless they can justify it - "An insane relative had the castle moved from Scotland, stone by stone." The difficulties of all dice rolls that relate to vision (e.g., a Perception roll to spot a clue, or Perception + Alertness to see the shadow of an approaching attacker) are reduced by one. A character with legendary Stamina might have the ability to roll a soak against any form of damage, for instance, while a character with legendary Wits might be able to shift his initiative category by one place in any given turn automatically. Acute VisionYou have exceptionally keen eyesight. People find it hard to avoid them. (INQ), Strength of Shadows (LaSombra) The powers created by Obtenebration do not dissipate until four hours after the Sun comes up. As a result, you draw attention from members of the opposite sex, or your own sex, with raw animal magnetism. (CB:G1), Inconnu Associate The character is friends with another Kindred who belongs to the Inconnu. It is the ones you let get near you, the ones who profess some caring towards you, who are the real danger. Piercing Gaze Your gaze seems to be paralyzing. All costs to learn that Discipline are paid out as if it were native to your clan. You may purchase as many modifications as you can afford, but your social abilities are probably doomed. The ability has an estimated power level similar to a Level Three Discipline. It is also conceivable that your debt could be called in; and that you could be asked to perform some service or favor for any such vampire to whom you are indebted. (2 pts.) Personal Aura You do not project the aura associated with your road. (GFA), Charmed Samadji (Ravnos; 1 - 4 Merit) Your family or sire has gifted you with an item of power. The Storyteller creates the ghoul character, but should not reveal Trait scores and other game-sensitive information to you. You have a two-dice penalty to any social action. A character can not take this merit more than once. (INQ), Extremist Group The character has both Influence over and Contacts within an extremist group of some sort. You can drink from winos with impunity, or pretend to be far drunker than you are in order to take advantage of an opponent. (GFA), Anachronism (Mortal)This Flaw reads exactly the same as the Mortal Society flaw for Vampires, however, its point value is diminished because it has limited effect. They seek either to remove you entirely from your diet and/or domitor's influence, or to kill you as a favor to your corrupted soul. You automatically resist all Presence powers. Either because of personal proclivity or the rigors of Vicissitude, you have become acclimatized to pain. You begin the game with an Appearance rating of 1, and raising your Appearance costs double the usual number of experience points. 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. In return, she knows the same about you. The Storyteller will decide how much a particular item is worth. Lucky You were born lucky or else the Devil looks after his own. You tend to go to the same places at the same time of year, and to proceed from have to haven in a regular order. Rising Star Youre one of the up and comers in your city, a rising star in the Camarillas firmament. (GFA), Artistically Inept You must work harder than most artists to accomplish great work. You have no place in the world of the Damned. 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. With a look, a word, or a wave of your hand, you can make or break hearts. 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. You, of course, are immune. Contains full rules for play, inspired by Vampire: The Masquerade 20th Anniversary Edition. (ELY), Cast No Reflection You actually cast no reflection in mirrors, just like the vampires of legend. Your enemy is unlikely to be your direct commander (the caliph in the case of warriors), and you may not even know his identity - though you may certainly try to find out and make your peace somehow. She may also require your help at inconvenient times (such is the cost of friendship).
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