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| == Looks == | | == '''LOOKS''' == |
| Related to the appearance, supernaturally influenced or not, of the character.<br><br> | | Related to the appearance, supernaturally influenced or not, of the character.<br> |
| {| class="mildtable" style="width:105%" ; | | {| class="mildtable" cellpadding="5" style="width:105%;" |
| ! style="width: 15%;" | '''Merits'''<br><br> | | ! style="width: 15%;" | '''Merit''' |
| ! style="width: 35%;" | '''Description'''<br><br> | | ! style="width: 35%;" | '''Description''' |
| ! style="width: 15%;" | <span style="color:darkred">'''Flaws'''</span><br><br> | | ! style="width: 15%;" | <span style="color:darkred">'''Flaw'''</span> |
| ! style="width: 35%;" | <span style="color:darkred">'''Description'''</span><br><br> | | ! style="width: 35%;" | <span style="color:darkred">'''Description'''</span> |
| |- | | |- |
| |'''(••) Beautiful''' | | |'''(••) Beautiful''' |
| |Add one die to related Social pools<br><br> | | |Add one die to related Social pools. |
| ||<span style="color:darkred">'''(•) Ugly'''</span> | | || <span style="color:darkred">'''(•) Ugly'''</span> |
| |<span style="color:darkred">Lose one die from related Social pools</span><br><br> | | |<span style="color:darkred">Lose one die from related Social pools</span> |
| |- | | |- |
| |'''(••••)''' '''Stunning''' | | |'''(••••)''' '''Stunning''' |
| |Add two dice to related Social pools<br><br> | | |Add two dice to related Social pools. |
| ||'''<span style="color:darkred">(••) Repulsive'''</span> | | ||'''<span style="color:darkred">(••) Repulsive'''</span> |
| |<span style="color:darkred">Lose two dice from related Social pools</span><br><br> | | |<span style="color:darkred">Lose two dice from related Social pools</span> |
| |- | | |- |
| ||'''(• - ••) Semblance of the Methuselah''' | | ||'''(• - ••) Semblance of the Methuselah''' |
| |With an appearance strikingly similar to a methuselah, gain one die on rolls to impress, intimidate or attract the attention who recognize your face. As well as gain other bonuses such as status or additional die when meeting the methuselah they resemble.<ref><br><br> | | |With an appearance strikingly similar to a methuselah, gain one die on rolls to impress, intimidate or attract the attention who recognize your face. As well as gain other bonuses such as status or additional die when meeting the methuselah they resemble.<ref> |
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| == OLD == | | == OLD == |
Revision as of 15:00, 7 December 2022
Alongside their Attributes, Skills, and Disciplines, Kindred also have Advantages from before they began the Chronicle. Advantages are broken down into different types — Merits, Backgrounds, and Loresheets. The opposite end of Advantages are Flaws, which are ongoing problems for the characters.
Unless otherwise stated, Advantages and Flaws without a rating may be taken at any level from • to •••••.
MERITS & FLAWS
LOOKS
Related to the appearance, supernaturally influenced or not, of the character.
Merit
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Description
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Flaw
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Description
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(••) Beautiful
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Add one die to related Social pools.
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(•) Ugly
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Lose one die from related Social pools
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(••••) Stunning
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Add two dice to related Social pools.
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(••) Repulsive
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Lose two dice from related Social pools
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(• - ••) Semblance of the Methuselah
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With an appearance strikingly similar to a methuselah, gain one die on rolls to impress, intimidate or attract the attention who recognize your face. As well as gain other bonuses such as status or additional die when meeting the methuselah they resemble.<ref>
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OLD
Linguistics — Merits covering the ability to communicate or understand spoken or written language.
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Linguistics (• +) Each dot of Linguistics allows the character to read, write and speak fluently in another language outside of the default two they already know, which is their native language and the language of the Domain.
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Illiterate (••) The Character cannot read nor write and their Science and Academics Skills may not go beyond 1 dot.
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Looks — Merits related to the appearance, supernaturally influenced or not, of the character.
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Beautiful (••) Add one die to related Social pools
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Ugly (•) Lose one die from related Social pools.
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Stunning (••••) Add two dice to related Social pools.
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Repulsive (••) Lose two dice from related Social pools.
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Semblance of the Methuselah (• — ••) With an appearance strikingly similar to a methuselah, gain one die on rolls to impress, intimidate or attract the attention who recognize your face. As well as gain other bonuses such as status or additional die when meeting the methuselah they resemble.
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Diminutive (••) You were Embraced whilst clearly a child. At the Storyteller’s discretion, you suffer a one-die penalty to physical activities involving your height, size, or other physical developments. You also suffer a two-dice penalty to all Social rolls where being a child is a detriment, especially when dealing with mortal adults.(Homebrew Content)
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Substance Use — You seek out prey with a specific drug in their system.
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High Functioning Addict (•) Add one die to either Physical, Social or Mental pool when the last feeding had the drug of desire.
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Addiction (•) Unless the action is to immediately gain their drug, lose one die to all pools if the last feeding was not on the drug of their choice.
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Hopeless Addiction (••) Unless the action is to immediately gain their drug, lose two dice to all pools if the last feeding was not on the drug of their choice.
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Archaic — These flaws may only be taken by Ancilla or older vampires.
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Living in the Past (•) Unable to grasp modern societies mindset, one or more of the character's convictions reflect outdated views.
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Archaic (••) Cannot use computers, cellphones and the character's Technology rating is always 0.
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Bonding — Not all vampires respond to the Blood Bond equally.
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Bond Resistance (• — •••) Add one die to resist Blood Bonds per level of this merit.
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Bond Junkie (•) The bond is sweeter to the character, they lose one die when acting against Blood Bonds.
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Short Bond (••) Bonds decrease by two levels each month if not reinforced.
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Long Bond (•) Bonds fade slower, decreasing by one level for each 3 months without reinforcement.
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Unbondable (•••••) Unable to be bonded.
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Bondslave (••) Bond instantly to another kindred with just one drink, not three.
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Feeding — Related to the act of feeding, taking one does not mean the character must take the others.
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Bloodhound (•) Able to sniff out resonances without tasting it.
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Iron Gullet (•••) Able to consume rancid, defractionated or otherwise unedible blood to other vampires.
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Prey Exclusion (•) Unable to feed from a certain group and take Stains as if breaking a Chronicle Tenet when they do.
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Methuselah's Thirst (•) Hunger can only be slaked to 0 by Supernatural blood.
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Farmer (••) Must spend 2 Willpower Points to feed on human blood. Ventrue may not take this.
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Organovore (••) Slake hunger only by consuming human flesh and organs.
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Agonizing Bite (••) When drinking directly from a victim, you may only take harmful drinks, resulting in blood loss.(Homebrew Content)
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Mythic — Strengths and weaknesses related to vampire mythology.
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Eat Food (••) Can consume food but still with no nourishment.
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Cold Dead Hunger (•••) Add two dice to resist Hunger frenzy.
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Pack Diablerie (••) The character will always be the one to take the soul unless they otherwise choose during Diablerie. Additionally, if they help another consume the soul, they gain 5 experience points to spend in the same manner as if they'd committed the Diablerie themselves.
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Folkloric Bane (•) Take Aggravated Damage when touching a specific object rooted in vampire mythos of what harms them, example Silver.
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Folkloric Block (•) Must spend Willpower or move away a specific object vampires are known to fear in Vampire Mythos, example Holy Symbols.
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Stigmata (•) Bleed from wounds on the hands, feet, and forehead when at Hunger 4.
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Stake Bait (•) Attempts to drive a stake or other weapon into your heart require only three successes (before halving) instead of five.(Homebrew Content)
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Contagion — Related to blood-borne ilnesses
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Disease Vector (•) When feeding from a sick mortal, the illness is always contracted and will be passed onto the next vessel.
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Plaguebringer (• — ••) The Kindred carries a disease that cannot be removed from their vitae. At one dot the disease is minor with visible traces, at two dots the disease can be potentially fatal if not treated. It is passed through the bite.
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Psychological — Subtextual personality ticks. These are also accessible to mortals and ghouls.
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Living on the Edge (••) When confronted with a risky temptation that the character hasn't done before, they suffer a two-dice penalty for all actions till they participate or the scene ends.
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Weak-Willed (•••) Even when they are aware that someone is attempting to sway they may not use the active resistance systems to avoid the attempts.
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Faith — Usable for those involved with Kindred religion, mystery cults, or even more mainstream systems of belief.
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Apocryphal Texts (•) The character possesses writings from one of the church's leaders or prominent figures. On applicable rolls gain two dice Intelligence rolls, and in social combat increase the Willpower damage modifier by 1.
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Excommunicated (• — ••) They've done something to be cast out. At one dot, subtract two dice from all rolls dealing with the cult. At two dots, the cult actively seeks to destroy you in any way possible.
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Inspired Artist (••) When using the cult's symbols or message in art, add a 1-die penalty to onlookers to resist Social rolls from cult members.
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Faithless (••) Being a member for the benefits instead of being a true believer. Lose two dice on rolls pertaining to the Cult from Resolve and Composure rolls. Cannot learn any Rituals, Ceremonies, or Loresheets higher than level 2.
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Traveling Preacher (••) Having spread the cult's message where they go, reduce the difficulty on rolls to avoid the Second Inquisition by 1.
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Unholy Will (•• — ••••) With two dots, add one die to any pool when resisting or contesting against an individual with True Faith when related to their faith. The character also suffers one less point of damage from holy sources. At four dots, add two dice and suffer two fewer points of damage.
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Beacon of Profanity (•) Mortals with any amount of True Faith can sense your presence, regardless of True Faith level.
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Zealotry (• — •••) For each dot in this merit, once per session when succeeding with a normal roll that relates or aligns to the character's Conviction, turn it into a messy critical.
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Crisis of Faith (•) Whenever there is a bestial failure, take one point of superficial Willpower damage in addition to other outcomes.
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Penitence (• — •••••) Once per session, take one point of self-inflicted Superficial Health Damage in exchange for one point of Superficial Willpower damage.
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Horrible Scars of Penitence (•) This flaw is equivalent to the Repulsive flaw when around those not within the cult.
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Groveling Worm (••) The character must find the time to scourge their own flesh once per session for two points of Superficial Health damage or they suffer one point of Aggravated Willpower damage at the next session. Cannot be taken with Penitence Merit.
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Cults — Associated with specific blood cults. They can be adapted to fit as the Storyteller deems.
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Memories of the Fallen (••) On Blood Alchemy rolls related to Ashe, one rolled 10 counts as two 10s. Two rolled 10s still count as four.
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Ashe Addiction (••) In addiction to the Ashe rules in Cults of the Blood Gods, after a failed Blood Alchemy roll, take a two dice penalty for all actions till the session ends.
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Streamer (••) Once per story, the character can call upon their fanbase to perform something simple and nonviolent for them.
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Gardener (• — •••••) Being selected members from the faith, this merit is equivalent to Herd for the Bahari religion.
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Dark Mother's Song (••) Add three dice in Manipulation rolls when convincing others to worship Lilith.
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Schism (•) Suffer a two-dice penalty on Social rolls with members of your cult.
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Fire Resistant (••) Convert Aggravated Health damage from fire to Superficial Health damage equal to their Blood Potency for one Rouse Check instead of three during daysleep.
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Vigilant (••) The character knows when they are being watched unless it's through supernatural means, they stil must roll to know who and where from.
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False Alarm (•) Every failed Awareness roll counts as a total failure.
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Fixer (••) Once per story, call in a favor or threaten a former client.
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Go to Ground (•) Add two dice on rolls when evading pursuit.
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Insidious Whispers (••) When making a Social roll to undermine a Conviction, one rolled 10 counts as two 10s. Two rolled 10s still count as four.
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Empty (•) People attempt to remove themselves from the character's unnerving presence. Subtract two dice from Social rolls
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Gematria (•) The ability to understand a coded cipher allowing both encrypting and decrypting messages.
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Bull-Slayer (•••) During Extended Tests, The character can reroll up to three regular dice without spending Willpower once per scene.
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Failed Initiate (•) The character faltered during the process of becoming a member, being assigned a guide who will interrupt plans, offer instruction or demanding the character proves themselves at any time.
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Bargainer (•) Reduce the Difficulty to assess a transaction by 1.
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Archangel's Grace (•••) Replace the Athletics Skill with the Performance Skill or vice versa when doing something akin to heavy cardio.
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Yearning (•) Missing their master, they must spend two Willpower to work against their master's wishes.
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Thin-Blood — These Merits and Flaws only apply to thin-blood characters. They have no dot value; each Flaw balances a Merit, and vice versa. They thus do not count against the maximum dots in Advantages and Flaws allowed to be selected during character creation or purchased through experience.
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Anarch Comrades Befriended an Anarch group, act as a one dot Anarch Mawla.
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Shunned by the Anarchs They've done something and the Anarch's shun them, more likely to throw them to the Camarilla than help. Cannot take Anarch Comrades with this Flaw.
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Camarilla Contact Caught the attention of someone within the Camarilla, acts as a one dot Camarilla Mawla.
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Branded by the Camarilla An unhealable and painful brand given by the Camarilla to know what they are. Can take Camarilla Contact with this Flaw.
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Catenating Blood Can create Blood Bonds and embrace other thin-bloods.
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Bestial Temper Frenzy test as normal vampire rules
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Day Drinker Able to walk in the sun. Sunlight halves their Health Tracker (rounded up) and removes all vampiric abilities.
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Clan Curse Cursed by the bane of a clan. Bane Severity becomes 1. Can only take Banu Haqim, Gangrel or Brujah bane if they have Bestial Temper and the Tremere Bane if they have Catenating Blood
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Discipline Affinity Natural ability for one Discipline. Gain one dot and can retain additional levels at the experience cost of out of clan. Consuming matching resonance does not reward them with extra temporary dots.
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Vitae Dependency Must slake one hunger of vampire vitae each week else they'll lose access to all their vampiric powers.
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Lifelike Has a heartbeat, can eat food and enjoy sexual activities. Most medical checks reveal nothing, as long as it's during the night.
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Dead Flesh Medical inspections will report them as deceased and take a one die penalty to face to face Social tests with a mortal. Cannot take Lifelike with this Flaw.
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Thin-blood Alchemist Gain one dot and one formula of Thin-blood Alchemy.
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Baby Teeth Never developed fangs.
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Vampiric Resilience Take damage like a regular vampire.
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Mortal Frailty Mend like a mortal, unable to rouse the blood. Cannot take Vampiric Resilience with this Flaw.
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Ghouls — Only ghouls make take these merits and flaws.
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Blood Empathy (••) The ghoul can feel if their regnant is in danger or otherwise, needs them immediately, this does not allow for telepathic communication.
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Baneful Blood (• — •••) The character experiences the bane of their first domitor, this does not change if they get a new domitor.
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Unseemly Aura (••) Their aura has become indistinguishable from a Kindred.
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Crone's Curse (•••) The character appears at least a decade older than they actually are which reduces their health tracker by one.
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Distressing Fangs (••) Having developed fangs like kindred, the character suffers one die on Social pools with mortals.
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OLD SCHOOL RULE
As per the rules, Advantages are best used at character creation. However, through discussion with the Storyteller and either ongoing roleplay or a sufficient period of downtime, players may purchase some at the cost of 3 XP per dot in each, with Flaw dots taken after character creation granting equal Advantage dots.
You are encouraged to consider why your character possesses Merits and Loresheets, as any new power goes some way toward defining your character and their roles in the Chronicle. Any new Advantage should make sense within the context of the story and come from an agreement between player and Storyteller.
SCARCITY OF BACKGROUNDS
This is an optional mechanic introduced in Chicago By Night: Let the Streets Run Red, specifically for Kindred living in smaller towns where a Storyteller may decide the number Backgrounds given the smaller population.
Contacts — A certain amount may be rewarded freely, but largely the rest are opposed with other Kindred of the domain.
Influence — Similar to Contacts scarcity, but also attempts to grow Influence come with the need for defense rolls. Online or location-agnostic Influence may not be affected depending on the storyteller.
Herd and Feeding — Storyteller may have Herd operate in a limited size, migrating Herd face a degree of fluctuations, and failed hunts may have repercussions for the wider setting.
Haven — Kindred struggle in sharing the prime real estate in this setting.