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== '''Elder and Methuselah''' ==
== '''Elder and Methuselah''' ==
''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.''<br><br>
''These Merits and Flaws only apply to Elder and Methuselah 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.'' ''<sup>(Homebrew, pg. XX)</sup>''<br><br>
{| class="mildtable" style="width:105%" ;
{| class="mildtable" style="width:105%" ;
! style="width: 15%;" | '''Merit'''
! style="width: 15%;" | '''Merit'''
Line 542: Line 542:
! style="width: 35%;" | <span style="color:darkred">'''Description'''</span>
! style="width: 35%;" | <span style="color:darkred">'''Description'''</span>
|-
|-
|'''Anarch Comrades'''
|'''Loyal Childe'''
|Befriended an Anarch group, act as a one dot Anarch Mawla.
|This Childe is built as an Ancillae and when you call, they come as soon as possible, usually appearing once per Story.
|| <span style="color:darkred">'''Shunned by the Anarchs'''</span>
|| <span style="color:darkred">'''Vengeful Childe'''</span>
|<span style="color:darkred">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.</span>
|<span style="color:darkred">This Childe is built as an Ancillae and their merits are spent on a personal "army" that seeks your destruction.</span>
|-
|-
|'''Camarilla Contact'''
|'''Holdings'''
|Caught the attention of someone within the Camarilla, acts as a one dot Camarilla Mawla.
|You have an ancient castle or other acquired property. This counts as a rating 3 Haven, with 4 Haven Merits.
|| <span style="color:darkred">'''Branded by the Camarilla'''</span>
|| <span style="color:darkred">'''Death Wish'''</span>
|<span style="color:darkred">An unhealable and painful brand given by the Camarilla to know what they are. Can take Camarilla Contact with this Flaw.</span>
|<span style="color:darkred">You have an unconscious wish to die the True Death. Twice per Session, the Storyteller might ask you to reroll a successful Skill check. This second roll can be enhanced by spending Willpower as normal. The least successful of the two rolls is the actual result of your action.</span>
|-
|-
|'''Catenating Blood'''
|'''Paramour'''
|Can create Blood Bonds and embrace other thin-bloods.
|You have a long-term relationship with another Elder, whom witholds no secrets, and vice versa. The Paramour is built as an Elder, and when called they come as soon as possible, usually appearing once per Story. Given the emotional ties that unite you to your Paramour, whenever you are unable to contact them or something happens to them, receive three die penalty to all rolls not related on locating or saving it.
|| <span style="color:darkred">'''Bestial Temper'''</span>
|| <span style="color:darkred">'''Jilted Paramour'''</span>
|<span style="color:darkred">Frenzy test as normal vampire rules.</span>
|<span style="color:darkred">You ''had'' a long-term relationship with a fellow Elder, who did not take the breakup well. You both know many of each other's secrets and this has caused a stalemate thus far. The Paramour is built as an Elder and might be behind inexplicable failed enterprises or against you directly when the Storyteller decides to.</span>
|-
|-
|'''Day Drinker'''
|'''Paranoia'''
|Able to walk in the sun. Sunlight halves their Health Tracker (rounded up) and removes all vampiric abilities.
|You go out of your way to prepare contingency plans, vary your movement patterns and habits, and otherwise make yourself a difficult target. Once per story, you can choose to automatically succeed in a roll against an Ambush.
|| <span style="color:darkred">'''Clan Curse'''</span>
|| <span style="color:darkred">'''Extreme Paranoia'''</span>
|<span style="color:darkred">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.</span>
|<span style="color:darkred">Whenever someone you know performs an act that appears selfless, you must make a successful Frenzy check against a Difficulty decided by the Storyteller to resist branding them traitors and attack them in Fury Frenzy.</span>
|-
|-
|'''Discipline Affinity'''
|'''Patience'''
|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.
|Once per story, you can choose to automatically overcome a Frenzy check. For the rest of the Scene, all subsequent provocations are at +1 Difficulty.
|| <span style="color:darkred">'''Vitae Dependency'''</span>
|| <span style="color:darkred">'''Ennui'''</span>
|<span style="color:darkred">Must slake one hunger of vampire vitae each week else they'll lose access to all their vampiric powers.</span>
|<span style="color:darkred">You have seen enough to know that nothing is ever truly new. You rarely pay attention to those around you, assuming you know all there is to know. You are unable to perform Insight and Awareness rolls on people you already know unless you spend Willpower.</span>
|-
|-
|'''Lifelike'''
|'''Beckoning Resilient'''
|Has a heartbeat, can eat food and enjoy sexual activities. Most medical checks reveal nothing, as long as it's during the night.
|Similar to the merit Bond Resistance (pg. 181), your Blood rebels against control from the Antediluvians. Add two die to your dice pools to resist the Beckoning.
|| <span style="color:darkred">'''Dead Flesh'''</span>
|| <span style="color:darkred">'''Beckoned'''</span>
|<span style="color:darkred">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.</span>
|<span style="color:darkred">Similar to the flaw Bond Junkie (pg. 181), the Call is too sweet for you to resist. Subtract two die from your dice pools to act against the Beckoning. This flaw should only be taken if the Storyteller opts to use the mechanical system for the Beckoning.</span>
|-
|-
|'''Thin-blood Alchemist'''
|'''Military Force'''
|Gain one dot and one formula of Thin-blood Alchemy.
|You easily manipulate a human institution which prevails through force — such as the local police, crime family, biker gang, etc. Direct control of human mobs is always frightening to Elder vampires. As a result, they often band together to curtail such aspirations in their peers. Usually, an Elder can only keep a small force before his rivals close in to stop his power grab. Build them as a well-armed group of Gifted Mortals and when you call, they come as soon as possible, usually appearing once per Story.
|| <span style="color:darkred">'''Baby Teeth'''</span>
|| <span style="color:darkred">'''Emotional Isolation'''</span>
|<span style="color:darkred">Never developed fangs.</span>
|<span style="color:darkred">You have seen friends and family swept away in the river of time. To avoidthe pain you have emotionally isolated yourself. When you accrue Stains from those around you getting hurt, you cannot mitigate them with your Convictions. For the purpose of interacting with humans, you receive a penalty akin to at least Humanity 5. Additionally, any penalty to interact with humans due to low Humanity also apply to Kindred.</span>
|-
|'''Vampiric Resilience'''
|Take damage like a regular vampire.
|| <span style="color:darkred">'''Mortal Frailty'''</span>
|<span style="color:darkred">Mend like a mortal, unable to rouse the blood. Cannot take Vampiric Resilience with this Flaw.</span>
|-
|'''Abhorrent Blood'''
|Other vampires abort any bite attempts after the initial damage and anyone who tries to keep drinking from you must spend two points of Willpower each turn that they do so. Mortals and Thin-Blood Alchemy are not affected by this anomaly.
|| <span style="color:darkred">'''Heliophobia'''</span>
|<span style="color:darkred">You fear sunlight as though you were a full vampire. You are susceptible to terror frenzy from sunlight.</span>
|-
|'''Lucid Dreamer'''
|Most vampires don’t dream because they don’t sleep. You dream; you can recall and even sometimes control your dreams. Once per session, if you’re asleep by day you can ask the Storyteller to provide a clue from the previous night’s memories or a hint about the story suitable for dream revelation.
|| <span style="color:darkred">'''Night Terrors'''</span>
|<span style="color:darkred">During times of stress, or when your Beast is strongest, nightmares pull through and feel excruciatingly real. They may be disjointed hallucinations, or they may be a way for the Storyteller to feed theme or foreshadow events. Once per session, your night terrors onset and you take a one-die penalty to all actions for the rest of the scene.</span>
|-
|'''Low Appetite'''
|When at Hunger 0 or 1, and when rising at sunset, roll two dice on your Rouse Check and take the highest of the two.
|| <span style="color:darkred">'''Plague Bearer'''</span>
|<span style="color:darkred">You are still susceptible to mortal sickness: colds, flu, and other more severe infections. Every time you feed you must roll a die for each Hunger slaked, and if any come up a “1,” you’ve caught something nasty. (Effect is up to the Storyteller, but could range from die penalties to slow Health degradation.) Mortal medicine doesn’t cure you; only drinking a functioning immune system by slaking your Hunger to 0 does so. And of course, you run the risk of infecting anyone you feed on, using the same die roll as above.</span>
|-
|'''Faith-Proof'''
|Whether you consider yourself an atheist or devoutly religious, you remain too close to mortality for True Faith to affect you.
|| <span style="color:darkred">'''Sun-Faded'''</span>
|<span style="color:darkred">You cannot use Discipline powers – including Thin- Blood Alchemy – in sunlight, and active powers cease when you enter sunlight. You can use them indoors by day, with a two-dice penalty, as long as you avoid any hint of sunlight.</span>
|-
|'''Mortality's Mien'''
|Your aura does not appear vampiric or supernatural; instead it looks mortal to anyone able to detect supernatural creatures. You can also add two dice to any attempt to make yourself appear mortal in other regards, such as makeup.
|| <span style="color:darkred">'''Supernatural Tell'''</span>
|<span style="color:darkred">Whether it’s your smell, your aura, or something even subtler, other supernatural entities can sense your presence. They may be curious, hungry, or irritated, but they definitely clock you. Lose two dice from Stealth pools and similar against supernatural opponents including other vampires.</span>
|-
|'''Swift Feeder'''
|You sip delicately and quickly, neatly slaking one Hunger in one turn, including licking the wound closed. This Merit can only be used once per scene.
|| <span style="color:darkred">'''Sloppy Drinker'''</span>
|<span style="color:darkred">Your bite is careless, or your fangs are ill suited to puncture skin cleanly. When feeding, make a Dexterity + Medicine test against a Difficulty equal to Hunger slaked to cover your feed marks before too much blood is spilled. On a failure, the wound is too ragged to close: the mortal may bleed out with Masquerade-threatening neck wounds.</span>
|-
|
|
|| <span style="color:darkred">'''Twilight Presence'''</span>
|<span style="color:darkred">You make others uncomfortable around you. Most mortals don’t want to be around you at all, and other Kindred dislike you even more than they do regular thin-bloods. Only thin-bloods can adjust to your weird demeanor. Lose a die from Social pools involving anyone except thin-bloods.</span>
|-
|-
|
|
|
|
|| <span style="color:darkred">'''Unending Hunger'''</span>
|| <span style="color:darkred">'''Routine'''</span>
|<span style="color:darkred">Your Beast always hungers for more, never finding sustenance with smaller sips. When feeding in a scene you sate one less Hunger than other thinbloods. This applies only once per scene.</span>
|<span style="color:darkred">If others studied your behaviour closely, they might be able to take advantage of it to do you harm. If the circumstances are appropriate, once per Story, the Storyteller might ask you to automatically fail a roll against an Ambush.</span>
|}


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Revision as of 09:11, 1 May 2023


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, Loresheets, and Bloodlines. 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 •••••.


For other Advantages see Loresheets or Coterie Backgrounds and Merits.