Advantages: Difference between revisions

Jump to navigation Jump to search
(Added "Blatant Diablerist", "Inherited Bane", and the Diablerie Flaws chart.)
 
(40 intermediate revisions by the same user not shown)
Line 1: Line 1:
<br>
{{DISPLAYTITLE:<span style="position: absolute; clip: rect(1px 1px 1px 1px); clip: rect(1px, 1px, 1px, 1px);">{{FULLPAGENAME}}</span>}}


<big>A</big>longside 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 <span style="color:darkred">'''Flaws'''</span>, which are ongoing problems for the characters.  
<big>A</big>longside 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 <span style="color:darkred">'''Flaws'''</span>, which are ongoing problems for the characters.  
Line 55: Line 55:
||<span style="color:darkred">'''Repulsive (••)'''</span>
||<span style="color:darkred">'''Repulsive (••)'''</span>
|<span style="color:darkred">Lose two dice from related Social pools</span>
|<span style="color:darkred">Lose two dice from related Social pools</span>
|-
|'''Famous Face (•)'''
|You gain two dice to social tests in circumstances where you can leverage your lookalike status, but suffer a two-dice penalty whenever you try to hide in a crowd or in other areas where you want to avoid recognition.
||<span style="color:darkred">'''Stench (•)'''</span>
|<span style="color:darkred">Your breath and body odor are supernaturally foul, redolent of open graves and rotting flesh. Even Nosferatu object to your stink. Lose one die from seduction and similar Social dice pools, and lose two dice from Stealth pools against opponents who can smell, unless you are upwind.</span>
|-
|'''Ingèune (•)'''
|You look completely innocent and blameless, making others believe in your good intentions much easier. Add two dice to any rolls related to avoiding suspicion or deflect blame, at the Storyteller’s discretion.
||<span style="color:darkred">'''Transparent (•)'''</span>
|<span style="color:darkred">For whatever reason, you aren’t a good liar, and it shows. Lose one die from any pools requiring Subterfuge. You cannot gain dots in Subterfuge.</span>
|-
|'''Remarkable Feature (•)'''
|You possess a rare, memorable feature such as a striking eye color, atypical pupils, or an unusual complexion, providing a two-dice bonus to social interactions with strangers. Take a one-die penalty to disguise yourself.
||<span style="color:darkred">'''Unblinking Visage (••)'''</span>
|<span style="color:darkred">You count your Humanity as two levels lower for the purpose of Blush of Life and other life-mimicking activities, such as mortal intercourse or food consumption.</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.
|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.
||<span style="color:darkred">'''Diminutive (••)'''</span>
||
|<span style="color:darkred">You were Embraced as a child. 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 wherein being a child is detrimental, especially in dealing with mortal adults.<sup>(Homebrew, pg. XX)</span>
|
|-
||'''Up All Night (•• or ••)'''
|For purposes of the Blush of Life, eating or drinking, and sexual intercourse, treat your Humanity score as one point higher than it is (maximum 10), or two points higher if this merit was purchased for 4 dots. Unavailable to Nosferatu, and only available at •• for Hecata.
||
|
|}
|}


Line 128: Line 148:
|| <span style="color:darkred">'''Bondslave (••)'''</span>
|| <span style="color:darkred">'''Bondslave (••)'''</span>
|<span style="color:darkred">Related to the act of feeding, taking one does not mean the character must take the others.</span>
|<span style="color:darkred">Related to the act of feeding, taking one does not mean the character must take the others.</span>
|-
|'''Bonds of Fealty (•••)'''
| Your powers of Dominate do not require a target’s eye contact so long as the target is blood bound to you.
|| <span style="color:darkred">'''Two Masters (•)'''</span>
|<span style="color:darkred">You can be Blood Bound to two individuals at the same time.</span>
|-
|'''Enduring Bond (•)'''
| Your bonds last longer than those of other Kindred. Complete and partial blood bonds only weaken every other month, not every month.
||
|
|}
<br><br>
== '''Blood Ties''' ==
''Every Kindred has blood ties to their own sire, even if that sire’s identity is unknown, and these model various expressions of those ties. Caitiff and Duskborn cannot choose these.''<br><br>
{| class="mildtable" style="width:105%" ;
! style="width: 15%;" | '''Merit'''
! style="width: 35%;" | '''Description'''
! style="width: 15%;" | <span style="color:darkred">'''Flaw'''</span>
! style="width: 35%;" | <span style="color:darkred">'''Description'''</span>
|-
|'''Consanguineous Sense: (••)'''
| You instinctively recognize those in your direct bloodline when you get within a few paces from them. A Resolve + Awareness test at Difficulty 3 lets you determine if a Kindred within about 3 meters of you shares your bloodline.
||
|
|-
|'''Consanguineous Influence (••)'''
| When you use a mental Discipline against a member of your own clan or a direct ancestor or descendant, you gain one bonus die to do so, or 2 bonus dice if the character is only one or two generations removed from you.
||
|
|-
|'''Sins of the Fathers (•• or •••)'''
| You do not show any telltale signs of diablerie, if committed upon a direct descendant. Powers such as "Scry the Soul" or "A Taste for Blood" do not detect your crime. As a three dot Merit, this works when committing diablerie upon any member of your own clan.
||
|
|}
|}


Line 150: Line 206:
|<span style="color:darkred">Hunger can only be slaked to 0 by Supernatural blood.</span>
|<span style="color:darkred">Hunger can only be slaked to 0 by Supernatural blood.</span>
|-
|-
| style="border:1;" |
| '''Vessel Recognition (•)'''
| style="border:1;" |
| A win on a Resolve + Awareness test at Difficulty 2 lets you smell whether a mortal has been fed on recently. A critical win lets you sense if the feeding is recurring, likely making them part of someone’s herd.
|| <span style="color:darkred">'''Farmer (••)'''</span>
|| <span style="color:darkred">'''Farmer (••)'''</span>
|<span style="color:darkred">Must spend 2 Willpower Points to feed on human blood. Ventrue may not take this.</span>
|<span style="color:darkred">Must spend 2 Willpower Points to feed on human blood. Ventrue may not take this.</span>
Line 159: Line 215:
|| <span style="color:darkred">'''Organovore (••)'''</span>
|| <span style="color:darkred">'''Organovore (••)'''</span>
|<span style="color:darkred">Slake hunger only by consuming human flesh and organs.</span>
|<span style="color:darkred">Slake hunger only by consuming human flesh and organs.</span>
|-
| style="border:0;" |
| style="border:0;" |
|| <span style="color:darkred">'''Vein Tapper (•)'''</span>
|<span style="color:darkred">You find the act of feeding extremely personal and cannot take blood from mortals while being observed. This means you often feed from the unaware and go out of your way to find (or create) drugged or unconscious victims.</span>
|-
|-
| style="border:0;" |
| style="border:0;" |
Line 191: Line 252:
|<span style="color:darkred">Bleed from wounds on the hands, feet, and forehead when at Hunger 4.</span>
|<span style="color:darkred">Bleed from wounds on the hands, feet, and forehead when at Hunger 4.</span>
|-
|-
| style="border:1;" |
| '''Luck of the Devil (••••)'''
| style="border:1;" |
| Once per session you can have a misfortune — an attack, an accusation, a blame, or anything in between — directed at you befall someone else close to you. This can be an ally, retainer, coterie mate, or even a Touchstone. The Storyteller is the final arbiter on what counts as a proper misfortune.
|| <span style="color:darkred">'''Stake Bait (•)'''</span>
|| <span style="color:darkred">'''Stake Bait (•)'''</span>
|<span style="color:darkred">Attempts to drive a stake or other weapon into your heart require only three successes (before halving) instead of five.<sup>(Homebrew, pg. XX)</span>
|<span style="color:darkred">Attempts to drive a stake or other weapon into your heart require only three successes (before halving) instead of five.<sup>(Homebrew, pg. XX)</span>
|-
| '''Nuit Mode (••)'''
| Your body doesn’t automatically revert to the deathstate each night, enabling you to keep things like new haircuts, tattoos, and other body modifications at your option. You are still able to return to your original death-state, though, and can mend any later modifications as if they were Aggravated damage. This Merit is available only to Kindred of Blood Potency 1 or lower.
|| <span style="color:darkred">'''Starving Decay (•)'''</span>
|<span style="color:darkred">At any point in which your Hunger is 3 or higher your body shrivels and decays, incurring a two-dice penalty to physical tests as well as social interactions with mortals, not to mention risking the Masquerade.</span>
|-
|
|
|| <span style="color:darkred">'''Twice-Cursed (••)'''</span>
|<span style="color:darkred">Take your clan’s variant Bane (see p. 56) in addition to your regular Bane. The Storyteller can prohibit this Flaw if the second Bane would cause problems for, or lack impact in, the chronicle.</span>
|}
|}
<br><br>
== '''Diablerie Flaws''' ==
''A Storyteller may allow these Flaws may be selected as normal, or impose them upon players’ characters as the consequence of a Messy Critical, Bestial Failure, or win at a cost result on a test involving Diablerie.''<br><br>
{| class="mildtable" style="width:105%" ;
! style="width: 15%;" | '''Merit'''
! style="width: 35%;" | '''Description'''
! style="width: 15%;" | <span style="color:darkred">'''Flaw'''</span>
! style="width: 35%;" | <span style="color:darkred">'''Description'''</span>
|-
|
|
|| <span style="color:darkred">'''Blatant Diablerist (•)'''</span>
|<span style="color:darkred">Discipline Powers or Merits that reveal past evidence of diablerie, such as "Scry the Soul" or "A Taste for Blood" always reveal diablerie, even if the test would otherwise fail or fail to reveal other information.</span>
|-
|
|
|| <span style="color:darkred">'''Inherited Bane (•)'''</span>
|<span style="color:darkred">You gain another clan’s bane in addition to your own. Tremere may select this Flaw to gain the Salubri clan bane (Players Guide, p. 47) without having committed Diablerie.</span>
|}
<br>
[[File:diablerie-flaws-chart.png|300px|center]]


<br><br>
<br><br>
Line 228: Line 324:
! style="width: 35%;" | <span style="color:darkred">'''Description'''</span>
! style="width: 35%;" | <span style="color:darkred">'''Description'''</span>
|-
|-
| style="border:1;" |
| '''Tempered Will (••)'''
| style="border:1;" |
| You are always aware of when someone is using Dominate and Presence against you. Once per session, when resisting Dominate or Presence, you may add two additional dice to your resistance pool. Only someone with no dots in either Dominate or Presence can take this Merit.
|| <span style="color:darkred">'''Living on the Edge (••)'''</span>
|| <span style="color:darkred">'''Weak-Willed (••)'''</span>
|<span style="color:darkred">Even when they are aware that someone is attempting to sway they may not use the active resistance systems to avoid the attempts.</span>
|-
| '''Soothed Beast (•)'''
| Choose a storyteller character as your obsession. Once per session when in the presence of your obsession, you can choose to ignore one Bestial Failure or Messy Critical. If this character dies you immediately gain three Stains, but can choose a new obsession at the beginning of the next session.
|| <span style="color:darkred">'''Risk-Taker ()'''</span>
|<span style="color:darkred">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.</span>
|<span style="color:darkred">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.</span>
|-
|-
| style="border:0;" |
| '''False Love (•)'''
| style="border:0;" |
| Choose a storyteller character as your obsession. When in their presence, treat your Humanity as one dot higher (max 10) for purposes of the Blush of Life, eating or drinking, and sexual intercourse. If this character dies you immediately gain three Stains, but can choose a new obsession at the beginning of the next session.
|| <span style="color:darkred">'''Weak-Willed (•••)'''</span>
|| <span style="color:darkred">'''Knowledge Hungry ()'''</span>
|<span style="color:darkred">Even when they are aware that someone is attempting to sway they may not use the active resistance systems to avoid the attempts.</span>
|<span style="color:darkred">At character creation, pick a topic that your character hungers to study. When your character comes across books, tutorial videos, college seminars, or other methods of learning about their chosen subject, make a Willpower roll at Difficulty 3 to resist chasing their obsession.</span>
|}
|}


Line 278: Line 379:
|| <span style="color:darkred">'''Groveling Worm (••)'''</span>
|| <span style="color:darkred">'''Groveling Worm (••)'''</span>
|<span style="color:darkred">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.</span>
|<span style="color:darkred">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.</span>
|}
<br><br>
== '''Other''' ==
<br><br>
{| class="mildtable" style="width:105%" ;
! style="width: 15%;" | '''Merit'''
! style="width: 35%;" | '''Description'''
! style="width: 15%;" | <span style="color:darkred">'''Flaw'''</span>
! style="width: 35%;" | <span style="color:darkred">'''Description'''</span>
|-
| '''Check the Trunk (•)'''
| You have easy access to an armory or cache of tools and hardware. None of these items can exceed a value available to a character with Resources 2. Common items found in a cache could include a sawed-off shotgun, rusty bolt cutters, half a roll of duct tape, homemade stakes, half empty squeeze bottles of lighter fluid, and whatever else the Storyteller allows. Take an additional two dots in Preparedness pools (Vampire: The Masquerade, p. 410) for items within this Resource band.
||<span style="color:darkred">'''Prestation Debts'''</span>
|<span style="color:darkred">You owe another Kindred (or two others) two minor boons. The debt-holder wields more power and influence than you within vampire society, though not necessarily within your sect. They receive a one-die bonus in Social combat against you while they hold your marker. They may call in either of these debts at any time.</span>
|-
| '''Side Hustler (••)'''
| Once per session you can get your hands on an item, a piece of information, or access to an event as if you had two dots in the appropriate Resources, Contacts or Influence Background. (Items obtained with Resources likely have to be returned intact.) Often this requires you to spend part of the night calling in markers and pressing your informal network.
||
|
|-
| '''Untouchable (••••)'''
| Once per story you can escape all official punishment for a crime that would otherwise see you destroyed or cast out of your sect, though you may be privately reprimanded or face consequences through unofficial channels.
||
|
|}
|}


Line 423: Line 550:
|| <span style="color:darkred">'''Yearning (•)'''</span>
|| <span style="color:darkred">'''Yearning (•)'''</span>
|<span style="color:darkred">Missing their master, they must spend two Willpower to work against their master's wishes.</span>
|<span style="color:darkred">Missing their master, they must spend two Willpower to work against their master's wishes.</span>
|}
<br><br>
== '''Caitiff''' ==
''These Merits are only available to Caitiff characters.''<br><br>
{| class="mildtable" style="width:105%" ;
! style="width: 15%;" | '''Merit'''
! style="width: 35%;" | '''Description'''
! style="width: 15%;" | <span style="color:darkred">'''Flaw'''</span>
! style="width: 35%;" | <span style="color:darkred">'''Description'''</span>
|-
|'''Favored Blood (••••)'''
|You can buy dots in any Discipline even if you’ve never tasted the blood of another vampire with that Discipline. Cannot be taken with the Muddled Blood Flaw (see p. 127).
|| <span style="color:darkred">'''Befouling Vitae (••)'''</span>
|<span style="color:darkred">Any mortal you Embrace or kill by feeding returns as a desperate wight within a few nights. While these unfortunates are often too weak to be much of a threat, sometimes a trick of the Blood sees a real monster arise. Your unlife is a steady stream of clean-up jobs, for as soon as the local Prince or Baron gets wind of your condition you are likely to receive a personal (and terminal) visit from the powers that be.</span>
|-
|'''Mark of Caine (••)'''
|You bear a mark, either physical or spiritual, that gives other vampires pause. Noddists might target you for special attention. You gain two bonus dice on any attempt to intimidate, bully, or cow other vampires who subscribe to the myth of Caine. Anyone attempting to commit diablerie on you cannot add their Blood Potency to the roll and any failure to their roll results in a bestial failure.
|| <span style="color:darkred">'''Clan Curse (••)'''</span>
|<span style="color:darkred">You suffer from a vampire clan bane of your choice, likely that of your sire (if you even know who they are). Its severity is halved (round down, minimum of 1).</span>
|-
|'''Mockingbird (•••)'''
|For one night after drinking one Hunger die worth of blood from a vampire, you can choose and employ one Discipline power possessed by the Kindred from whom you fed. The power cannot be of a level higher than your highest Discipline, though you do not need to possess the same Discipline. Roll Rouse Checks as normal to activate this power. Any other rolls required to use the power use the donor’s Discipline level and your Attributes. During this time, you mimic the donor’s clan bane with the same severity level as the donor. Only one power can be “borrowed” in this way per night.
|| <span style="color:darkred">'''Debt Peon (••)'''</span>
|<span style="color:darkred">You owe several minor boons, or even a few major boons, to a high-Status vampire, possibly originally incurred by your Sire. Tracking these debts proves pointless, as the creditor extracts new boons whenever they have leverage over you and only considers any boon settled when forced to by their peers. They have a two-dice bonus to Social combat against you in front of other Kindred. Refusal to honor your debt adds the Shunned (••) Flaw, and may even result in a Blood Hunt against you.</span>
|-
|'''Sun-Scarred (•••••)'''
|The first turn you are exposed to Sunlight in a scene, take no Health damage, take 1 Aggravated Willpower damage, and automatically succeed on any rolls to resist terror frenzy. For the remainder of the scene all Aggravated Health damage you take from sunlight is instantly converted into Superficial damage.
|| <span style="color:darkred">'''Liquidator (•)'''</span>
|<span style="color:darkred">Thin-bloods call you a Pander and avoid you whenever possible. They even refuse to speak openly with your coterie mates or other associates. Take a two-dice penalty to all your Social skill dice pools against thin-bloods, other than Intimidation. Cannot be taken with Uncle Fangs (p. 127).</span>
|-
|'''Uncle Fangs (•••)'''
|You have easy access to a local coterie of three to five thin-bloods. They often know what’s happening on the street before anyone else, and can sometimes provide you with Alchemical concoctions. Treat this group as an Ally group. Cannot be taken with Liquidator (p. 127).
|| <span style="color:darkred">'''Muddled Blood (•)'''</span>
|<span style="color:darkred">Even if you already possess a Discipline you must drink the Blood of someone who possesses it in order to buy dots in it. Cannot be taken with the Favored Blood Merit (see p. 126).</span>
|-
|'''Death-Proof (•)'''
|Cannot learn Oblivion, but immune to it.
|| <span style="color:darkred">'''Walking Omen (•)'''</span>
|<span style="color:darkred">Any scrying, premonitions, or other forms of future or fortune telling in your domain regularly points to you as a source of disaster and misfortune. The effects of this Flaw are ultimately up to the Storyteller, but it should at the very least cause one serious altercation per story.</span>
|-
|
|
|| <span style="color:darkred">'''Word-Scarred (•)'''</span>
|<span style="color:darkred">Your body or a portion of it is covered in ancient texts of vampiric lore. Perhaps your sire inscribed them upon you, or they appeared on their own after the Embrace. The major occult foe or force in the chronicle often interferes in your life, seeking to imprison, flense, mind-wipe, Blood Bond, or otherwise neutralize you. (They would never lower themselves to recruit a Caitiff, don’t be silly. You’re just a lost, disobedient book to them.) Maybe two such forces fight over the right to edit you! Any other character who “reads” the full text on your skin learns a terrible secret regarding Gehenna, Noddist prophecy, Bahari mysteries, or the like. You and the Storyteller may decide this together, or it may be a mystery to you!</span>
|}
<br><br>
== '''Elder and Methuselah''' ==
''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%" ;
! style="width: 15%;" | '''Merit'''
! style="width: 35%;" | '''Description'''
! style="width: 15%;" | <span style="color:darkred">'''Flaw'''</span>
! style="width: 35%;" | <span style="color:darkred">'''Description'''</span>
|-
|'''Loyal Childe'''
|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">'''Vengeful Childe'''</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>
|-
|'''Holdings'''
|You have an ancient castle or other acquired property. This counts as a rating 3 Haven, with 4 Haven Merits.
|| <span style="color:darkred">'''Death Wish'''</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>
|-
|'''Paramour'''
|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">'''Jilted Paramour'''</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>
|-
|'''Paranoia'''
|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">'''Extreme Paranoia'''</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>
|-
|'''Patience'''
|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">'''Ennui'''</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>
|-
|'''Beckoning Resilient'''
|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">'''Beckoned'''</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>
|-
|'''Military Force'''
|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">'''Emotional Isolation'''</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>
|-
|
|
|| <span style="color:darkred">'''Routine'''</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>
|}
|}


Line 474: Line 698:
|| <span style="color:darkred">'''Mortal Frailty'''</span>
|| <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>
|<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">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>
|}
|}


Line 487: Line 751:
|-
|-
|'''Blood Empathy (••)'''
|'''Blood Empathy (••)'''
|The ghoul can feel if their regnant is in danger or otherwise, needs them immediately, this does not allow for telepathic communication.
|You share a closer bond to your domitor than most ghouls, able to sense their emotional and psychological state, even when not physically in their presence. An astute ghoul can “feel” if their current domitor is in peril or requires their presence immediately, but it does not allow for direct telepathic communication. You feel Blood Empathy at a distance of one mile or less from your domitor, and the domitor to whom you feel Blood Empathy is the one whose blood you have most recently consumed. Note that this does not require a Blood Bond, though the effect feels stronger if one is present.
|| <span style="color:darkred">'''Baneful Blood<br>(•—•••)'''</span>
|| <span style="color:darkred">'''Baneful Blood<br>(•—••)'''</span>
|<span style="color:darkred">The character experiences the bane of their first domitor, this does not change if they get a new domitor.</span>
|<span style="color:darkred">The character experiences the bane of their first domitor, this does not change if they get a new domitor. You experience the domitor’s bane at one level for each dot in this Flaw.</span>
|-
|-
|'''Unseemly Aura (••)'''
|'''Unseemly Aura (••)'''
|Their aura has become indistinguishable from a Kindred.
|Their aura has become indistinguishable from a Kindred.
|| <span style="color:darkred">'''Crone's Curse (•••)'''</span>
|| <span style="color:darkred">'''Crone's Curse (••)'''</span>
|<span style="color:darkred">The character appears at least a decade older than they actually are which reduces their health tracker by one.</span>
|<span style="color:darkred">The character appears at least a decade older than they actually are which reduces their health tracker by one.</span>
|-
|-
| style="border:1;" |
| style="border:1;" |
| style="border:1;" |
| style="border:1;" |
| <span style="color:darkred">'''Distressing Fangs (••)'''</span>
| <span style="color:darkred">'''Distressing Fangs ()'''</span>
|<span style="color:darkred">Having developed fangs like kindred, the character suffers one die on Social pools with mortals.</span>
|<span style="color:darkred">Having developed fangs like kindred, the character suffers one die on Social pools with mortals.</span>
|}
|}
Line 543: Line 807:
|<span style="color:darkred">The opposite to Allies, and are rated two dots less than their effectiveness.</span>
|<span style="color:darkred">The opposite to Allies, and are rated two dots less than their effectiveness.</span>
|}
|}
<br><br>
== '''Boons and Debts''' ==
''In most cases Status, Influence, Mawla, and other Backgrounds sufficiently represent a character’s social resources, but there may be times when the story calls for more granular use of debts and boons to specific individuals.''<br><br>
{| class="mildtable" style="width:105%" ;
! style="width: 15%;" | '''Merit'''
! style="width: 35%;" | '''Description'''
! style="width: 15%;" | <span style="color:darkred">'''Flaw'''</span>
! style="width: 35%;" | <span style="color:darkred">'''Description'''</span>
|-
|'''Minor Boon<br>(• — •••)'''
|Your creditor is a Neonate, Ancilla, Elder, Primogen member, or even a Prince depending upon dot rating.
|| <span style="color:darkred">'''Minor Debt<br>(• or ••)'''</span>
|<span style="color:darkred">Your debtor is a Neonate, Ancilla, Elder, Primogen member, or even a Prince depending upon dot rating.</span>
|-
|'''Major Boon (••-••••)'''
|Your creditor is a Neonate, Ancilla, Elder, Primogen member, or even a Prince depending upon dot rating.
|| <span style="color:darkred">'''Major Debt (•-•••)'''</span>
|<span style="color:darkred">Your debtor is a Neonate, Ancilla, Elder, Primogen member, or even a Prince depending upon dot rating.</span>
|-
|
|
|| <span style="color:darkred">'''Life Debt (•• or •••)'''</span>
|<span style="color:darkred">Your debtor is a Neonate, Ancilla, Elder, Primogen member, or even a Prince depending upon dot rating.</span>
|}
[[File:boon-chart.png|center]]


<br><br>
<br><br>
Line 627: Line 919:
|<span style="color:darkred">Take a two dice penalty on Social pools in the haven with mortals.</sup></span>
|<span style="color:darkred">Take a two dice penalty on Social pools in the haven with mortals.</sup></span>
|-
|-
|'''Haven: Cell (• +)'''
|'''Haven: Cell<br>(• +)'''
|Allows two prisoners to be stored inside. Each additional dot either allows the character to store twice as many prisoners or adds +1 to the attempts to escape. Not available in one dot havens.  
|Allows two prisoners to be stored inside. Each additional dot either allows the character to store twice as many prisoners or adds +1 to the attempts to escape. Not available in one dot havens.  
|| <span style="color:darkred">'''Haunted (•)'''</span>
|| <span style="color:darkred">'''Haunted (•)'''</span>
|<span style="color:darkred">There is a supernatural manifestation taking hold over the haven.</sup></span>
|<span style="color:darkred">There is a supernatural manifestation taking hold over the haven.</sup></span>
|-
|-
|'''Haven: Watchmen (• +)'''
|'''Haven: Watchmen<br>(• +)'''
|Each dot supplies 4 Average Mortals and one Gifted Mortal to watch over the haven.  
|Each dot supplies 4 Average Mortals and one Gifted Mortal to watch over the haven.  
|| <span style="color:darkred">'''Compromised (••)'''</span>
|| <span style="color:darkred">'''Compromised (••)'''</span>
|<span style="color:darkred">This haven is on a watchlist and may have have been raided at some point.</sup></span>
|<span style="color:darkred">This haven is on a watchlist and may have have been raided at some point.</sup></span>
|-
|-
|'''Haven: Laboratory (• +)'''
|'''Haven: Laboratory<br>(• +)'''
|Each dot of this merit contributes to dice rolls related to one Science or Technology specialty or for Alchemy pools when using Fixatio. Not available in one dot havens.  
|Each dot of this merit contributes to dice rolls related to one Science or Technology specialty or for Alchemy pools when using Fixatio. Not available in one dot havens.  
|| <span style="color:darkred">'''Shared<br>(• — ••)'''</span>
|| <span style="color:darkred">'''Shared<br>(• or •••)'''</span>
|<span style="color:darkred">Mortals regularly use the space. Whilst you are you at risk of a mortal casually walking in during the day to open the curtains, you cannot use the space with perfect freedom. In addition, any Social dice pools to command, intimidate or negotiate with Kindred guests are made at a two-dice penalty. <sup>(Homebrew, pg. XX)</sup></sup></span>
|<span style="color:darkred">Your haven is not entirely your own. Other Kindred, besides you and your coterie, have access to it and can make decisions about it without consulting you. Tremere chantries, Nosferatu warrens, and Ministry temples might be one or two-dot shared havens.</sup></span>
|-
|-
|'''Haven: Library<br>(• +)'''
|'''Haven: Library<br>(• +)'''
Line 654: Line 946:
|'''Haven: Luxury<br>(•)'''
|'''Haven: Luxury<br>(•)'''
|Rich and full of value, the haven is well decorated with high-end décor and items. +2 dice bonus to Social tests when mortals are inside the haven. Without at least 3 dots in Resources, these items are stolen or illegally obtained.
|Rich and full of value, the haven is well decorated with high-end décor and items. +2 dice bonus to Social tests when mortals are inside the haven. Without at least 3 dots in Resources, these items are stolen or illegally obtained.
| style="border:1;" |
| style="border:1;" |
|-
|'''Haven: Business Establishment<br>(•• or •••)'''
|You rent out your haven to a separate business: a 9–5 call center, coffee shop, laundromat, or salon. The kine mill around living their daily lives while you sleep in the repurposed storage basement, or one of the server rooms where all of the out of service equipment is stored. The business pays a monthly rent (or profit, if you own it), providing you with a steady stream of funding. The downside: A lot of strangers walking around, and exposure to local officials, and business taxes that potentially put you very much on the grid. Dots in this Merit roughly equate to their Resources equivalent, and the Storyteller may let you use its dots instead of Resources if the substitution makes sense. It also adds two dice to pools to do things related to your business’ activities.
| style="border:1;" |
| style="border:1;" |
|-
|'''Haven: Machine Shop<br>(• +)'''
|Each dot of this Merit adds one to the dice pool for Craft rolls, or to other tests related to building, repairing, or disassembling a piece of machinery or equipment. Small havens with this Merit can only add to pools for one specialty of Craft: they don’t have enough room for a general machine shop or for automotive work.
| style="border:1;" |
| style="border:1;" |
| style="border:1;" |
| style="border:1;" |
Line 677: Line 979:
| style="border:1;" |
| style="border:1;" |
|-
|-
|'''Haven: Workshop<br>(• +)'''
|'''Haven: Warding<br>(• +)'''
|Each dot of this Merit adds one to the dice pool for rolls relating to one Craft specialty, or to a Firearms specialty related to crafting (e.g. Gunsmithing). Small havens limit this Merit to a maximum of one dot. <sup>(Hombrew, pg. XX)</sup>
|This haven possesses some type of magic warding that repels supernatural entities. Each dot of this merit adds one die to pools to resist supernatural scrying and whatever else the Storyteller allows.
| style="border:1;" |
| style="border:1;" |
| style="border:1;" |
| style="border:1;" |
|-
|-
|'''Haven: Warding<br>(• +)'''
|'''Haven: Furcus<br>(•—•••)'''
|This haven possesses some type of magic warding that repels supernatural entities. Each dot of this merit adds one die to pools to resist supernatural scrying and whatever else the Storyteller allows.
|Your haven lies over a knot or fork in the veins of the Earth, or a frayed spot in the Veil. While invisible to normal sight, it underlies a prominent area: the top of a staircase, a fountain in the garden, the center of a room. Each dot in this Merit adds one die to Ritual (or Ceremonial) dice pools used at the furcus. (At the Storyteller’s discretion it may also subtract one die from Social pools used to calm or seduce mortals.)
| style="border:1;" |
| style="border:1;" |
| style="border:1;" |
| style="border:1;" |
Line 754: Line 1,056:
|| <span style="color:darkred">'''Adversary (• +)'''</span>
|| <span style="color:darkred">'''Adversary (• +)'''</span>
|<span style="color:darkred">Another kindred who perhaps liked the character, but now goes out of their way to ruin their lives in anyway they can. Rated two levels higher than the Mawla value.</sup></span>
|<span style="color:darkred">Another kindred who perhaps liked the character, but now goes out of their way to ruin their lives in anyway they can. Rated two levels higher than the Mawla value.</sup></span>
|-
|
|
|| <span style="color:darkred">'''Secret Master (•)'''</span>
|<span style="color:darkred">Requires Mawla 1+. Once per story your Mawla requires you to do a minor task which cannot become public. If you fail to complete this, next story it increases from the equivalent of a minor boon to a major boon. If the task is still left unresolved, this flaw is replaced by 2 or more combined dots of Shunned or an Adversary.</sup></span>
|}
|}


Line 814: Line 1,121:
|}
|}


<br><br>
<br><br><br>


== '''Status''' ==
== '''Status''' ==
Line 829: Line 1,136:
|<span style="color:darkred">Breaking the rules or weaseling out of something owed has netted this character the ire of this Sect. Stay out of sight and mind and nothing will happen until they prove their worth again but until then take a 2 dice penalty to Social tests with the offended Factions. </sup></span>
|<span style="color:darkred">Breaking the rules or weaseling out of something owed has netted this character the ire of this Sect. Stay out of sight and mind and nothing will happen until they prove their worth again but until then take a 2 dice penalty to Social tests with the offended Factions. </sup></span>
|-
|-
| style="border:1;" |
| '''City Secrets (•)'''
| style="border:1;" |
|You have somehow acquired a damning secret about the city’s Kindred power structure, perhaps specifically about someone in it. Decide the exact nature of the information with the Storyteller. You can take this Background a maximum of three times, with a different secret each time.
|| <span style="color:darkred">'''Shunned (••)'''</span>
|| <span style="color:darkred">'''Shunned (••)'''</span>
|<span style="color:darkred">Despised by a Sect, a line was crossed that never should have been, and now members of this group actively work against them at any opportunity.</sup></span>
|<span style="color:darkred">Despised by a Sect, a line was crossed that never should have been, and now members of this group actively work against them at any opportunity.</sup></span>

Latest revision as of 15:52, 16 September 2024


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.