Advantages: Difference between revisions

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(Added "Blatant Diablerist", "Inherited Bane", and the Diablerie Flaws chart.)
 
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|'''Remarkable Feature (•)'''
|'''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.
|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 (• - ••)'''
|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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||'''Semblance of the Methuselah (• - ••)'''
||'''Up All Night (•• or ••)'''
|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.
|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.
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|| <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.
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<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.
||
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|-
|'''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.
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|-
|'''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.
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|<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>
|<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>
|-
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|| <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>
|-
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|| <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>
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|<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">Even when they are aware that someone is attempting to sway they may not use the active resistance systems to avoid the attempts.</span>
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|-
| style="border:1;" |
| '''Soothed Beast (•)'''
| style="border:1;" |
| 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">'''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>
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|-
| style="border:1;" |
| '''False Love (•)'''
| style="border:1;" |
| 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">'''Knowledge Hungry (•)'''</span>
|| <span style="color:darkred">'''Knowledge Hungry (•)'''</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>
|<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>
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|<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>
|<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>
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|-
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|'''Death-Proof (•)'''
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|Cannot learn Oblivion, but immune to it.
|| <span style="color:darkred">'''Walking Omen (•)'''</span>
|| <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">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>
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|| <span style="color:darkred">'''Word-Scarred (•)'''</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>
|<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>
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|| <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>
|}
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|| <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>
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|| <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>
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|<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>
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| 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.