Advantages: Difference between revisions
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|<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> | ||
|- | |- | ||
| | | '''Luck of the Devil (••••)''' | ||
| | | 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. | |||
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Revision as of 09:03, 5 April 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.
Contents
- 1 MERITS & FLAWS
- 2 Linguistics
- 3 Looks
- 4 Substance Use
- 5 Archaic
- 6 Bonding
- 7 Feeding
- 8 Mythic
- 9 Contagion
- 10 Psychological
- 11 Faith
- 12 Cults
- 13 Thin-Blood
- 14 Ghouls
- 15 Mortals
- 16 BACKGROUNDS & FLAWS
- 17 Allies
- 18 Contacts
- 19 Fame
- 20 Influence
- 21 Haven
- 22 Herd
- 23 Mask
- 24 Mawla
- 25 Resources
- 26 Retainers
- 27 Ritae
- 28 Status
- 29 Lore
- 30 OLD SCHOOL RULE
- 31 SCARCITY OF BACKGROUNDS
MERITS & FLAWS
Linguistics
Merits covering the ability to communicate or understand spoken or written language.
Merit | Description | Flaw | Description |
---|---|---|---|
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. | Illiterate (••) | The Character cannot read nor write and their Science and Academics Skills may not go beyond 1 dot. |
Looks
Related to the appearance, supernaturally influenced or not, of the character.
Merit | Description | Flaw | Description |
---|---|---|---|
Beautiful (••) | Add one die to related Social pools. | Ugly (•) | Lose one die from related Social pools |
Stunning (••••) | Add two dice to related Social pools. | Repulsive (••) | Lose two dice from related Social pools |
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. | ||
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. | ||
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. | ||
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. |
Substance Use
You seek out prey with a specific drug in their system.
Merit | Description | Flaw | Description |
---|---|---|---|
High Functioning Addict (•) | Add one die to either Physical, Social or Mental pool when the last feeding had the drug of desire. | 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. |
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. |
Archaic
These flaws may typically only be taken by Ancilla or older vampires.
Merit | Description | Flaw | Description |
---|---|---|---|
Living in the Past (•) | Unable to grasp modern society, one or more of the character's convictions reflect outdated views. | ||
Archaic (••) | Cannot use computers, cellphones and the character's Technology rating is always 0. |
Bonding
Not all vampires respond to the Blood Bond equally
Merit | Description | Flaw | Description |
---|---|---|---|
Bond Resistance (• — •••) | Add one die to resist Blood Bonds per level of this merit. | Bond Junkie (•) | The bond is sweeter to the character, they lose one die when acting against Blood Bonds. |
Short Bond (••) | Bonds decrease by two levels each month if not reinforced. | Long Bond (•) | Bonds fade slower, decreasing by one level for each 3 months without reinforcement. |
Unbondable (•••••) | Unable to be bonded. | Bondslave (••) | Related to the act of feeding, taking one does not mean the character must take the others. |
Feeding
Not all vampires respond to the Blood Bond equally.
Merit | Description | Flaw | Description |
---|---|---|---|
Bloodhound (•) | Able to sniff out resonances without tasting it. | Prey Exclusion (•) | Unable to feed from a certain group and take Stains as if breaking a Chronicle Tenet when they do. |
Iron Gullet (•••) | Able to consume rancid, defractionated or otherwise unedible blood to other vampires. | Methuselah's Thirst (•) | Hunger can only be slaked to 0 by Supernatural blood. |
Vessel Recognition (•) | 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. | Farmer (••) | Must spend 2 Willpower Points to feed on human blood. Ventrue may not take this. |
Organovore (••) | Slake hunger only by consuming human flesh and organs. | ||
Agonizing Bite (••) | When drinking directly from a victim, you may only take harmful drinks, resulting in blood loss.(Homebrew, Pg. XX) |
Mythic
Strengths and weaknesses related to vampire mythology.
Merit | Description | Flaw | Description |
---|---|---|---|
Eat Food (•) | Can consume food but still with no nourishment. (Homebrew, pg. XX) |
Folkloric Bane (•) | Take Aggravated Damage when touching a specific object rooted in vampire mythos of what harms them, example Silver. |
Cold Dead Hunger (•••) | Add two dice to resist Hunger frenzy. | Folkloric Block (•) | Must spend Willpower or move away a specific object vampires are known to fear in Vampire Mythos, example Holy Symbols. |
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. | Stigmata (•) | Bleed from wounds on the hands, feet, and forehead when at Hunger 4. |
Luck of the Devil (••••) | 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. | Stake Bait (•) | Attempts to drive a stake or other weapon into your heart require only three successes (before halving) instead of five.(Homebrew, pg. XX) |
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. |
Contagion
Related to blood-borne ilnesses.
Merit | Description | Flaw | Description |
---|---|---|---|
Disease Vector (•) | When feeding from a sick mortal, the illness is always contracted and will be passed onto the next vessel. | ||
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. |
Psychological
Subtextual personality ticks. These are also accessible to mortals and ghouls.
Merit | Description | Flaw | Description |
---|---|---|---|
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. | ||
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. |
Faith
Usable for those involved with Kindred religion, mystery cults, or even more mainstream systems of belief.
Merit | Description | Flaw | Description |
---|---|---|---|
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. | 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. |
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. | 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. |
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. | Beacon of Profanity (•) | Mortals with any amount of True Faith can sense your presence, regardless of True Faith level. |
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. | Crisis of Faith (•) | Whenever there is a bestial failure, take one point of superficial Willpower damage in addition to other outcomes. |
Penitence (•—•••••) |
Once per session, take one point of self-inflicted Superficial Health Damage in exchange for one point of Superficial Willpower damage. | Horrible Scars of Penitence (•) | This flaw is equivalent to the Repulsive flaw when around those not within the cult. |
Traveling Preacher (••) | Having spread the cult's message where they go, reduce the difficulty on rolls to avoid the Second Inquisition by 1. | 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. |
Cults
Associated with specific blood cults. They can be adapted to fit as the Storyteller deems.
Ashfinders
Merit | Description | Flaw | Description |
---|---|---|---|
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. | Ashe Addiction (••) | In addiction to the Ashe rules in Cults of the Blood Gods (pg. 46), after a failed Blood Alchemy roll, take a two dice penalty for all actions till the session ends. |
Streamer (••) | Once per story, the character can call upon their fanbase to perform something simple and nonviolent for them. |
Bahari
Merit | Description | Flaw | Description |
---|---|---|---|
Gardener (•—•••••) |
Being selected members from the faith, this merit is equivalent to Herd for the Bahari religion. | ||
Dark Mother's Song (••) | Add three dice in Manipulation rolls when convincing others to worship Lilith. |
Church of Caine
Merit | Description | Flaw | Description |
---|---|---|---|
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. | Schism (•) | Suffer a two-dice penalty on Social rolls with members of your cult |
Temple of Set
Merit | Description | Flaw | Description |
---|---|---|---|
Vigilant (••) | The character knows when they are being watched unless it's through supernatural means, they still must roll to know who and where from. | False Alarm (•) | Every failed Awareness roll counts as a total failure. |
Fixer (••) | Once per story, call in a favor or threaten a former client. | ||
Go to Ground (•) | Add two dice on rolls when evading pursuit. |
Cult of Shalim
Merit | Description | Flaw | Description |
---|---|---|---|
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. | Empty (•) | People attempt to remove themselves from the character's unnerving presence. Subtract two dice from Social rolls |
Gematria (•) | The ability to understand a coded cipher allowing both encrypting and decrypting messages. |
Mithraic Mysteries
Merit | Description | Flaw | Description |
---|---|---|---|
Bull-Slayer (•••) | During Extended Tests, The character can reroll up to three regular dice without spending Willpower once per scene. | 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. |
Bargainer (•) | Reduce the Difficulty to assess a transaction by 1. |
Nephilim
Merit | Description | Flaw | Description |
---|---|---|---|
Archangel's Grace (•••) | Replace the Athletics Skill with the Performance Skill or vice versa when doing something akin to heavy cardio. | Yearning (•) | Missing their master, they must spend two Willpower to work against their master's wishes. |
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.
Merit | Description | Flaw | Description |
---|---|---|---|
Anarch Comrades | Befriended an Anarch group, act as a one dot Anarch Mawla. | 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. |
Camarilla Contact | Caught the attention of someone within the Camarilla, acts as a one dot Camarilla Mawla. | 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. |
Catenating Blood | Can create Blood Bonds and embrace other thin-bloods. | Bestial Temper | Frenzy test as normal vampire rules. |
Day Drinker | Able to walk in the sun. Sunlight halves their Health Tracker (rounded up) and removes all vampiric abilities. | 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. |
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. | Vitae Dependency | Must slake one hunger of vampire vitae each week else they'll lose access to all their vampiric powers. |
Lifelike | Has a heartbeat, can eat food and enjoy sexual activities. Most medical checks reveal nothing, as long as it's during the night. | 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. |
Thin-blood Alchemist | Gain one dot and one formula of Thin-blood Alchemy. | Baby Teeth | Never developed fangs. |
Vampiric Resilience | Take damage like a regular vampire. | Mortal Frailty | Mend like a mortal, unable to rouse the blood. Cannot take Vampiric Resilience with this Flaw. |
Ghouls
Only ghouls make take these merits and flaws, though they are not necessarily limited to them.
Merit | Description | Flaw | Description |
---|---|---|---|
Blood Empathy (••) | The ghoul can feel if their regnant is in danger or otherwise, needs them immediately, this does not allow for telepathic communication. | Baneful Blood (•—•••) |
The character experiences the bane of their first domitor, this does not change if they get a new domitor. |
Unseemly Aura (••) | Their aura has become indistinguishable from a Kindred. | Crone's Curse (•••) | The character appears at least a decade older than they actually are which reduces their health tracker by one. |
Distressing Fangs (••) | Having developed fangs like kindred, the character suffers one die on Social pools with mortals. |
Mortals
Only mortals make take these merits and flaws, though they are not necessarily limited to them.
Merit | Description | Flaw | Description |
---|---|---|---|
Solo Cooking (•) | You personally recover one extra Superficial Health level at the beginning of a session that begins with you having had the opportunity to prepare a meal before the session begins. | Addiction (•) |
Lose one dice from all pools when you did not indulge in your substance of choice during the last scene, except pools for actions that will immediately obtain your drug. |
Home Chef (••) | Your whole group recovers one extra Superficial Health level at the beginning of a session that begins with you having had the opportunity to prepare a meal for them before the session begins. (Anyone who would have been apart at mealtime, such as in a vampire’s captivity, does not gain this benefit.) | Severe Addiction (••) | Lose two dice from all pools when you did not indulge in your substance of choice during the last scene, except pools for actions that will immediately obtain your drug. |
BACKGROUNDS & FLAWS
Allies
Groups of mortals willing to give aid to a vampire or mortals who have a vendetta.
Merit | Description | Flaw | Description |
---|---|---|---|
Allies (•—••••••) |
A group of mortals who will support or aid the vampire. Family, friends or an organization that have loyalty to the vampire. Build them between (•-••••) Effectiveness and (•-•••) Reliability, the maximum amount of total points is 6. Effectiveness defines how proficient they are at a task. Reliability determines how dependable they are. | Enemy (• +) | The opposite to Allies, and are rated two dots less than their effectiveness. |
Contacts
A way to obtain items otherwise much more difficult to obtain on one's own.
Merit | Description | Flaw | Description |
---|---|---|---|
Contacts (•—•••) |
These are mortals who can get the character information, items or other things of value. | Indebted (• +) | You owe someone a favour, do contract work for them or are otherwise sworn to aid them. Whatever the relationship, once per story you can be called upon to aid someone as if you are their Contact. The nature of your relationship and who they believe you to be typically determines the nature of the aid, such as governmental access, money or rare information. You are always a mortal’s contact, and they are likely unaware of the supernatural. (Homebrew, pg. XX) |
Fame
The public notoriety of a character, for good or bad.
Merit | Description | Flaw | Description |
---|---|---|---|
Fame (•—•••••) |
Mortal fame is a dangerous game, the character might have once been a pop singer, actress, or other celebrity. The level of fame can subtract from tests against fans or hunting. There is a downside as people may remember the character as their face is plastered on a nearby billboard. Fame can be bought to apply in Vampire society as well. | Dark Secret (• +) |
What they've done is still a secret, except to one or two very motivated enemies. |
Infamy (• +) | You've done something atrocious and others know. | ||
Infamous Partner (•) | Your spouse, lover, or some other significant individual to you has Infamy (as above) that occasionally tarnishes you by association. |
Influence
The ability they have to influence how other groups react or act.
Merit | Description | Flaw | Description |
---|---|---|---|
Influence (•—•••••) |
They have sway in mortal communities, be they political, through financial status and prestige or manipulation. By default this merit only applies to a specific group or region of the city. | Disliked (• +) | Subtract one die from Social tests involving groups outside of the character's loyal followers. |
Despised (••) | One group/region of the city goes out of their way to destroy the character's plans. |
Haven
The place where a vampire resides during the day. Havens have additional addon merits that can change the function of the location, aid in certain actions or even hinder certain interactions.
Merit | Description | Flaw | Description |
---|---|---|---|
Haven (•—•••) |
A vampire without Haven dots is able to find a safe place for the night. However, Haven dots make it that much more secure and private per dot. | No Haven (•) | The character must make a basic test to find a secure resting place. |
Haven: Hidden Armory (• +) |
Each dot adds one pistol and one firearm inside the haven, safely concealed. | Creepy (•) | Take a two dice penalty on Social pools in the haven with mortals. |
Haven: Cell (• +) | 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. | Haunted (•) | There is a supernatural manifestation taking hold over the haven. |
Haven: Watchmen (• +) | Each dot supplies 4 Average Mortals and one Gifted Mortal to watch over the haven. | Compromised (••) | This haven is on a watchlist and may have have been raided at some point. |
Haven: Laboratory (• +) | 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. | Shared (• —or •••) |
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. |
Haven: Library (• +) |
Each dot of this merit contributes to dice rolls for one Academics, Investigation or Occult specialty. Small havens are limited to one dot. | ||
Haven: Location (•) |
The place in which this haven resides gives a +2 dice bonus (or +2 enemies Difficulty) on relevant rolls from either Chasse or base Haven rating. If this does not work, with the Storyteller the player can craft a custom bonus. Example, living in the heart of downtown allows the character to have a +2 bonus to etiquette rolls to pick up local rumors. | ||
Haven: Luxury (•) |
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. | ||
Haven: Business Establishment (•• 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. | ||
Haven: Machine Shop (• +) |
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. | ||
Haven: Panic Room (• +) |
Your safe haven has a dedicated, locked place to house two individuals with a base Difficulty to breach of 5. It can also be used to keep captives (in which case the breach difficulty becomes an escape Difficulty). Each extra dot either allows you to house twice as many individuals (up to a maximum of 32, only in very large havens) or adds +1 to the breach or escape Difficulty. This Merit is not available in small havens. | ||
Haven: Postern (• +) |
The haven has some kind of secret exit that allows them a safe passage out. For each dot of this merit add one die to pools of evasion or escaping surveillance near the haven. | ||
Haven: Security System (• +) |
For each dot of this merit, add one die to pools to resist unwelcome guests into the haven. | ||
Haven: Surgery (•) |
Add two die to relevant pools for relevant tests performed in havens. | ||
Haven: Warding (• +) |
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. | ||
Haven: Furcus (•—•••) |
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.) | ||
Haven: Holy Ground (•) |
The haven has significance to the character's cult, granting them the ability to call upon a large group of cultists to protect their haven once per story. | ||
Haven: Shrine (•—•••) |
A shrine is present in the haven, adding a bonus equivalent to the dots in searching, preparing or other-wise obtaining Ritual or Ceremony ingredients. |
Herd
Merits and flaws pertaining to the vampires ability to have free access to mortal blood through forming a group of willing vessels.
Merit | Description | Flaw | Description |
---|---|---|---|
Herd (•—•••••) |
A group of vessels which the character may feed from without concern, though they are less loyal than retainers. They can slake Hunger worth the dot value of the Herd each week freely and no roll is required. | Obvious Predator (••) | A predatory vibe removes two dice from any hunting pool except Physical stalking, chasing and killing. Lose on die from any Social test intended to calm humans. Cannot maintain a Herd. |
Mask
The status of the kindred's identification.
Merit | Description | Flaw | Description |
---|---|---|---|
Mask (•—••) | A fake identity that allows the vampire to keep their true selves away from mortal's prying eyes, including getting bank accounts, a birth certificate and everything else a vampire might need to masquerade as a human. | Known Corpse (•) | People know the vampire died recently and react in turn if they see them. |
Zeroed (•) | All of the character's past self has been purged from all systems as if they never existed. The character must have a 2-dot mask in order to take this. | Known Blankbody (••) | The character's name, history, associates and more are all in several agency databases. Inquisition can recognize them as a vampire. |
Cobbler (•) | The ability to create or source out masks. Making a mask takes 3 days per dot. The character must have a 2-dot mask in order to take this. |
Mawla
Their relationship with another kindred.
Merit | Description | Flaw | Description |
---|---|---|---|
Mawla (•—•••••) | Another kindred who has taken them under their wing to mentor them. | Adversary (• +) | 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. |
Resources
The cashflow of the kindred.
Merit | Description | Flaw | Description |
---|---|---|---|
Resources (•—•••••) | Cash flow, be it from stock trading or inheritence to working as a barista at night. | Destitute (•) | No money, no home and no monetary value beyond themselves. |
Retainers
The relationship with mortals who follow the character.
Merit | Description | Flaw | Description |
---|---|---|---|
Retainers (•—•••) | Loyal followers who will do the character's bidding, sometimes Ghouls and/or Blood Bonded. | Stalkers (•) | Something about the character tends to attract others who get a little bit too attached and just won't let go. Be it a former retainer or a past lover, should they get rid of them, another soon appears. |
Ritae
You are skilled in the Sabbat ritae and could potentially serve as your pack's priest. Since formal training in the ritae is no longer the norm, most Sabbat come upon these skills through personal experience, apprenticeship, or rote memorization of their own pack's rituals.
Merit | Description | Flaw | Description |
---|---|---|---|
Ritae (•) | You know and can perform the Auctoritas Ritae, and can perform your pack's Ignoblis Ritae. You also understand how to properly care for ritual implements such as the Vaulderie chalice. | ||
Ritae: Innovator (•) | You gain +2 dice on any roll concerning the Ritae, and you can craft and perform Ignoblis Ritae on demand. | ||
Ritae: Anointed (•) | You know one Numinous Ritae of your choice. |
Status
The kindred's name in the faction and how it effects them.
Merit | Description | Flaw | Description |
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Status (•—•••••) |
The character has built a name for themselves in their Faction. | Suspect (•) | 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. |
Shunned (••) | 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. |
Lore
You belong to a specific bloodline, or somehow took part in the history of the World of Darkness. Integrate your choice into the backstory of your character.
Merit | Description | Flaw | Description | |
---|---|---|---|---|
Loresheet (•—•••••) |
You may purchase one or more Advantages from a single Loresheet. Each level of a Loresheet is self-contained and must be bought separately. They may be purchased in any order, but do not automatically convey the "lower" levels of that Loresheet. | |||
Bloodline (•—•••••) |
You have been Embraced into a distinct Bloodline with unique qualities. This gives you access to a second Loresheet that only members of your bloodline possess. All other rules and limitations of the Loresheet apply. | |||
Shifts in the Blood (••••) |
Kindred of Clan Hecata may purchase their Bloodline's Discipline as a fourth in-clan Discipline. Hecata of the Giovanni line may gain Dominate, Samedi may gain Obfuscate, Lamiae may gain Potence, and Nagaraja may gain Dominate. |
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.
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