Advantages
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 Other
- 13 Cults
- 14 Caitiff
- 15 Elder and Methuselah
- 16 Thin-Blood
- 17 Ghouls
- 18 Mortals
- 19 BACKGROUNDS & FLAWS
- 20 Allies
- 21 Boons and Debts
- 22 Contacts
- 23 Fame
- 24 Influence
- 25 Haven
- 26 Herd
- 27 Mask
- 28 Mawla
- 29 Resources
- 30 Retainers
- 31 Ritae
- 32 Status
- 33 Lore
- 34 OLD SCHOOL RULE
- 35 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. | Stench (•) | 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. |
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. | Transparent (•) | 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. |
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. | ||
Vein Tapper (•) | 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. | ||
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. | Starving Decay (•) | 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. |
Twice-Cursed (••) | 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. |
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 |
---|---|---|---|
Tempered Will (••) | 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. | 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. |
Risk-Taker (•) | 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. | ||
Knowledge Hungry (•) | 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. |
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. |
Other
Merit | Description | Flaw | Description |
---|---|---|---|
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. | Prestation Debts | 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. |
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. |
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. |
Caitiff
These Merits are only available to Caitiff characters.
Merit | Description | Flaw | Description |
---|---|---|---|
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). | Befouling Vitae (••) | 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. |
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. | Clan Curse (••) | 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). |
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. | Debt Peon (••) | 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. |
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. | Liquidator (•) | 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). |
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). | Muddled Blood (•) | 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). |
Death-Proof (•) | Cannot learn Oblivion, but immune to it. | Walking Omen (•) | 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. |
Word-Scarred (•) | 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! |
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. (Homebrew, pg. XX)
Merit | Description | Flaw | Description | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Loyal Childe | This Childe is built as an Ancillae and when you call, they come as soon as possible, usually appearing once per Story. | Vengeful Childe | This Childe is built as an Ancillae and their merits are spent on a personal "army" that seeks your destruction. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Holdings | You have an ancient castle or other acquired property. This counts as a rating 3 Haven, with 4 Haven Merits. | Death Wish | 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. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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. | Jilted Paramour | 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. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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. | Extreme Paranoia | 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. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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. | Ennui | 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. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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. | Beckoned | 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. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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. | Emotional Isolation | 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. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Routine | 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.
Thin-BloodThese 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.
GhoulsOnly ghouls make take these merits and flaws, though they are not necessarily limited to them.
MortalsOnly mortals make take these merits and flaws, though they are not necessarily limited to them.
BACKGROUNDS & FLAWS
AlliesGroups of mortals willing to give aid to a vampire or mortals who have a vendetta.
Boons and DebtsIn 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.
ContactsA way to obtain items otherwise much more difficult to obtain on one's own.
FameThe public notoriety of a character, for good or bad.
InfluenceThe ability they have to influence how other groups react or act.
HavenThe 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.
HerdMerits and flaws pertaining to the vampires ability to have free access to mortal blood through forming a group of willing vessels.
MaskThe status of the kindred's identification.
MawlaTheir relationship with another kindred.
ResourcesThe cashflow of the kindred.
RetainersThe relationship with mortals who follow the character.
RitaeYou 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.
StatusThe kindred's name in the faction and how it effects them.
LoreYou 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.
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.
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.
Haven — Kindred struggle in sharing the prime real estate in this setting. |
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INTELLIGENCE DOSSIER
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GAME INFORMATION
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WORLD INFORMATION
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