Monday 6 November 2017

4pt średnia ruchoma


Rzemieślnik 115 szt. Zestaw narzędzi Universal Mechanics 115 szt. Uniwersalny zestaw narzędzi przenosi Torque tam, gdzie jest to potrzebne Niezależnie od tego, czy jesteś jednym z tych facetów, którzy zawsze wydają się być na dyżurze, lub po prostu chcą być zorganizowani, niezależnie od tego, czy zarządzasz nieruchomością, czy rodzina idzie do faceta, kiedy coś trzeba naprawić, to Zestaw narzędzi mechanicznych Craftsman 115 pc zawiera wszystkie narzędzia potrzebne do lekkiej pracy mechanicznej w szybko przemieszczającym się, wysoce zorganizowanym pojemniku. Solidny dodatek do każdego sklepu, ten zestaw zawiera zarówno calowe klucze metryczne, gniazda, klucze sześciokątne i sterowniki, a także jest wspierany mocą Craftsman Forever Warranty, co sprawia, że ​​skręcają się, obracają i osiągają momenty życia. Dzięki wyraźnym oznaczeniom na każdym narzędziu, szybki przełącznik kciuka na każdej grzechotce i szybkie zatrzaskiwanie i zwolnienie dla każdego gniazda, 115 szt. Uniwersalny zestaw narzędzi jest zbudowany, aby się poruszać. Znakomicie zorganizowany w odpornym na rozdmuchiwanie plastikowym pojemniku daje Ci to, czego potrzebujesz, kiedy go potrzebujesz, czy jesteś wyciągnięty z podmuchu ciężarówki, czy stara się zmieścić pod zlewem. Solidny zestaw, zbudowany, aby się poruszać, rzucić 115 sztuk w ciężarówkę i ruszać. Zestaw narzędzi mechanik Craftsman 115 pc zawiera uniwersalne gniazda od 316 do 34 cali i 5 do 19 mm. 17 kluczy uniwersalnych (9 cali i 8 metrów) Uniwersalna konstrukcja pasuje do sześciu różnych typów elementów złącznych - 6pt, 12pt, 4pt, spline, zewnętrzny Torx, a nawet częściowo zaokrąglone elementy sześciokątne Kształt grzechotki zwiększa wytrzymałość, a jednocześnie gładko przesuwa się po powierzchniach Tlenkowe wykończenie chroni przed rdzą podczas gdy gładkie powierzchnie gruntowe. czytaj więcej115 szt. Uniwersalny zestaw narzędzi przenosi Torque tam, gdzie jest to potrzebne Niezależnie od tego, czy jesteś jednym z tych facetów, którzy zawsze wydają się być na dyżurze, lub po prostu chcą być zorganizowani, niezależnie od tego, czy zarządzasz nieruchomością, czy rodzina idzie do faceta, kiedy coś trzeba naprawić, to Zestaw narzędzi mechanicznych Craftsman 115 pc zawiera wszystkie narzędzia potrzebne do lekkiej pracy mechanicznej w szybko przemieszczającym się, wysoce zorganizowanym pojemniku. Solidny dodatek do każdego sklepu, ten zestaw zawiera zarówno calowe klucze metryczne, gniazda, klucze sześciokątne i sterowniki, a także jest wspierany mocą Craftsman Forever Warranty, co sprawia, że ​​skręcają się, obracają i osiągają momenty życia. Dzięki wyraźnym oznaczeniom na każdym narzędziu, szybki przełącznik kciuka na każdej grzechotce i szybkie zatrzaskiwanie i zwolnienie dla każdego gniazda, 115 szt. Uniwersalny zestaw narzędzi jest zbudowany, aby się poruszać. Znakomicie zorganizowany w odpornym na rozdmuchiwanie plastikowym pojemniku daje Ci to, czego potrzebujesz, kiedy go potrzebujesz, czy jesteś wyciągnięty z podmuchu ciężarówki, czy stara się zmieścić pod zlewem. Solidny zestaw, zbudowany, aby się poruszać, rzucić 115 sztuk w ciężarówkę i ruszać. Zestaw narzędzi mechanik Craftsman 115 pc zawiera uniwersalne gniazda od 316 do 34 cali i 5 do 19 mm. 17 kluczy uniwersalnych (9 cali i 8 metrów) Uniwersalna konstrukcja pasuje do sześciu różnych typów elementów złącznych - 6pt, 12pt, 4pt, spline, zewnętrzny Torx, a nawet częściowo zaokrąglone elementy sześciokątne Kształt grzechotki zwiększa wytrzymałość, a jednocześnie gładko przesuwa się po powierzchniach Tlenkowe wykończenie chroni przed rdzą natomiast gładkie powierzchnie gruntu zmniejszają tarcie Obejmuje odlewany ciśnieniowo plastikowy odlew dla łatwej organizacji i ochrony przed czynnikami Wykonany z wytrzymałej stali, ten zestaw jest przeznaczony do trudnego dokręcania i szybkich ruchów, podobnie jak dożywotnia gwarancja Pełna lista narzędzi: 9-calowe klucze: 14, 516, 1132, 38, 716,, 916, 58, 1116 w. 8 Klucze metryczne: 9, 10, 11, 12, 13, 14, 15, 17 mm 1 Uchwyt magnetyczny 30 Końcówki wkrętakowe 11-calowe klucze sześciokątne 11 Metryczne klucze sześciokątne 20 14-calowe. Równoważne narzędzia napędowe 1 Grzechotka szybkiego uwalniania 1 3-calowe przedłużenie paska 316, 732, 14, 932, 516. 1132, 38, 716, 12 cali, uniwersalne gniazda 5, 6, 7, 8, 9, 10, 11, 12, 13 mm uniwersalne gniazda 25 38 cali Napęd równoważne narzędzia 1 Grzechotka szybkiego uwalniania 1 3-calowe przedłużenie paska 1 14 cali. Adapter gniazda zasilającego 14, 516, 11,32, 38, 716, 12, 916, 58, 1116, 34 cali, uniwersalne gniazda 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, Uniwersalne gniazda kal. 19mm California Residents: Proposition 65 Warning Szukało świetnej okazji na narzędzia. Natknąłem się na ten zestaw, którego szukałem po bardzo atrakcyjnej cenie. Patrzyłem na różne miejsca, ale nic podobnego nie było tutaj. Obsługa była świetna Nie spodziewałem się otrzymywać narzędzi tak szybko jak ja. Byli gotowi do odbioru w lokalnym sklepie Sears następnego dnia. Przekazałem moje dane, a oni zaalarmowali mnie e-mailem, a także tekst na moim telefonie, który był bardzo pomocny. Doskonała obsługa Chciałbym polecić każdemu Sears 5 grudnia 2018 przez telefon 0 z 0 uważa tę opinię za pomocną. Dołącz lub zarejestruj się, aby zagłosować to świetny zestaw narzędzi dla początkujących lub mechaników. będziesz mieć to na całe życie. To świetny dodatek do kolekcji anybody. Wyciągnąłem go ze skrzynki i włożyłem do skrzynki z narzędziami, ale trzymałem skrzynkę, więc na wypadek, gdy muszę iść z nią drogą, mam ją. Po prostu używam tego zestawu, aby dać mojemu motocyklowi zmianę oleju. Zapłaciłem 36 150. Bucks. Kupiłem to tylko około rok temu, ale wydaje mi się, że jest wystarczająco mocne, żeby można było przekazać je swojemu dziecku. Sammy. SK. 822613 30 września 2018 0 z 0 uważa tę opinię za przydatną. Dołącz lub zaloguj się, aby głosować Klucze nie grzechotają Dobry produkt, ale spodziewałem się, że zapadną się klucze w pudełku. Moja wina, na pewno59 Powinienem był przeczytać dokładniej. Nadal - rozczarowany. 5 maja 2018 za pośrednictwem sears 2 z 8 uznało tę recenzję za pomocną. Dołącz lub zaloguj się, aby zagłosować Wiem, że dzwoniłeś już, ale możesz spróbować wysłać wiadomość e-mail na adres info64shopyourway. Zakładam, że nie zrobiłeś zrzut ekranu strony, kiedy powiedziałeś, że wygrałeś. Gdybyś to zrobił, uwzględniłbym to również, gdy podniosłeś e-mail z nimi. Jeśli nie masz zrzutu ekranu, mam nadzieję, że uda ci się go załatwić. Proszę przyjąć tę odpowiedź, jeśli uznasz ją za pomocną. Ponadto chciałbym mieć ciebie jako klienta w programie osobistych zakupów. Zapewniam wsparcie 1 na 1 i nie będzie to dla ciebie kosztować, a wyślę Ci kupon, aby uzyskać 365 punktów w punkcie za 3625 lub więcej zakupów, jeśli nie otrzymałeś już tego konkretnego kuponu. Kliknij poniżej GetMoreForLess, aby się połączyć. Registerka z nami raquo Prześlij swoje produkty raquo Zacznij sprzedawać Kupuj towary przemysłowe w Internecie Jeśli chodzi o zakupy online produktów przemysłowych, nie ma lepszego miejsca niż Tolexo. Niezależnie od tego, czy poszukujesz materiałów biurowych do nowej konfiguracji lub wyposażenia bezpieczeństwa dla swoich pracowników, czy też narzędzi ręcznych do wszelkiego rodzaju prac typu majsterkowanie, jakiegokolwiek innego rodzaju towarów przemysłowych dla Twojej branży, Tolexo jest właśnie dla Ciebie. Jesteśmy punktem kompleksowej dostawy sprzętu elektrycznego. zakupy online towarów przemysłowych z dostępem do ponad 10 000 000 produktów. Ceny wpływają na decyzje zakupowe kupującego. Z tego samego powodu w Tolexo oferujemy zniżki od czasu do czasu. Możesz skorzystać z oferty i uzyskać duże zniżki na produkty bezpieczeństwa. buty ochronne. kurtki bezpieczeństwa. kaski ochronne. Światła LED i różne inne produkty. Tolexo jest dumą największej firmy handlu elektronicznego B2B w zakresie produktów przemysłowych w Indiach. Kupowanie towarów przemysłowych nigdy nie było tak wygodne i opłacalne. Pozyskujemy produkty różnych marek krajowych i międzynarodowych, takich jak Bosch. stanley. Czarny pokład. Syska LED. Finolex, Allen Cooper, Bata, Karam, Taparia, Venus, Alpha, 3M, Flamingo, Acme, LG, Eveready, Safari, Cumi, Hatachi, Makita. GoodYear, Eastman, JCB, Jaguar itp. Dążymy do pełnej satysfakcji klienta. Poziom obsługi klienta na wyższym poziomie Wierzymy w osiągnięcie najwyższego poziomu zadowolenia klienta dzięki ogromnej kolekcji produktów, interaktywnemu doświadczeniu mobilnemu w witrynie, terminowej dostawie produktów gospodarstwa domowego i proaktywnej obsłudze klienta. W Tolexo wiemy, jak ważny jest Twój czas i staramy się dostarczać produkty najwcześniej pod Twoim adresem. Jeśli chodzi o wymagania dotyczące produktów przemysłowych, Tolexo to odpowiednia platforma do współpracy bez żadnych kłopotów. Od drobnych artykułów biurowych do biura po systemy bezpieczeństwa, w tym CCTV, masz do wyboru 10 000 000 produktów dostępnych w Tolexo. Poza dostawami biurowymi i przemysłowymi, Tolexo zajmuje się również wieloma produktami i sprzętem gospodarstwa domowego, takimi jak sprzęt ogrodniczy, narzędzia hydrauliczne, narzędzia dla majsterkowiczów, akcesoria elektryczne, produkty czyszczące itp. Bogata oferta artykułów biurowych Na Tolexo można kupić kleje online te znane na całym świecie marki i wiele innych marek, takich jak Jonson, Akfix, Wonder Tape, Dcgpac, 3M i wiele innych w najlepszych cenach. Z ponad milionem SKU i ponad 28 kategoriami do wyboru, Tolexo szykuje się na rosnący popyt na rynku indyjskim. Oferujemy szeroki asortyment artykułów medycznych online w Medical, który obejmuje również instrumenty diagnostyczne, materiały medyczne, pomoce fizjoterapeutyczne i rehabilitacyjne, ortopedię, wyroby gumowe i ssące, odzież medyczną itp. Poza tym, Tolexo oferuje 28 szerokiej gamy produktów i ponad milion produktów, w tym sprzęt do testów i pomiarów. Odkurzacze, Trymery, rękawice ochronne, śrubokręty, narzędzia ręczne, elektronarzędzia, wyposażenie maszyn, narzędzia, nakrętki zabezpieczające, elektryczne, narzędzia hydrauliczne, narzędzia ręczne, dmuchawy powietrzne, śruby do autobusów, wentylatory, przecinarki do papieru, rękawice ochronne, śrubokręty, ławki Szlifierki, smarowanie, narzędzia ręczne, wtyczka philipsa, końcówki wkrętakowe, narzędzia do testowania i mierzenia, sprzęt, przedłużacze, łączniki, elektronarzędzia. dmuchawy, opalarki, smary do szlifierek kątowych, Burnishers, materiały laboratoryjne, elektronarzędzia Bosch, płytki wymienne, gniazdo havellów, ściągacze, szczypce, wiertarki, sprzęt, narzędzia ogrodowe, oświetlenie LED, kleje, narzędzia pneumatyczne, materiały ścierne, artykuły medyczne, śruby przeciwnakrętowe, końcówki wkrętakowe, narzędzia do testowania i mierzenia, osprzęt, elementy złączne, podkładki, wkrętaki, narzędzia ręczne. Śruby online, artykuły biurowe, akcesoria samochodowe i rowerowe itp. Teraz możesz kupić artykuły medyczne siedząc w domu, oszczędzając pieniądze, czas i energię oraz 100 gwarancji oryginalnych produktów. Ponadto zapewniamy terminową wysyłkę zamówienia. W przypadku niezadowolenia z powodu wady, 15-dniowa gwarancja zwrotu pieniędzy. Stąd duże domy przemysłowe i biznesowe ufają nam za masowe kupowanie w związku z dostawami biznesowymi. Gdzie indziej uzyskałbyś maksymalną gwarancję po minimalnych cenach 2017 Tolexo. Wszelkie prawa zastrzeżone. Merity w kategorii ogólnej mogą być podjęte przez dowolną postać z dowolnej sfery. Użytkownicy wampirów, myśliwych, kotów, śmiertelników i Numiny mogą swobodnie wybierać spośród tych zalet. Umiejętność Umiejętność (Zasługa 2 pkt) Masz wyjątkowy talent z jedną konkretną umiejętnością niezwiązaną z walką. Masz 2 trudności do rzutów w dowolnej sytuacji związanej z tą umiejętnością. Acute Sense (1pt Merit) Masz wyjątkowo ostry słuch, węch, wzrok lub smak. Trudności wszystkich rzutów kostką, które odnoszą się do danego zmysłu (np. Czujność percepcji, aby usłyszeć cichy hałas, posmakować jadu lub zobaczyć nadjeżdżającego napastnika) są zmniejszone o dwa. W połączeniu z Auspex, zasługa ta może nadać prawdziwie nadludzki sens. Zasługę można kupić wielokrotnie (na przykład Kainit mógłby mieć na przykład Acute Vision i Acute Taste). Adaptable Nature (2pt Merit) Akceptujesz zmianę łatwo i szybko dostosowujesz się do nieznanych sytuacji lub obcych okoliczności. Najdziwniejsze rzeczy nie faszerują cię ani nie przeszkadzają ci w nagłych zmianach planów i taktyk. Możesz uniknąć wszelkich kar związanych z ekspozycją na obce środowiska lub drastycznymi zmianami. Alternatywna tożsamość (Zasługa 3 punktów) Oprócz swojej normalnej tożsamości, podjęłaś alternatywną rolę, która pozwala ci biegać z inną grupą lub sektą wampirów. Ta druga jaźń ma wiarygodną historię i fabułę, która może wytrzymać przynajmniej pobieżne kontrole i jest akceptowana przez swoich współpracowników w wartości nominalnej (mniej więcej). Jednak Ty, sprzymierzeńcy, kontakty, itp. Nie wiesz, że zachowujesz drugą tożsamość i traktujesz tego nieznajomego odpowiednio. Ambidextrous (1 pkt Merit) Masz wysoki stopień zręczności ręki i możesz wykonywać zadania z niewłaściwą ręką bez kary. Normalna kara za używanie obu rąk naraz do wykonywania różnych zadań (np. Walka z bronią w każdym rozdaniu) jest 1 trudnością dla prawej ręki i 3 trudnością dla drugiej ręki. Affinity Animal (1pt Merit) Masz wrodzone zrozumienie i związek z pewnym typem zwierząt, takich jak psy, nietoperze, szczury, koty lub wilki. Animalizm i zwierzę Ken toczy się z tymi zwierzętami, których trudność zmniejsza się o 2. Podejście do celu (1 punkt zasług) To jest coś bardzo zapraszającego i nie zagrażającego tobie. Ludzie bardzo łatwo nawiązują rozmowę. Nawet nieufne stworzenia odsuwają na bok instynktowną czujność śmiertelników względem ciebie. Zmniejsz poziom trudności wszystkich rzutów empatii, w których biorą udział inni ludzie o dwa, i o jeden, gdy chodzi o potwory wyglądające na ludzi. Attuned Taste (2pt Merit) Masz naturalny instynkt dla smaków we krwi. Kiedy skosztujesz krwi, możesz stwierdzić, czy krew pochodzi od wampira, i automatycznie możesz zasmakować pokolenia. Nie ma testu ani kosztów. Jeśli krew nie pochodzi od wampira, wiesz tylko, że nie możesz powiedzieć Lupinowi lub faerie krwi z ludzkiej krwi bez innych materiałów testowych. Bardic Gift (2pt Merit) Podarowany przez Muzę, śpiewasz słodko, planujesz bosko instrument i mówisz z pasją i elokwencją. We wszystkich przypadkach twoje umiejętności nie są tak imponujące jak twoja dostawa. W jakiś sposób wszystko, co mówisz lub wykonujesz, dzwoni z siłą i przekonaniem. W kategoriach gry odejmij dwa od poziomu trudności dowolnego rzutu opartego na społeczności, który obejmuje mówienie, poezję, muzykę lub piosenkę. Oczywiście, zrobisz wrażenie, gdziekolwiek jesteś. Ludzie muszą mówić o tak charakterystycznej osobie i taka rozmowa nie zawsze jest w najlepszym interesie bohaterów Bitter Blood (1pt Merit) Żadnych wampirów Jeden smak twojej krwi i wampir nigdy więcej nie będzie od ciebie żywił. Nie ma nic, co mogłoby przeszkodzić wampirowi w wykrwawieniu cię tylko dla zabawy, ale jesteś ostatnim naczyniem, z którego lunatyk chętnie by wypił. Wampir, który bierze od ciebie nawet jeden punkt krwi, musi wykonać rzut Siły Woli (por. 9), aby nadal to robić, nawet jeśli głoduje. Wampir w szał głód wysuszy cię jednak bez mrugnięcia okiem. Blase (3pt Merit) (nieużywane na LAbN - patrz Unimpressed) Możesz odeprzeć efekty Obecności do poziomu 7. Istnieje jednak jeden typ osoby, która może użyć obecności na tobie, i zadziała, bez względu na wszystko. Na przykład wokalistka Toreador. Broken Bond (4pt Merit) Byłaś kiedyś blondynką, ale potajemnie zsunęłaś się ze smyczy, a ty możesz znów działać jak ty. Twój regnant nie ma pojęcia, że ​​tak naprawdę nie jesteś związany i nadal zagraża ci jak ty. Według uznania Storytellera, doświadczenie bycia związanym raz może sprawić, że poczujesz się odporny na ponowne zafascynowanie. Bruiser (1pt Merit) Twoje pojawienie się jest wystarczająco bolesne, by zainspirować bliskich lub przynajmniej niepokoić tych, którzy cię widzą. Chociaż niekoniecznie jesteś brzydka per se, promieniujesz w pewnym rodzaju cichym zagrożeniem, do punktu, w którym ludzie przechodzą przez ulicę, aby uniknąć przechodzenia obok ciebie. Masz 1 stopień trudności na wszystkich próbach zastraszania przeciwko tym, którzy nie wykazali swojej fizycznej przewagi nad tobą. Płonąca aura (2 pkt zasługa) Brak wampirów Twoja aura, bez względu na jej kolor, jest niezwykle genialna. Dla tych, którzy widzą to wewnętrzne światło, wyróżniasz się niczym latarnia płonąca mistycznym ogniem. Nawet ludzie, którzy nie widzą aur, czują się po twojej stronie. Niektóre nadprzyrodzone istoty sprawiają, że ludzie tacy jak ty intrygują innych, uważając cię za zagrożenie. Podobnie, wrażliwi śmiertelnicy mogą uważać cię za pociągającą lub odrażającą, w zależności od twojej osobowości i ich skłonności. Catlike Balance (1pt Merit) Posiadasz wrodzone, doskonałe poczucie równowagi. Postacie z tą Zasługą zmniejszają trudności wszystkich rzutów powiązanych z równowagą (np. Zręczność Athletic do chodzenia po wąskiej półce) o dwa. Celebrowany Lineage (Zasada 1-4pt) Twoja linia śmiertelników przynosi ci pewien status, nawet jeśli spadłeś daleko od drzewa. Otrzymasz preferencyjne traktowanie na turniejach iw sądzie, a trubadurzy będą zwracać szczególną uwagę na ciebie. W sytuacjach, w których uzna to za stosowne, Narrator może przyznać ci premię -1 na rolkach towarzyskich. Jest to zmienna zaleta, gdzie koszt wskazuje na reputację twojej linii. Wersja 1 pt wskazuje, że twoja rodzina jest stosunkowo niewielka, ale mówi się, że pochodzi od heroicznego stada. Wersja 4-punktowa wskazuje, że jesteś uznanym członkiem jednego z najważniejszych domów królewskich w Europie, na przykład Anjou lub Akwitanii. Zwróć uwagę, że ta Zasługa nie oznacza twojej reputacji lub władzy, tylko twojej rodziny. Charmed Existence (Zasługa 5 pkt) Twoje życie w odosobnieniu jest w jakiś sposób chronione, a ty nie musisz stawić czoła niebezpieczeństwom, które inni muszą. Możliwe, że po prostu masz szczęście. Bez względu na przyczynę, możesz zignorować jeden na każdym rzucie. To sprawia, że ​​znacznie mniej prawdopodobne jest, że kiedykolwiek spartaczycie i zapewni wam więcej sukcesów niż inni. Więzi kościelne (3 pkt zasługa) Masz wpływ i kontakty w niektórych kościołach lokalnych i mają środki do tworzenia wieców protestacyjnych i zbierania pieniędzy. Im częściej używasz swoich więzi, tym większe ryzyko, że zostaniesz znaleziony. Clear Sighted (Zasługa 6pt) Możesz zobaczyć na wszystkich poziomach Spokrewnionego Objawienia, Chimerstry i innych powiązanych Dyscyplin lub Prezentów z Rzutem czujności Percepcji (poziom trudności przeciwnika na poziomie 3). Kodeks honorowy (zasada 1pt) Masz osobisty kodeks etyczny, do którego ściśle się przylegasz. Nawet gdy jesteś w szał, spróbujesz go wykonać (otrzymasz trzy dodatkowe kości do rolek samokontroli, gdy grozi ci pogwałcenie twojego kodu). Możesz automatycznie oprzeć się pokusom, które mogą spowodować konflikt z Twoim kodem. Kiedy walczysz z nadnaturalną perswazją, która naraziłaby cię na złamanie twojego kodu, albo zyskujesz trzy dodatkowe kości, aby oprzeć się nadprzyrodzonym perswazjom, albo trudności przeciwników zwiększają się o dwa (wybór Gawędziarzy). Musisz zbudować swój osobisty kodeks honorowy tak szczegółowo, jak tylko potrafisz, określając ogólne zasady postępowania, dzięki którym trwasz. Coldly Logical (1pt Merit) Chociaż niektórzy mogą nazywać cię zimną rybą, masz talent do oddzielania faktycznych raportów od emocjonalnego lub histerycznego ubarwienia. Możesz sam lub nie być emocjonalny, ale możesz wyraźnie zobaczyć, kiedy inni mętnieją fakty swoimi uczuciami (-1 stopień trudności w odniesieniu do wszystkich oszustw związanych z poczuciem sensu i powiązanych z nim rolek). Kompensacyjne zmysły (3 pkt zasługa) Jeśli masz osłabione zmysły, takie jak bycie niedosłyszący lub pozbawiony zmysłu węchu, inna grupa zmysłowa stała się nieco silniejsza, aby zrekompensować. Wybierz inną grupę zmysłów i zmniejsz różnicę o 2 dla wszystkich rzutów, które dotyczą tego zmysłu. Common Sense (1pt Merit) Masz znaczną ilość praktycznej, codziennej mądrości. Ilekroć masz zamiar zrobić coś sprzecznego ze zdrowym rozsądkiem. Narrator powinien poinformować cię, w jaki sposób twoje potencjalne działanie może naruszyć praktyczność. Jest to idealna Zasługa, jeśli jesteś początkującym graczem, ponieważ pozwala ci otrzymywać porady od Narratora dotyczące tego, co możesz i czego nie możesz robić, i (co ważniejsze), czego powinieneś i czego nie powinieneś robić. Komunikuj się ze zwierzętami (Zasługa 3pt) Dzięki głębokiemu i głębokiemu zrozumieniu duchów w każdym życiu możesz komunikować się z każdym normalnym zwierzęciem. Ta komunikacja nie jest tak dokładna ani szczegółowa, jak zwykła mowa, ani nie wymaga zaangażowania w mówienie. Zamiast tego zwierzę, z którym się komunikuje, rozumie cię poprzez kombinację postawy, mimiki twarzy i mowy, podczas gdy możesz zrozumieć ją na równie pierwotnym poziomie. Nawet jeśli zwierzę zauważyło takie rzeczy, nie można użyć tej umiejętności, aby zapytać zwierzę o numer tablicy rejestracyjnej samochodu lub o ubranie kogoś innego. Jednak większość ssaków i ptaków może podać podstawowe informacje, takie jak liczba osób, które przeszły, a także prawdopodobnie dziwne szczegóły, takie jak to, co ci ludzie ostatnio jedli lub czuli się przestraszeni. Aby określić rzeczywisty stopień komunikacji, charyzma roll Intuition. Znalezienie bardzo prostych informacji ma różnicę 4 lub 5. Jednak cokolwiek bardziej złożonego niż nieprecyzyjne informacje o ostatnich wydarzeniach lub pytaniach na temat własnych działań zwierząt będzie miało wyższą różnicę. Ponieważ tak niewielu ludzi stara się naprawdę komunikować ze zwierzętami, nawet dzikie zwierzęta, które normalnie nie są zainteresowane ludźmi, zwykle zechcą odpowiedzieć osobie z tą umiejętnością. Computer Aptitude (2pt Merit) Jesteś zaznajomiony z możliwościami sprzętu komputerowego i ich talentami. Inni Kindred mogą nie rozumieć komputerów, ale dla ciebie są intuicyjni. Wszystkie rolki z udziałem komputerów na poziomie trudności -2 dla Ciebie. Koncentracja (Zasada 1pt) Masz zdolność skupienia umysłu i odtrącania wszelkich rozproszeń lub irytacji. Każda kara za trudność lub Pula Dice, wynikająca z rozproszenia lub innej niepomyślnej okoliczności, jest ograniczona do dwóch, jednak żadne dodatkowe korzyści nie są przyznawane, jeśli zostanie nałożona tylko jedna kostka kary. Copperfield (2pt Merit) Masz niesamowity talent do zbierania przypadkowych efektów. Możesz uzyskać porady od innych graczy, osób postronnych, a nawet Gawędziarza w sprawie możliwych przypadkowych efektów. Narrator powinien również dać ci trochę czasu, aby wymyślić je tak długo, jak długo nie będzie zbyt wolno grać. Ponadto, gdy Narrator poinformuje Cię, że zbieg okoliczności, który proponujesz, jest zbyt dziki, aby zmieścić się w statycznej rzeczywistości, możesz poświęcić punkt woli, aby nie był wulgarny. Nie możesz wziąć Wady: Ciężki. Corporate Ties (3pt Merit) Masz wpływ i kontakty w lokalnej społeczności korporacyjnej. Rozumiesz dynamikę pieniądza w mieście i masz powiązania ze wszystkimi głównymi graczami. W razie potrzeby możesz spowodować różnego rodzaju chaos finansowy i możesz pozyskać znaczne kwoty pieniędzy (w formie pożyczek) w bardzo krótkim czasie. CEO Corporation (5 punktów) Masz szczególny wpływ i panujesz nad dużą korporacją i powiązanymi firmami, tak jakbyś był jej dyrektorem naczelnym. Rzeczywiście, mógłbyś posiadać tę firmę przed swoim Uściskiem i zachować kontrolę. Dzięki tej korporacji wiesz wiele, co ma miejsce w społeczności korporacyjnej i masz środki do prowadzenia wojny gospodarczej. Zasługa ta zapewnia ci nieformalne kontakty i zasoby, których dokładny zakres określa Narrator. Crack Driver (1pt Merit) Posiadasz naturalne powinowactwo z napędem zmotoryzowanych pojazdów kołowych, takich jak samochody, 18 kół i innych ciągników. Trudności ze wszystkimi rolkami wymagającymi ryzykownych lub szczególnie trudnych manewrów są dwa razy mniejsze. Kultura Knack (zasada 3pt) Gdziekolwiek jesteś, tam jesteś. Podczas gdy niektórzy ludzie mogą powiesić się na uprzejmości społecznej podczas podróży, nie jesteś jednym z nich. Ten talent zapewnia ci wrodzony wgląd w łaski społeczne w nieznanych okolicznościach. Przy niewielkim wysiłku można przejść z pubu Soho na kolację z królową. Gdziekolwiek jesteś, z kimkolwiek jesteś, robisz dobre wrażenie. Ta zasługa nie zapewnia natychmiastowego zaplecza w społeczeństwie, z którym się spotykasz, pozwala szybko i powierzchownie odebrać zwyczaje i powstrzymuje cię od kłopotania się. W grze, zasada ta kompensuje wszelkie kary, które twoja postać normalnie miałaby w sytuacjach społecznych lub konfliktach kulturowych. W pewnych okolicznościach może to zmniejszyć trudności w spotkaniach, gdy robienie właściwych rzeczy sprawia wyjątkowo dobre wrażenie. Nie można go wykorzystać do zrównoważenia złych reakcji w oparciu o magiczne zakłócenia lub zakupione wady, ale może pomóc twojemu bohaterowi odzyskać spasowaną Rolkę Społecznościową, tocząc ją ponownie na normalnym poziomie trudności. Znajomość tego, co powiedzieć lub zrobić, może pomóc ocalić twarz, aw niektórych kulturach jest to niezwykle ważne. Prezent Kupidynów (Zasługa 1pt) Jesteś niezwykle uwodzicielski. To nie jest tak bardzo, że jesteś uczciwy lub szybki dowcip (choć możesz być) - po prostu posiadasz pewien zwierzęcy urok, któremu niewielu może się oprzeć. W każdym rzucie opartym na uwodzeniu lub podstępach odejmij dwóch od trudności i przygotuj się na cierpienie z powodu niezadowolenia swoich rywali. Ludzie, którzy nie są pod wpływem twoich wdzięków, często nienawidzą cię za ich posiadanie. Danger Sense (2pt Merit) Masz szósty zmysł, który ostrzega cię przed niebezpieczeństwem. Kiedy jesteś w niebezpieczeństwie, Narrator powinien wykonać tajny rzut przeciwko twojej czujności wrażeń, trudność zależy od oddalenia niebezpieczeństwa. Jeśli rolka się powiedzie, Narrator powie Ci, że masz poczucie złego przeczucia. Wielokrotne sukcesy mogą udoskonalić uczucie i dać wskazanie kierunku, odległości lub natury. Ta Zasługa jest bardziej niezawodna i specyficzna niż moc Pierwszej Auspex, dwa mogą być łączone w celu utworzenia i jeszcze silniejszego systemu ostrzegania. Daredevil (3pt Merit) Jesteś dobry w podejmowaniu ryzyka, a nawet lepiej w ich przetrwaniu, Podczas próby wyjątkowo ryzykownych działań (takich jak przeskakiwanie z jednego poruszającego się samochodu do drugiego), postacie z tą Meritą dodają dodatkowe trzy kości do swoich rzutów, oraz zanegować jedną kostkę, która może wynikać z takiego rzutu. Zasadniczo, takie działanie musi mieć co najmniej trudność 8 i może spowodować zadawanie co najmniej trzech poziomów szkód zdrowotnych w przypadku niepowodzenia. Davids Arm (3pt Merit) Twój cel jest błogosławiony, tak jak Davids, kiedy puścił swój kamień procy przeciwko Goliatowi. Twoje postrzeganie dystansu i zrozumienie innych istotnych czynników daje wyraźną przewagę wszystkim atakom dystansowym. Podwój wszystkie korzyści wynikające z celowania. Oddanie (Zasługa 1-3 pkt) Jesteś oddany służbie lub czci większej mocy, czy to Chrystusowi, Allahowi, Odynowi, czy innym bóstwom. Raz na sesję gry możesz modlić się do swojego boskiego opiekuna o pomoc i wskazówki. W grze, twoja postać otrzymuje od jednego do trzech punktów tymczasowej Siły Woli (w zależności od wartości Zasługi) dla sceny, nawet jeśli zabiera to jej ponad zwykłe maksimum. Jeśli te punkty zostaną wydane w sposób niepoważny lub sprzeczny z wiarą bohaterów, zasługę tę można odwołać, dopóki nie będzie mogła naprawić. Double-Jointed (1pt Merit) Jesteś niezwykle miękki, zmniejsz poziom trudności wszystkich rzutów na Zręczność, wykorzystując elastyczność ciała o dwa. Ściskanie niewielkiej przestrzeni jest jednym z przykładów użycia tej Zasługi. Downey (2 punkty) Downey jest wiktoriańskim slangiem dla praktykujących kłamców i osób, które odstąpiły od umowy. Każdy poziom tej zasługi, maksymalnie do trzech poziomów, dodaje jedną kością do testów społecznych obejmujących dekret i manipulację. Drug Dealer (1pt Zasługa lub wada) (LAbN Custom) Jesteś handlarzem narkotyków (twój wybór narkotyków) i masz powiązania kryminalne w większym obszarze metra. Jako Zasługa, bycie Dealerem narkotyków pozwala działać tak, jak gdybyś miał jeszcze jeden punkt sieci w dowolnym czasie, gdy nadal znajdujesz się w obszarze większego metra, w którym dzwonisz do domu. Jako wada, jesteś znanym handlarzem narkotyków, a policja nęka cię, czasami szantażując cię za informacje lub inne zasoby. Jako Zasługa lub Wada, musisz zawsze holować linię jako Dealer Narkotyków, aby uniknąć złapania. Dual Nature (2pt Merit) Masz dwie różne natury, z których każda ma wpływ na twoją osobowość i zachowanie. Wybierając te Natury, należy uważać, aby wybrać Archetypy, które są w pewnym stopniu zgodne. Dual Nature nie oznacza schizofrenii (to jest zaburzenie). Zasługa pozwala odzyskać Siłę Woli za pomocą obu Natury. Wciąż możesz wybrać Postawę i może być ona tak różna od postaci, jakich pragnie gracz. Early Riser (1pt Merit) Zawsze wydajesz się pierwszym, który wstaje, a ostatni kładzie się spać. Zawsze wstajesz co najmniej godzinę przed wszystkimi innymi, a nawet pozostajesz do świtu. Wydaje się, że masz zdolność egzystencji przy mniejszym odpoczynku. Eidetic Memory (2pt Merit) Możesz zapamiętać rzeczy, które widzisz i słyszysz z perfekcyjnymi szczegółami. Osiągając przynajmniej jeden sukces w teście Czujności Inteligencji (możesz dokładnie przywołać dowolny cel lub dźwięk, nawet jeśli go usłyszysz lub rzucił na niego tylko raz (choć trudność takiego wyczynu byłaby wysoka). doskonale przypominać sobie wydarzenie: Narrator odnosi się do ciebie dokładnie to, co było widziane lub słyszane: Czarujące spojrzenie (2 pkt zasługa) Masz najbardziej fascynujące oczy, ludziom trudno jest ich uniknąć, nawet jeśli twój wzrok jest nieziemski, najbardziej uwodzicielski W twoim spojrzeniu nie ma niczego magicznego, ale inni nie mogą pomóc w znalezieniu tego intrygującego, niezależnie od tego, czy tego chcesz, czy nie. Być może twoje oczy są niezwykle żywe, lub nieokiełznanie kolorowe, lub niewiarygodnie ufające i zachęcające do tego, że są różne, niezależnie od tego, a także wykorzystaj ofem. W kategoriach gry, ta Zasługa odejmuje dwa od trudności każdego rzutu Społecznego, który wiąże się z utrzymywaniem kontaktu wzrokowego, lub z zaklęcia wpływu, które obejmuje kontakt wzrokowy jako punkt skupienia. W tłumie na długo po tym, jak odejdziesz, ludzie nadal będą mówić o tych cudownych oczach. Enchanting Voice (2pt Merit) Coś w twoim głosie nie może zignorować. Kiedy nakazujesz, są zastraszani. Kiedy uwiedziesz, oni omdlają. Niezależnie od tego, czy jest to grom, łagodny, pauzujący czy po prostu gadający, twój głos przykuwa uwagę. Trudności wszystkich rzutów kostką polegające na użyciu głosu do ścigania, zaklęć lub dowodzenia są zmniejszone o dwa. Przedsiębiorca (zasada 1pt) Zarabianie pieniędzy przychodzi ci łatwo, a wiesz, ile potrzeba, by odnieść sukces w biznesie. Wszystkie rolki, które wiążą się z pozyskiwaniem pieniędzy za pośrednictwem biznesu, zmniejszają ich trudność o 2. Wyjątkowy transport (zasada 2-4pt) (niestandardowy LAbN) Jesteś właścicielem pojazdu o najwyższym kunszcie, który ma mocniejszą lub bardziej elastyczną mechanikę niż norma. Rozrósłeś ten pojazd na wylot, tworząc rodzaj więzi między tobą a nim, i otrzymujesz premię do trudności -1 na wszystkich rolkach na Dysku, kiedy korzystasz z pojazdu. 2-punktowa wersja tej cechy wskazuje na wyjątkowy pojazd w normalnych obwodach na ulicę, taki jak sedan lub śmigłowiec z NOS, wzmocniony silnik lub kuloodporna wersja Merit oznacza 4-punktową wersję pojazdu, takiego jak Army HumVee ze wszystkimi dodatkami, cudem Wieprza ze wzmocnieniami i modyfikacjami prędkości lub eks-wyścigowym samochodem wymyślonym przez doświadczonego mechanika. Pamiętaj, że musisz mieć Dysk 1, aby kupić wersję 2-punktową. Powinieneś opracować nieco szczegółową część swojego tła dla tego pojazdu. Jak się z tym spotkałeś Kto go ulepszył Czy to jest niebezpieczne w pewnych okolicznościach i lepiej w innych Extremist Group (4pt Merit) Masz oba wpływy ponad Kontakty wzmacniające w jakiejś grupie ekstremistów. Może to być grupa szalonych surwiwalistów z przyczyną. niektóre grupy nienawiści lub grupa terrorystyczna. Ta grupa zapewnia pomoc w razie potrzeby nawet agentom zajmującym się brudną pracą. Może również dostarczyć Ci podobne kontakty do podobnych grup. Im częściej używasz więzi, tym słabiej się rozwijają. Członek rodziny (zasada 1pt) Członek twojej śmiertelnej rodziny jest wampirem. Masz dobre relacje z tym członkiem i piekło przyjdzie ci z pomocą, jeśli zadzwonisz. Jednak może on również poprosić cię o pomoc pewnego dnia. Jeśli członek rodziny jest blisko, to zasługa 2 Pt. Jeśli członek rodziny jest w twoim pakiecie, jego zasiłek 3 Pt. Fast Learner (5pt Merit) You learn very quickly, and pick up on new things faster than most. You gain one extra experience point at the conclusion of each story (not each a game session). Firearms License (2pt merit) The effect of this merit depends on the country in which your game is set. In places such as the UK, it indicates that you are allowed to carry weapons. Without this merit, possession of a firearm is illegal. In countries where you have the right to bear arms, it indicates that you have a license to carry unusual or powerful firearms such as automatic weapons. Fire Within (2pt Merit) You are extra resilient against cold weather or damage caused by the cold. You gain two extra dice to Survival or other rolls involving cold weather hazards, such as swimming to shore in an icy river or digging your way out of an avalanche. You also take one less die damage from frostbite or other cold-related hazards. Fist of God (7pt Merit) With this Merit, sometimes called the Witch-Hammer you can cause aggravated damage to a Kindred or other supernatural creatures by simply striking himher. Work with your Storyteller to create a good reason fort his effect, and how it developed. The damage done is standard Brawling damage, only its considered aggravated against supernaturals. Only mortals with a Humanity of seven or higher may purchase (or keep) this Merit. Flirt (2pt Merit) You claim youre a terrible flirt, but that quite manifestly isnt true. Youre great at it. Youre an absolute master of all the subtle signals that give off the particular combination of promise and denial that makes teasing so much fun. At your best, you can make members of the opposite sex, or members of the same sex, putty in your hands. Add two dice to all social rolls in such circumstances. Forgettable (2pt merit) Its not that youre ugly. Its just that, well, peoples eyes tend to slide over you. Youre of average height and build, unremarkable looks and run-of-the-mill dress. People have problems remembering your appearance after they meet you, unless you have talked with them for a long time. Certainly, people wont be able to give a useful description of you if they only see you briefly. You must have an appearance of 2 or 3 and a Charisma no higher than 3 to take this merit. If either of those Attributes moves outside its assigned range during play, you lose this Merit. You might have a dreadful credit rating, a police file as thick as the phone book and a sexual history that would make a porn star blush, but people on the street just dont remember you. Former Ghoul (1pt Merit) You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society. You are at -1 difficulty on all Social rolls when in the presence of other neonates (particularly those who havent been educated by their sires), and have a standing -1 difficulty on rolls relating to knowledge of the Kindred. This Merit also applies to mortal who were once Ghouls and escaped the fold - perhaps their Regnant died or left town. Fountain of Life (5pt Merit) The healing power of God runs through you. Non-aggravated damage (normally an irrelevant distinction for mortals, who have no supernatural means of healing damage) heals as though it is one level less. if youre wounded, youll heal in one week. if youre bruised, you will heal in a matter of hours. If youre not wounded, then those under your medical care will heal at your enhanced rate as well. Note that this might seem miraculous, but it will not be scientifically verifiable. You wont get canonized for this. Unfortunately, vampires find your blood particularly strong amp tasty: twice as potent as that of other mortals, in fact. Even better, you heal more quickly. Vampires consider you in the same manner you look at an all you can eat buffet. Friend of the Underground (3pt Merit) While youre not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes and other subterranean passages of your home town. The local Nosferatu (and any other creatures dwelling down in the muck) may not actually like you, but theyre not inclined to kill you on sight when they see you in their territory. You are at -1 difficulty on all Sewer Lore rolls, and rolls involving the subterranean world (sneaking from place to place underground routes, finding routes into sub-basements and so on). Nosferatu cannot purchase this Merit. Friendly Face (1pt Merit) You have a face that remained everyone of someone, to the point where strangers are inclined to be well-inclined toward you because of it. The effect doesnt fade if you explain the mistake leaving you at -1 difficulty on all appropriate Social-based rolls (yes for Seduction, no for Intimidation, for example) when a stranger is involved. This Merit only functions on a first meeting. Good Instincts (3pt Merit) You have an uncanny ability to intuitively know the best course of action in situations involving instinctive responses rather than logic or rational thought. This Merit makes you an ideal companion in the wilderness, where action takes precedence over thought. You make all rolls involving Primal Urge or Survival at -2 to your difficulty. Good Judge of Character (2pt merit) You have an instinct for reading people. You can make an appraisal of what kind of person someone is after meeting her for a few seconds, based on little more than gut instinct. Youre rarely wrong. Decrease the difficulty of any Perception roll based on assessing a person or human-seeming monster by two. Good Night Vision (2pt merit) Maybe you spent a lot of time camping. Maybe youre just a fisherman whos used to getting up before dawn. For whatever reason, your night vision is excellent. The difficulty of Perception rolls at night is decreased by two. Good Right Hook (4pt Merit) The power of your characters punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps shes just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack (this does not apply to brawl attacks that feature lethal-damage causing elements, like claws or spiked knuckles). Gossip (1pt Merit) Youre an incurable gossip, and other gossips recognize a kindred spirit in you. Youre more than happy to spend hours shooting the breeze with others, all the while discussing the minutiae of other peoples lives. Surprising how much information you can pick up that way, isnt it Lower the difficulty of any Interrogation rolls made in a social situation, without bullying or intimidation, by two. Graceful (2pt Merit) Youve got a natural flair. Your movements hypnotize and your words charm, harsh though they may be. Its almost impossible for you to look awkward, even when you screw up royally. Most people respect this talent, and even jealous folks have to at least admit youve got style. Reduce the difficulties of all Social rolls by two whenever theres a chance to make a really good impression. This doesnt apply to threats of brute force, although grace may be intimidating in its own way. Great Liar (2pt merit) Lying comes naturally to you. Even the most involved deception sounds like Gods own truth when it comes tripping off your own honeyed tongue. Gain two dice on any Social roll that involves lying to or deceiving another person or monster. Hands of Daedalus (3pt Merit) Glorious is the inventor, the craftsman, the genius, whose hands shape Gods Creation into mans creations You are one such person, and like Daedalus himself, your talents surpass most of your peers. Things seem to come to life in your hands from simple constructions to esoteric Devices, you have a knack for shaping and an eye for quality. In game terms, this Merit makes it easier to build, brew or shape things. Any roll that involves designing, making or shaping something has its difficulty reduced by one. Magickal castings that involve building or shaping things reduce their difficulty the same way, up to a maximum -3 reduction. This Merit does not in any way grant a character knowledge or magick she does not have, nor does it allow her any bonus with Life-based spells, combat rolls or long-range work. The Hands of Daedalus are well-named, too an artisan must physically work with an object or material before she can use this Merit to help reshape it. Harmless (1pt Merit) Everyone in the city knows you, and knows that youre no threat to their plans. While that sort of estimation may seem insulting, its also what kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. Of you start acting in a way that demonstrates that you are not longer harmless, others reactions to you will likely change as a result. Healthy Skepticism (1pt merit) You are good at separating truth from fiction, and someone has to be up pretty damn early to catch you off guard. You rarely take what people say at face value, until youre able to check the details yourself. This Merit also allows you to reduce the difficulty of any roll to perceive a lie by two. It should be roleplayed as much as possible. Hidden Talent (3pt Merit) You have a knack for keeping secrets and for concealing objects so that others have a difficult time locating them. This makes you a natural recipient for sensitive information. Others have a 2 to their difficulty for attempting to overhear your private conversations. If you hide an object, others suffer a 2 to their difficulty to locate it. Hideaway (2pt Merit) You have a special hiding place that no one knows about a house, a cottage, a nicely furnished cave, etc. you never registered this place in your name, so anyone trying to trace you there is going to have a very hard time. This hideaway is modestly furnished and stocked with enough goods for a two-week stay. Such places are good for practicing secret magics or hiding from enemies. If someone goes on an active search to find your hideaway your storyteller may roll two dice against diff 6. Success at least one means that no one has found the place. Gailure indicates that you didnt cover your tracks very well, now they know where you live more or less. Four cumulative failures leads them right to you, a botch immediately renders your secret worthless. Higher Purpose (1pt Merit) You have a goal that drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself force to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on all rolls that have anything to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. (If you have the Flaw Driving Goal, you cannot take this Merit). Holdings (1-5pt Merit) You own a number of properties that have been in your possession for years. These have all been modified to provide you with protection, numerous places to rest and emergency escape routes. Although such holdings are often ancient castles, museums and the like, they can also be specifically prepared apartment complexes, mountain lodges, old churches, etc. For every point taken in this Merit you have two such holdings, which can almost anywhere in the world. While the rights to this territory are yours, there are responsibilities that come along with it. If those responsibilities are not met, the prince may well strip you of your holdings. Holy Aura (2pt Merit) Your aura, no matter what color it takes, is unusually brilliant to those who can see it youre practically a beacon among other mortals, burning with a religious devotion. Even those who cannot see auras are immediately drawn to your presence. Honey Tongued (4pt Merit) (Edited for LAbN) Lies pass your lips like the Gospel truth. People tend to believe what you say, no matter how inane your conversation or how incredible your stories. This liberty enables you to spread falsehoods with impunity, deceive friends and enemies alike, or explain your way out of grave situations. Ruleswise, all of your attempts at Subterfuge gain 1 automatic success, and Social-based rolls have their difficulties reduced by 1. Hotel (5pt Merit) (LAbN Custom) You own a hotel or an inn with at least fifty rooms, maybe as many as five hundred. You control the grounds of the hotel either personally or through a proxy. The hotel can be open or closed, and may be in good or bad condition. Remember that an abandoned hotel with visible activity may draw attention to itself. Huge Size (4pt Merit) You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore have one additional Health Level, and are able to suffer more harm before you are incapacitated. Treat this extra Level as an extra Hurt Level, with no penalties to rolls. Hunter-net Alias (3pts for mortals, 5pts for Supernaturals) (LAbN Custom) One way or another you have found your way, and managed to acquire a sign-in alias, to the Messenger-guarded hunter-net site. You either knew what you were looking for or, when you stumbled across the site, you had experience with the supernatural glaring enough to give you pause (rather than leave you hitting that X in the upper right corner to close down the crack-pot conspiracy theorists, or worse, roleplayers). A Computer rating of at least 2 is required for non-hunter characters to find hunter-net (as well as a Willpower of 5 for Mortal characters) and a history with the supernatural - if you are a mortal - is required to take the site seriously enough to have recalled and gone back to it later. This Merit must be a part of your concept, not thrown in because it sounds cool or wacky to be a supernatural (or mortal) on hunter-net. Hypersensitive Palate (2pt merit) You have an almost supernatural ability to analyze the blood you drink. Any sip of blood you are able to sample allows a single Perception roll (difficulty 7 the age of blood in hours) to detect familiar tastes or distinction. If any successes are scored, the Storyteller may require a second roll to correctly identify the flavors tasted (water from the Thames, French merlot, Lingenwald factory soot, a particular familys blood). Innate Magical Ability (5pt Merit) You have some sort of magical ability that makes you unique. this ability is different from any normal vampiric power or Discipline. The exact nature of your ability should remain mysterious to you, though you have some say in what that ability is. Innocent (2pt Merit) You convey an aura of childlike innocence. Surely you cannot be guilty of any wrongdoing Even if people catch you in the act, your impression of innocence leads them to suspect someone or something else to be behind your deeds. In story terms, this Merit makes like a lot easier for you. You usually suffer mild punishments (even if someone catches you in the act), and your accusers tend to give you the benefit of doubt. In game terms, this Merit lowers the difficulties of rolls involving Subterfuge or Manipulation by two. Still, be wary of how far you press this advantage. There may come a time when a saintly face is not enough to save you. Institutional Control (2-5pt Merit) You begin play with absolute control over one mortal institution of your choice. Either you are the head of this institution, or you have mastered its leader. In the first case, think about how you will retain control without being able to appear to your followers during the day (it may be impossible to remain in command for long). If you control the mortal leader, then think about how you keep him loyal. (Blackmail The Blood Oath Dominate Presence) The cost of the Merit depends upon the size and power of the institution. Control of a small hermitage with six monks is a 2 point Merit. To control and opulent monastery with 200 brothers is a 5 point Merit. Plausible institutions include: monasteries, friaries (3-5 points) cathedral chapters (monks attached to a cathedral 5 points), hermitages (2 points), hospitals (hostels for the poor and sick 3 points), city guilds (2 to 5 points, depending on size and power), city law courts (3 points), etc. Introspective (1pt Merit) You have keen insight into the ulterior motives of all your actions. Through this nightly exercise, you also have incredible insight into the underlying motives of others actions. Add two dice to your Perception dice pool when you must take an action against someone with the same Nature or Demeanor as you. Invisible to Kindred (4pt Merit) Your very nature makes it difficult for Kindred to even look at you. To them, you have a Level 1 Obfuscate. Iron Will (5pt Merit) Your mind is as a castle, daring intruders with towers of ego and walls of raw will. Any attempt to affect you with Dominate or otherwise magically tamper with your mind adds 2 to the usual difficulty. Characters must have a Willpower of 8 to purchase or retain the benefits of this Merit. Jack-of-all-Trades (5 pt Merit) You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs youve held or just all-around know-how. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to simulate a wide range of abilities. If the character trains or spends experience in the Skill or Knowledge, he must pay the point cost for the first level a second time before raising the Skill or Knowledge to 2. Judicial Ties (2pt Merit) You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutors department. and can affect the progress of various cases and trials with limited difficulty to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants. Lightning Calculator (1pt Merit) You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. The difficulties of all relevant rolls are decreased by two. Another possible use for this ability, assuming you have numbers on which to base you conclusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Storyteller the difficulty rating of a task you are about to perform. Likeness of a Saint (1pt Merit) Through some quirk of fate, your visage is identical to that of one of the saints whose image is commonly enshrined in the region where you dwell. How you trade on this coincidence is up to you, but you are at -1 difficulty in all Social situations with persons who have especial veneration for the saint in question. Lion-Hearted (1pt Merit) In a moment of great crisis, you may call upon your honor and nobility to fortify your resolve. Once per story, you may spend a point of Willpower to substitute your Road rating for both your Self-ControlConviction and Courage for the scene. Characters who ascribe to roads that do not venerate heroism and valor may not purchase or retain this Merit, particularly those on the Road of Sin (although followers of the Via Adversarius may possess this Merit see Road of Sin for more information). Literacy (2pts) You are able to read and write without the benefit of having been formally schooled. Either you are self-taught (very difficult) or an ally, acquaintance, mentor, or even a family member, when you were living, taught you to decipher the letters and words and to form them on paper. The level of literacy this merit covers is more functional than naunced. You might have little grasp of actual grammar and syntax, but you cna understand written passages and create your own. Local Ties (1-3pt Merit) You have both influence over and contacts in local circles of some sort. This can be from government to business, the level of the Merit will determine what it is. Please speak with your Storyteller about taking this merit. Loyalty (1pt. merit) Youre sworn, loyal and devoted to some person, group or cause. This bond allows you to resist any form of temptation or coercion that could leady you to betray your trust or oath. Especially nasty forms of persuasion (torture, mind magic, vampiric dominate, etc.) are harder to shake, but you do get a bonus to your willpower (either two additional dice to roll, or two added to the inquisitors difficulty, whichever is appropriate) if the offending party tries to make you break your promise. Lucky (3pt Merit) You were born lucky - or else the Devil looks after his own. Either way, you may repeat any three failed rolls per story including botches, but may try only once per failed roll. Lunar Influence (1pt Merit) The moon has an unusually strong effect on you. During periods of the new moon, your Strength, Dexterity amp Stamina are cut in half. During periods of the full moon your Strength, Dexterity amp Stamina are increased by half again. During the waxing amp waning phases, the Attributes stay the same. Mage Companion (3pt Merit) You have a friend and ally who just happens to be a mage. Though you have the right to call upon her in times of need, she can call on you as well. Most likely this mage is of the Euthanatos or Verbena, but she can be of any Tradition or Convention with sufficient explanation. Magic Resistance (2pt Merit) You have an inherent resistance to the rituals of Tremere and the spells of mages of other creeds and orders. The difficulty of such magic, both malicious and beneficent, is two higher when directed at you. You may never learn the Discipline Thaumaturgy. Magic Sensitivity (1pt Merit) You have a supernatural gift that allows you to know if any magic is in use or had been used recently within a 10-ft radius of yourself. this includes all supernatural Disciplines as well. Manse or Mansion (2pt Merit) You own a large manor - a home with 25 or more rooms - as well as the surrounding estate. The servants, if you have any, are provided for if you choose this Merit, although they cannot be used as Herd or Retainers unless you purchase the appropriate Background. The mansion is assumed to be fences or walled in, and makes an excellent haven. While the mansion can be in as poor or good repair as you wish, the more inhabited it appears to be, the more attention (from tax men and the like) will it garner. Similarly, superstitious mortals will go out of their way to avoid a haunted manor Mark of Favor (3pt Merit) Your God or gods have marked you as one of their own. Although you dont look inhuman per se, this Mark is easy to notice: Perhaps you glow with a faint inner light, possess curly horned hair, or radiate the aura of a prophet. Maybe you have stigmata, animalistic features or slitted dragons eyes. Those who follow your god will recognize the Mark, and those who oppose it (or who fear anything that seems different) will consider you a mortal enemy. From time to time, you can turn this favor to your advantage. Any Social roll that involves worshipers of your god subtracts two from its difficulty. Other things, small affinities and talents, advertise your favor, too a follower of Christ might soothe pain just by standing in a sick persons presence a Freyja-blessed pagan could have a special affinity for cats and seduction, although a good Jew might speak in powerful, musical tones. These phenomena are subtle mysteries, not magickal Effects, and they depend on the storys circumstances and the Storytellers whims. You have no real control over such manifestations, but you can be sure theyll appear occasionally. Mechanical Aptitude (1 or 2pt Merit) You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronics devices such as computers). The difficulties of all dice rolls to understand, repair or operate any kind of mechanical device are two less. However, this merit doesnt help you drive any sort of vehicle. Media Ties (2pt Merit) You have both influence over and contacts in the local media. You can suppress and create news stories (though not always with 100 percent efficiency journalists are an unruly bunch and you have access to the files and gossip of the staffs of newspapers and TV stations. Medium (2 or 4pt Merit) You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, through pleading or cajoling, draw them to your presence. You may call upon them for aid or advice, but there will always be a price. Mercantile Ties (3pt Merit) You have influence amp contacts in the local merchant community. You understand the dynamics of money in the city amp have links w all the major players. In times of need, you can cause all sorts of financial mayhem amp can raise considerable amounts of money. Miracles of the Faith (5pt Merit) Somehow, in some way even you dont understand, you are able to conjure miracles. You cannot do so on command, or even very often, but when the power comes upon you , the results are impressive. Fountains turn from water to blood, bread turns to flesh and other such impossibilities occur in your presence, usually when you need them to manifest to convince unbelievers or inspire the faithful. The source of your powers is unknown, though you most probably see it as a mark of divine favor. Whether or not that is actually the case, or if there are darker powers involved, is a question you prefer not to examine. Mothers Insight (4pt Merit) You have an uncanny ability to see into the heart of a situation. You make all Wits-related rolls (with the exception of initiative rolls) at -1 to your difficulty. Additionally, in situations where three or more successes are required, you need one less success to accomplish your task. You cannot botch Wits-related rolls (again, excluding initiative rolls), although you can fail them. Mystic Ability (2pt Merit) For some reasons you have visions. the visions are not necessarily precognitive, but like precognition, the visions occur outside your control. You may make yourself more sensitive to them through ascetic practices, but you can never consciously induce a vision. The again you may have a vision as youre walking down the street minding your own business. Natural Cypher (2pts) You have a natural flair for mathematical aptitude. You may have little to no formal schooling that involves numbers or logic, but when presented with a problem that involves numbers or logic, you are able to tackle it with great facility. Add three dice to your dice pool when employing this Merit against logic problems, mathematical problems, and games that require mathematical aptitude. Natural Leader (1pt Merit) You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit. Natural Linguist (2 pt Merit) You have a flair for languages. This Merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add three dice to any Dice Pool involving languages (both written and spoken) Natural Swimmer (2pt Merit) The character takes to the water as if she were born in it (perhaps she was). Her swimming speed is calculated as if her Athletics score were one dot higher, and all rolls for maneuvering underwater are made at -2 difficulty. This merit only costs 1 point for aquatic characters such as rokea. Nightclub (2pt Merit) You own a moderate-sized nightclub, perhaps one of the hottest nightspots in the city. This club brings in enough money to support you in moderate luxury (1000 a month, but it can grow). but more important than the money is the prestige. You may use the nightclub as your haven, or you may simply hang out there. The name of the nightclub, its style, design, and its regular patrons are all up to you. Variations on this there could include a restaurant, theater, comedy club, sports arena or retail store. Nightsight (3pt Merit) You can see in near total darkness. This odd gift may come from an arcane power, an affinity to darkness, or some faint relation to the catfolk. So long as some light source exisits, your vision remains acute. Really bad conditions might demand a Perc Alert roll, but under most circumstances, you can see as well by night as you can by cloudy daylight. Bright lights, especially sudden ones, dazzle you for a turn or so, perhaps longer if the light is really blinding, otherwise, your sight is fairly normal, not enhanced. Nine Lives (6pt Merit) Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. When a roll occurs that would result in your death, the roll is made again. If the next roll succeeds, then you live - and one of your nine lives is used up. If that subsequent roll fails, then another re-roll is made until either a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining. No Aura (3pt Merit) (LAbN Custom) By some fluke of fate, you have absolutely no aura of any kind. While this is extremely useful for preventing others from reading your emotions or recognizing you for what you are (if you are Kindred or Garou, for example), it also tends to make others around you uncomfortable, as if they can unconsciously sense that there is something wrong about you. This also makes those capable of seeing auras very suspicious - not having any aura at all is unnatural (All attempts to read your aura automatically fail because you dont have one). Noble Bearing (1pt Merit) Some people were born to lead. You are one of them. Were you born of noble blood Perhaps not, but you still act as if you were, and often you impress others as a result. Your true heritage doesnt matter people respect you on sight. In game terms, this Merit lowers Social roll difficulties in conciliatory situations by two. In story terms, it gives you an air of respectability no matter where you are or what you do. It also makes you a target for jealousy, gossip and assassination attempts, but thats the cost of charisma Occult Library (2pt Merit) You possess a library of occult material which may include at least one version of the Book of Nod. You are not necessarily familiar with the contents of these volumes of knowledge (that is a function of your Abilities), but in time of need your library can be an invaluable source for research. Old Pal (2pt Merit) An acquaintance from your childhood was embraced. Fortunately, your friendship has endured even death and unlife, and you find a constant source of support and aid in your old friend. She expects the same of you, which isnt always convenient, but at least you each have someone to hang onto who remembers the good old night - and days. One of the GuysGirls (2pt Merit) (LAbN Custom) Whether youre a woman who loves to drink beer while watching the game, or a man who appreciates the finer points of a good book and a bubble bath, theres something about you that automatically puts the opposite sex at ease. The difficulty of all appropriate social rolls involving the opposite gender is -1. Oracular Ability (3pt Merit) You can see and interpret signs and omens. You are able to draw from these omens, for they provide hints of the future and warnings of the present. When the Storyteller feels that you are in a position to see and omen, you will be required to make a Perception Occult roll, with the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence Occult to interpret what you have seen, the difficulty again relative to the complexity of the omen. Pale Aura (2pt Merit) Any color your aura takes has a pallor to it like a Vampires. In fact, if a Vampire makes less than 5 successes on an Aura Perception roll, she believes you to be one of them. Paranoia (2pt Merit) You know that there are many who would love to destroy you. You go out of your way to prepare contingency plans, vary your movement patterns and habits, and otherwise make yourself a difficult target. As a result, you are less likely to be attacked unawares (-1 difficulty to spotting ambushes and the like). Patience (3pt Merit) You have learned the wisdom of patience in all things. Passions may burn brightly but as they say revenge is served best cold. Often, with enough patience, new avenues of endeavor open, enemies grow careless and favors shift. Those who wait and watch are in a position to take full advantage of the vagaries of time. Due too your mastery of patience all Frenzy rolls are made with a -1 difficulty modifier. Pain Tolerance (2pt Merit) Either because of personal proclivity or the rigors of Vicissitude, you have become acclimatized to pain. This affinity enables you to ignore one die of wound penalties. Thus, when you are Hurt or Injured, you suffer no penalties to actions. You suffer only a one-die penalty to action at the Wounded and Mauled states, and even Crippling injuries subtract four dice rather than five. You are still Incapacitated normally. Pelagic Harmony (3pt Merit) A rare state of mind that runs counter to this disorder, seems to grant the reverse effect, giving added mental equilibrium (-1 difficulty to all willpower rolls) if the character is on or within sight of the sea. Pillar of the Community (2 pt Merit) Youre a fine, upstanding person, respected by people around you. Through participation in local events, helping out with community groups or helping others, youve become well-liked and trusted by those who live around you. When you bring them a warning of potential danger or offer an explanation of strange events, theyre likely to believe you. You may even be able to call upon their aid in a pinch. You may not get it, however. Pitiable (1pt Merit) There is something about you that others pity. This causes them to care for you as if you were a child (see the Archetypes section). Some Natures will not be affected by this Merit )Autocrat, Deviant, Fanatic, Sycophant), and some Demeanor may pretend they are not. You need to decide what it is about you that attracts such pity, and how much (or how littler) you like it. Police Ties (3pt Merit) You have both influence over and contacts in the local police department. You can, with a single phone call, cause a APB to be issued. However, the more often you use your ties with the police department, the weaker they become, and the more attention you attract towards yourself. Your influence is not solid (that can be achieved only through game play), and can let you down at times. Political Ties (3pt Merit) You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can shut off the power and water to a building or neighborhood, and can unleash many different means of harassment against your enemies. The more you use your political ties, the weaker they become. Total control can only be achieved through game play. Precocious (3pt Merit) You learn quickly. The time for you to pick up a particular Ability (or Abilities, at Storyteller discretion) is cut in half, as is the experience cost. Precognition (4pt Merit) You have the ability to perceive events before they happen. this ability is not under your control. The premonitions come to you when you least expect them to. The focus of the premonition is not under your control either. Prescience (6pt Merit) Some people bear the strange gift of foresight, though their revelations are brief and dim, Prescience gives little insight of immediate or tactical value, but it does prepare the character somewhat for the future. This insight may be anything form knowing whether or not an individual may be trusted, recognizing an object of value, or any other effect that the Storyteller will allow for the sake of the story. The exact nature of the characters premonitions are handled by the Storyteller. It is worthwhile to note that the these visions are not possible futures. Rather, they are murky and vague fragments of a definite time to come. Prophetic (3pts) You see the future and detect pivotal moments in time. You may have some ritual or routine to perform when you try to glimpse future nights, but most often, your ability is sporadic and involuntary. You might be harassed by distant sounds echoing backward through time, or you might recieve terrifically vivid mental images of a single future moment. The Storyteller may require a Perception Alertness roll (difficulty based on your proximity to a person or place that will be instrumental to history) to make sense of your prophetic signal. Prophecies may be important or insignificant and may relate to the future of the world or your future alone. Prophetic Ability (4pt Merit) God speaks to you in signs and portents, visions and images. Some visions may be precognitive, while others might be warning or advice. You can not request or induce others a prophetic vision they come in on their own. These visions will range from the obvious to the symbolic the exact nature and effect of the visions is up to the Storyteller. This Merit should provide dramatic moments, and players should not come to rely upon them for plot resolution. Refined (2pt Merit) You are a member of the elite. You are at home in high society and you never feel out of place around the beautiful people. The difficulty on all Etiquette rolls involving high society is reduced by three. In addition, you are often invited to Toreador socials reserved for those of higher Toreador Prestige (or Camarilla Status) than yourself. Sabbat Survivor (1pt Merit) You have lived through at least one Sabbat attack andor attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again. You are at -1 difficulty on all Perception rolls when it comes to Sabbat based matters. This Merit comes into play most frequently as a means of avoiding ambushes and the like. Sanctity (2pt Merit) This Merit is sometimes called the halo effect everyone consid4ers you pure and innocent, though not necessarily not naive. You have a saint-like quality that is hard to pinpoint but cannot be denied. You are trusted, even if you are not trustworthy. At Storytellers discretion, you tend to receive lesser punishments for wrongdoing, and you are liked by most. Sanctuary (2pt Merit) A vampire has promised you protection from all harm should you come to her sanctuary. This may be a mentor, a sire or someone who owes you a boon. The vampire has the power to protect you from most threats. Seasoned Traveler (2-4pt merit) Youve visited different places on your own, and you know how to fit in. You dont hit town expecting everyone to think and behave the way you do. With the 2-point version, youre adept at finding accommodations, supplies, and local help wherever you go in your home country. With the 4-point version, the same applies to foreign countries. You might not speak the language of the place well, or at all, but you know how to go about obtaining things and learning about the local culture without offending the natives, through a combination of prior research and general street smarts. Scholar of Enemies (2pt Merit) You have taken the time to learn about and specialize in one particular enemy of the Camarilla. You are aware of at least some of the groups customs, strategies, abilities and long-term goals, and can put that knowledge to good use. This Merit is worth a -2 difficulty for all rolls pertaining specifically to the subject of your specialization. On the other hand, you are at a 1 difficulty when it comes to dealing with other enemies simply because youre so thoroughly focused on your field. Scholar of Others (2pt Merit) This Merit functions identically to Scholar of Enemies, except that it applies to a group that is not necessarily inimical to the Camarilla. Selective Distraction (1pt Merit) (LAbN Custom) The character has trained, or lost, his mind to not betray his inner most secrets when pried by others. Rather than remaining focused on one thing at a time, he focuses on many to prevent those that would seek to read his thoughts from discerning their true nature, layering his own thoughts with surface ones relating to something completely different. The character may appear erratic, distracted and sometimes confused and in reality he is, forcing himself not to focus too much on the issue at hand and keep his mind on other things. System: The first two layers of thoughts linger on something completely irrelevant to the situation at hand, perhaps focusing on what the character had for lunch or what the intend to do that night. Any attempt to read a characters thoughts (for example, through Auspex) will pick up these two surface layers before anything else. The penalty of keeping the characters mind on tasks other than the one at hand is that he is unable to concentrate or focus on the here and now. The character suffers a 1 difficulty penalty for perception based rolls when his mind wanders and a 1 difficulty penalty to extended actions. The merit may be turned off at will, the character letting down his mental guard to allow him to focus more easily, though it is default is that it is active. Self-Confident (5pt Merit) You spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. You do not lose the point when you spend it, unless you end the roll with only one success (i. e. you do not gain any additional successes from the dice you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. This means you can use it only when the difficulty of your roll is six or higher. You may spend Willpower at other times however, if the difficulty is five or less, the Willpower will be spent no matter what you roll. Silence (1pt Merit) You have an unusual ability to move quietly that goes far beyond the norm. Reduce the difficulty on any Stealth roll involving moving quietly by two. you are even able to move quietly over dry leaves. Should the wind blow while youre moving, theres no way to hear you. Smooth (5pt Merit) Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably dont have a clue which fork to use when eating out. Yet none of that matters. Sh e presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two (This does not apply to rolls using Supernatural elements, such as the Vampiric Discipline Dominate). Soothe the Beast (2-5pt Merit) The touch of your hands is calming, the sound of your voice lullingbut not to a restless body or over-stimulated mind - rather, to the Beast within all vampires. You have the ability to aid vampires in their attempts to resist the loss of their humanity. Depending on the point value of this Merit, you may be able to help preserve the serf-control of one Cainite you know well - your master, someone else you are close to, or a vampire with whom you are not particularly well-acquainted, depending on the value of the merit. Soothing Voice (3pt Merit) Your voice is calm and soothing, almost entrancing. You may add two dice to all rolls that directly involve use of your voice - singing, debating, leading etc. Sorcerous Awareness (4pt Merit) For some reason, you have been gifted with the ability to detect when any of the Devils arts (i. e.,magic) is in use or has been used recently within a 10ft radius of yourself. This also includes all supernatural Disciplines and Gifts. How much you may know about this magic depends upon the number of successes you roll using Perception Occult (difficulty) Spark of Life (5pt Merit) Life thrives in your presence. Something about your vibrant soul stirs the life-force in plants, animals and your fellow human beings. In your hands, flowers bloom, children laugh and sickly beings revive. Animals favor you, and any crop you plant will prosper. Youre a natural healer, a friend to farmers, and a lover of all things sensual and alive. Cruelty and waste are abhorrent to you - you might occasionally heal even enemies if they seem to have some chance of redemption. In game terms, this Merit allows you to heal both yourself and others. If you suffer aggravated wounds, they may be repaired as if they were normal wounds. Your own injuries heal as if they were one health level less severe than they are if you are Injured, you recover in three days what others need a week to restore. Your touch comforts ailing people or animals, too, easing their pain and allowing them to heal at your accelerated rate. Even so, this benefit requires constant care a bruised friend can recover in minutes, but a badly hurt or sickly person requires days or even weeks of hands-on healing. This mystic Spark flows from the essence of Life itself this, any Life Sphere working that heals, creates or encourages growth subtracts two from its casting difficulty, up to a maximum -3 difficulty limit. (Note that Life spells which harm or torment a living thing do not receive this bonus.) Naturally, this wonder has a price: vampires and demons find your blood extraordinarily tasty, and they love to corrupt persons such as you. Ghosts often become melancholy in your presence, and evil spirits seek to annihilate that loathsome Spark. You are everything the Devil hates, although your kindness and carnal appetites may be turned to his advantage. Tread your path with care Special Gift (1-3pt Merit) Your sire gave you a valuable gift after the Embrace. The Storyteller should create something suitable or choose one item from the Mystical Items lists to gave to you (though you can suggest something). The Storyteller will decide how much a particular item is worth. Spirit Mentor (3pt Merit) You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance. Spirit Sight (4 point Merit) You can see and hear all varieties of spirits, changelings, wraiths and similar entities. This merit provides all the advantages granted by the Merit Medium. This merit is a mixed blessing. Seeing these beings is not a choice, it is a normal part of you vision. You cannot help but see them. Being yelled at by an irate wraith who is shaking her fist in your face can be extremely distracting if you are attempting to hold a conversation with someone, and its even worse if you are driving a car in bad weather. Spy Network (2pt Merit) You begin play with access to a group of mortals who frequently bring you information on the daylight world or on faraway places. Their information is both up-to-date and fairly reliable, and they are not likely to lie to you. However, these cannot be used as Allies or Retainers(unless you have that Background too) they have their own aims. Why do they keep you informed Do you pay them Perform occasional favors for them Dominate their leader Or are they mortal friends and family Also, how much do they know about you (The more they know, the better they can search out relevant information and pursue useful rumors - but the more damage they could do if they betray you.) A spy network might be anything from a peasant family to a coven of witches, a merchant familys underlings to a network of wandering lepers. What they can discover will depend upon who they are different people move in different circles, after all. Street Rep (1-2pt Merit) People know you. Maybe you creamed a roomful of enforcers, maybe you have a way of surviving tough situations, or perhaps you just have a really good PR person running scam talks about you. In any case, people know your name. Whether this Trait becomes a Merit or a Flaw depends on what youre known for. Characters known for good things - helping needy people, contributing time to help teach city kids, etc. - will buy this as a Merit. Those known for darker deeds - killing hitmen or cops, getting all your charges dropped, trashing folks who get in your way, etc. - must buy it as a Flaw. Either variation will make you a hero in someones eyes and a target in others. Street Ties (2pt Merit) Youve spent a lot of time on the street, and usually have a pretty good idea who to talk to, to locate someone or get some information. This Merit doesnt guarantee success - or survival - on the street, but it makes it easier. Characters with Street Ties may reduce their Streetwise difficulty rolls by 2 in appropriate situations. Storytellers and players are encouraged to elaborate on this Merit by creating networks of informants and contacts that the character interacts with regularly. Supporter (2pt Merit) You inspire all around you to greater efforts. Whether by speaking, writing or leading by example, you give anyone who works with you reason to go on and hope of success. You have a -2 diff to Social rolls and you give any group effort 1 to its total dice pool. Sweet Blood (1 Point Merit) Your vitae tastes like the finest wine, sweet and heady without the slightest traces of salt or metallic tang. As such, you may hide your blood in a chalice or feed ghouls without betraying the true nature of their draught. Talented Liar (2pt merit) Others may give themselves away when they lie. A stammer, a glance at the ground, a quaver in the voice, they all suggest deceit to the would be duped. Not you. You can tell even brazen lies and make them sound entirely truthful. Even old priests have a hard time discerning when youre lying. If youre crafty, you may even be able to figure out ways around the supernatural techniques some use. All rolls to discern whether or not youre lying are at a 2 diff. In the case of something really obvious, it is still a 1 diff. Technocratic Ties (3pt Merit) (LAbN Custom) You have both influence over and contact with some local agents of the Technocracy. You have some glimmer of understanding of their goals and occasional access to unusual technologies. This relationship(s) must be kept secret, lest your contacts - or possibly you - come to an unexpected end. The more you use your ties, the weaker they become. Thick-Skinned (2pt Merit) Kindred must make an additional Strength Potence roll contested against your Stamina Fortitude, both at a difficulty of 6, to penetrate your skin with a bite. This only works if you struggle though. If unconscious or unmoving, a Kindred can slowly pierce your skin and drink. This only works with feeding or biting. Time Sense (1pt Merit) You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device. You can accomplish this whether you are concentrating or not. You can estimate the time of day within a minute or two, and the passage of time with the same accuracy. Top Secret Access (2pt Merit) Anyone in a clandestine intelligence agency is allowed access to information not available to the general public, but you are privy to secrets known only to a select few. The Storyteller should decide what the nature of this information is, as well as its source. Perhaps a mysterious Deep throat type character contacts you occasionally, or maybe your Aunt Gertrude works at the Pentagon. The information is useful, and usually accurate, but not necessarily complete or always available. The information you receive is no doubt dangerous to possess but your source is confidential, and leaks are unlikely. Tough as Nails (3pt Merit) You come from hardy, thick-skinned stock, or perhaps the gods have favored you. You shrug off damage easier than most. All soak rolls are made at -1 diff. Travelers Intuition (1pt Merit) No matter where you might be headed, a certain navigators reckoning keeps you going in more or less the right direction. This sense is in no way exact, but it can keep you from getting hopelessly lost, even in a maze. It might take time - lots of time - but you will find your way to your destination. Ruleswise, this Merit functions as a plot device. In any nonmackigal maze, wilderness or city, you can find your way to your goal without becoming hopelessly lost. Navigation-based rolls (usually Perception Science: Navigation) have their difficulties reduced by two. Note that this is not an internal map under most circumstances, you simply have a feeling about which direction to take. Unless someone uses magick to puzzle you, youll never really get lost. If someone does try to foul your senses with a spell, this Merit gives you an extra die of countermagick to resist the enchantments effects. When combined with magickal navigation, this Merit reduces the casting difficulty by two, but does not confer any other benefit for Correspondence-based spells (and the usual maximum reduction of -3 still applies). True Faith (7pt Merit) You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. You being the game with one point of True Faith this Trait adds one die per point to all Willpower and Virtue rolls. You must have a Humanity of 9 or higher to choose this Merit, and if you lose even a single point, all your Faith points are lost and may be regained only when the lost Humanity is recovered. Individuals with True Faith are capable of performing magical acts akin to miracles, but the exact nature of those acts is up to the Storyteller. True Love (4pt Merit) You have discovered, perhaps too late, a true love. He or she is mortal, but is the center of your existence, and inspires you to keep going in a world of darkness and despair. Whenever you suffer, the thought of your true love gives you one automatic success on all Willpower rolls, which can be negated only by a botch die. This can be a great gift and also a hindrance, for your true love may require protection and occasional rescue. Unbondable (3pt Merit) You are immune to being blood bound. Uncanny Sight (2pt Merit) Either due to some innate ability or to your long exposure to vampires, you are aware on a visceral level of their inhuman nature. On meeting a vampire, possibly even at first glance, you may have an immediate sense that your new acquaintance bears the mark of Caine. This perception is not always accurate, depending on the Storytellers judgement. Uncanny Logic (2pt Merit) You have an uncanny reasoning ability that allows you to take apparently innocuous facts and ruthlessly deduce their true meaning. There is nothing supernatural in this: you have just been blessed with an ordered and uncluttered mind that can work through trains of thought more fully than others can manage. All difficulties on rolls involving deduction decrease by 2. Underworld Ties (3pt Merit) You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to a large number of soldiers, as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow. Unimpressed (5pt Merit) You have tight control over your emotions and a monstrous awareness of self. All rolls to affect you with Presence or otherwise magically tamper with your emotions add 2 to the difficulty. Only characters with Self-Control 4 and Willpower 6 may purchase or retain the benefits of this Merit. University Ties (3pt Merit) (LAbN Custom) You have close associations with the faculty and staff of a university in the local area. You may or may not be a student, but you are well aware of the ins and outs of the academic lifestyle on the campus, perhaps even having friends among those who live and work there. Because of your close familiarity, Knowledges may be increased at half-cost. Unmarred Face (2-6 pt Merit) Even if your body is a leprous husk of pustules or a monstrous chimera of fused animals, your face is eerily pristine. So long as your face is the only part of you that is visible, your effective Appearance rating is one dot for every two points invested in this Merit. Nosferatu characters with this Merit suffer worsened deformities in other parts of their bodies, gaining at least one physical Flaw for which they gain no points (as well as the undying scorn of their clan-mates). Obviously, this Merit is useless (and not permissible) to characters without a serious full-body deformity of some kind. Unshockable (3pt Merit) The world is packed with many unconscionable acts: cannibalism, torture, shit-eating, rape, murder Somewhere down the road, the Unshockable character has lost all sense of shame or revulsion. Without a flicker of emotion, he can perform atrocities that would make a Jacquerie blanch. He has a cast-iron stomach, too - no substance is too revolting for him to consume. Even infernalists look upon such steadfastness with wonder and a touch of fear. After all, if this person can skin a baby so effortlessly, how hard would he find it to do the same to his friends Useful Knowledge (1pt Merit) You have expertise in a specific field that makes your conversation intriguing to an older Kindred. So long as your knowledge holds the other vampires attention, he has a vested interest in keeping you around. Then again, once hes pumped you for every iota of information you possess, that patronage may suddenly vanish. (Note: This Merit should be played like a 1 - dot Mentor with a specific interest. However, unlike a Mentor, Useful Knowledge does not imply a permanent relationship.) Valuable Secret (2pt Merit) Others would kill or die to know ths secret you guard. The Valuable Secret should be created amp given by the Storyteller. perhaps the character knows that the Prince is amp Infernal Diabolist or that the primogen are actually all Sabbat. Whatever the case, only those involved in the secret amp the character know about the Valuable Secret. Way With Words (1pt merit) Language is a finely honed tool for you. Not a blunt instrument. You are able to create exactly the effect you want by choosing your words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words. Weather Sense (1pt Merit) This merit grants occasional warnings (with a Perception Survival roll, difficulty 7) of impending inclement weather, even that which stems from unnatural causes. Well-Traveled (2pt Merit) Youve traveled all over the globe, seen many different cities amp meet a great number of Kindred. Theres a chance youll know of a vampire from another city when you hear his name. This is an Intelligence roll. Werewolf Companion (3pt Merit) You have a friend and ally who just happens to be a werewolf. Though you may call upon this being in time of need, it also has the right to call upon you (after all, you are friends). However, neither your kind nor its appreciates such a relationship, and your respective societies will punish both of you if your friendship is discovered. Arranging for meeting places and methods of communication will be difficulty. The Storyteller will create the werewolf character but will not reveal to you its full powers and potencies. Merits under the general supernatural category may be taken by any character that possesses supernatural ability, with any restrictions on sphere specified depending on the Merit. Straight mortals may not select from this list, but Vampires, Hunters, KotE, and Numina users may. Detached (4pt Merit) Numinist Only Your psychic has the rare ability to view his psychic abilities as separate from his physical existence and an maintain this distance even under adverse conditions. Wound penalties dont affect your use of psychic powers until your character reaches Incapacitated. If hes Incapacitated, then you may spend a willpower point to use a psychic power at half the normal dice pool (rounded down). This action may be performed only once per scene, after which the character falls unconscious, so choose last-ditch efforts carefully. Faeblood (4pt Merit) No vampires Though not a changeling youve got their heritage running through your veins literally. This doesnt necessarily make you Irish, though a little touch of Eriu never hurts. Faerie blood allows you to walk in the dreaming as if you were fae yourself, while this exposes you to chimerical attack it also opens you to a new and wondrous world. Fortunes Favor (5pt Merit) - Numinists only - (LAbN Custom) By re-weaving the strands of Fate, a Numinist may use his Mana Background to alter the difficulty of another characters die roll. No difficulty may be lower than two or higher than nine, and none may be raised or lowered by more than three. Strangely, the Numinist is unable to alter the weaves surrounding his own fate, as this is the province of other Merits (See: The Flow of Ki, Force of Spirit, and Strength of Psyche). Obviously, you must possess Mana points to be able to spend them. Hale (2pt Merit) You have been granted a strong constitution, therefore you are rarely less than robust health and take ill infrequently. Subtract 2 from all difficulties to resist disease, whether natural or supernatural in nature. Poisonous Blood (3pt Merit) Your blood is poisonous to kindred, though they will not know until they drink it. Every blood point drunk causes 1 health level of damage (lethal) to them. Resemble Kindred (2pt Merit) You look like a Vampire - usually pale and thin like them. You can move among them as one of them, but they may force the new stranger before the Prince for recognition, and he may ask for a Blood Bond. This Merit does not automatically make you aware of vampires or anything associated with them. Wild Talent (4pt Merit to 4pt Flaw) Numinist only Though many psychics lack formal training of their gifts, some lack even the most basic control of their powers. These wild psychics tend to have powerful gifts, though the lack of control makes up for the extra power they might have. To determine the level of the Flaw, use the following table. The total Merit or Flaw cannot exceed 4 pts. The character must make a willpower roll (diff 7) to use the power. The character can only consciously use the power defensively. (i. e. A precognitive character can activate her Danger Sense, or a telekinetic can use the power to deflect attacks.) The character has no conscious control of the power, but it works more often to the characters benefit than not. (A clairvoyant who has useful clairvoyant dreams.) The characters power activates randomly (at least once per game session) and often at inopportune or embarrassing moments. Vampire denotes a character that is Kindred, a Cainite from the Vampire: The Masquerade system. Mortals, Hunters, KotE and Numina users may not take Merits from this list. Clan-specific Merits are alphabetized by Clan name. Additional Discipline (5pt Merit) You can take one additional Discipline (Storyteller discretion) as if it were a clan Discipline. All costs to learn that Discipline are paid out as if it were native to your clan. A character can not take this merit more than once. Assamite - Marijava Contact (1pt Merit) You have an ally who is a member of the Marijava ghoul family, and can be called upon for a favor from time to time. Likewise, your Marijava friend may call upon you for help occasionally. The clan is aware of this relationship and will normally grant you leave to help your ally (knowing that you have given your word to do so),provided that the clans interests are not compromised in the process. The Storyteller creates the ghoul character, but should not reveal Trait score and other game-sensitive information to you. Assamite - Multicultural (3pt Merit) The Assamites have spread over an immense amount of territory, and they have encountered a wider array of cultures than many other clans can conceive of. Either in life or unlife, you have traveled among many different cultures and gained an almost instinctive understanding of how to blend in and not offend. You enjoy a -1 difficulty bonus on all attempts to move smoothly through a foreign society (though speaking the language is still a function of Linguistics), as you reflexively come across as familiar and knowledgeable in areas where other outlanders would be at a loss. This also applies to such tasks as appearing native in an area where you dont belong (such as a French Assamite hiding from German Ventrue pursuers in the markets of Constantinople). Assamite - Unconquered Ally (2pt Merit) You have a friend and ally among the Unconquered. The Storyteller creates this character, but should not reveal any information to you beyond that warranted by the two characters acquaintance. Your Unconquered ally may be called upon for assistance and may also enlist your support from time to time. Naturally, neither of you may do anything which endangers your side of the clan without incurring the considerable wrath of your superiors. Baby Face or Sanguine Humor (2pt Merit) You look more human than other vampires, enabling you to fit in the human world much more easily. Your skin is pink, you never really stopped breathing (even though you dont need to), and even sneezing comes naturally. You can make your heart beat as long as you have at least one Blood Point. This Merit cannot be taken by Nosferatu. Berserker (2pt Merit) The Beast is in you, but you know how to direct and make use of it. You have the capacity to frenzy at will, and this able to ignore your wound penalties. However, you must pay the consequences of your actions while in frenzy, just as you normally would. Your chance of entering an unwilling frenzy is also unaffected. Blush of Health or Baby Face (2pt Merit) You look more hale and health in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cold to the touch. Boon (1-6pt Merit) Someone owes you a favor. The vampire in your debt might be the lowliest neonate in the city or might be the prince herself it all depends on how many points the Merit costs. You only have that single favor owed to you (unless you take the Merit multiple times), so using it properly id of paramount importance. Depending on status and other factors, the vampire who owes you a favor may well resent his debt, and might go out of his way to settle it early - even going so far as to create situations form which he must rescue you and thus clear the slate. Brujah - Bearing of Kings (2pt Merit) Unlike their primarily rivals the Lasombra and Ventrue, Brujah do not concern themselves with Embracing mortals of noble lineage. The Zealots, more than any other clan, encourage humans to influence change for their own well-being, rather than that of vampiric masters. Such leaders as the Brujah seek require rare qualities. While they may not possess a single drop of noble blood certain Brujah possess a force of personality that could make the most confident of monarchs show deference. A Brujah with this Merits is at -2 difficulty for all rolls involving Presence. Brujah - Compassionate (4pt - Mental Merit) You have the moral character of the Brujah of old, the proud warrior-poets who did what they did because their hearts called to them. If you ever fail a Conscience (but not Conviction) toll, you may spend a point of Willpower and attempt the roll again, at a difficulty of I higher than the last. If you succeed on this roll, it counts as if you succeeded on the first. You may do this only once per Conscience roll you must accept the results of the re-roll. If you botch this second roll, you lose one permanent point of Willpower in addition to any consequences of the failed Conscience roll. Brujah - Dynamic Personality (5pt - Social Merit) People are drawn to you, due to some characteristic appeal you exude. You may purchase additional Backgrounds using your experience points at the end of each story - two experience points earn you one Background dot from the following group: Allies, Contacts, Herd, Retainers. Brujah - Furys Focus (2pt Merit) Whether they accept the truth of it or not, susceptibility to frenzy is a distinguished characteristic of the Brujah. Certain brethren of the clan, through their devotion to Entelechy, have more fully integrated their awareness of Beast and Self. While unable to resist the call of the Beast any more than their less disciplined brothers, these Brujah can for a brief time control he direction their frenzies take, A player with this Merit must spend a Willpower point and roll her Self-Control or Instincts at a difficulty one higher than the original difficulty to resist frenzy. For each success achieved the character may control her actions for one turn. Brujah - Mentors Tutelage (4pt Merit) The character has a scholarly mentor, not necessarily his sire but one with the patience and resources to school the character in various courses of study. At the end of each story, so long as the player has extended contact with his patron, the player may roll as many dice as he has in the mentor Background (difficulty 10 minus the characters Intelligence). For each success, the character gains one experience point to spend on increasing a Knowledge. No more than half the points spent to increase a Knowledge can be from use of this Merit. Obviously, a Brujah with this Merit must posses at least one dot in Mentor. Bullyboy (2pt Merit) Youre part of the brute squad the local sheriff calls on when he needs some muscle. As a result, you get in on action that others miss entirely, score points with those in power, and occasionally get a change to act outside the law. How far outside the law the sheriff is willing to let you go depends on circumstance and how much the sheriff likes you. Calm Heart (3pt Merit) You are naturally calm and well-composed, and do not easily fly off the handle. Raise the difficulties of all your frenzy rolls by two, no matter how the incident is provoked. Capable Assistant (7pt Merit) You have another vampire who acts as your right hand in everything. Shes loyal, capable amp powerful enough to stand against those in her way. She may be Blood Bound to you, but would serve your will anyway. Cast No Image (6pt Merit) (LAbN Custom) When using Cloak of Shadows or Unseen Presence, a vampire with this Merit cant have his picture taken, show up on a videotape or even have his voice recorded. Vampires without this Merit can hide themselves from machines using the Obfuscate Discipline. Childe, Loyal (3pt Merit) Your childes loyalty goes beyond any Blood Bond, being born of true affection and admiration. She would do almost anything to aid you, and you trust her as you do no other among the Kindred. You would be grief-stricken should anything happened to her. Clan Friendship (2 or 4pt Merit) (Edited for LAbN) For any number of different reasons - appearance, bearing, background, or demeanor - something about you appeals to members of a clan other than your own (your choice). The difficulties of all rolls related to social dealings with members of this clan are altered. This can be a double-edged sword: you are also marked by others as a sympathizer with that clan, whether you like it (or deny it) or not. For 4 points: One particular clan (not your own) has a special liking for you. You might have done the clan as a whole a favor at some point, or perhaps youre just a loud voice in support of their aims. Whatever the cause, youre at -2 difficulty on Social rolls involving members of the clan in question. Of course, the reaction your cozy relationship with another clan is likely to draw from your own clan leaders is an entirely different can of worms. For 2 points: You are at -1 difficulty on all Social rolls involving members of the clan in question. Closer Than Blood (3-5pt Merit) You have an affinity with another Cainite (most likely a Toreador, but possibly one of another clan) not brought about by the Blood Oath or other artifice means. You would lay down your unlives for each other, and you feel empty without the other nearby. Such bonds can be same sex or opposite sex, and there is no way to predict who your twin will be. A 3-point Merit indicates that you occasionally can sense the others strong emotions (fear, joy, pain) if your twin is in the vicinity. A 5-point Merit means that you often sense the others emotions even at a distance, and can feel the others physical pain or peril. Debt of Gratitude (1-3pt Merit) An elder owes your gratitude because of something either you or your sire did for her. The depth of gratitude the elder owes depends on how many points the player wishes to spend. One point might mean an elder owes the character a favor, three points might mean that she owes the character her unlife. Deceptive Aura (1pt Merit) Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura. Domain (2-4pt Merit) The prince has given you exclusive rights to a piece of territory. The size and importance of that territory are in direct proportions to the cost of the Merit. A few blocks worth of row-houses might be worth two points, while four square blocks in the citys financial district could be worth four. Eat Food (1 pt Merit) You can eat food, an aptitude you picked up early in your undead existence. Although you peers may find this disgusting you can pass for living with much greater ease. Efficient Digestion (3pt Merit) You are able to draw more than the usual amount of nourishment from blood. Every two Blood Points ingested increase your Blood Pool by three. Round down so leftover halves are ignored. For instance, taking four Blood Points raises the Blood Pool by six, and so does taking five Blood Points. Elysium Domain (1pt Merit) You control some part of the citys Elysium. Youre its recognized protector amp in many ways its considered your domain. However, it doesnt belong to you amp other Kindred can enjoy it freely. While this merit involves some measure of responsibility, you can enjoy this Elysium domain at your leisure amp you gain respect amp Status as its protector. Elysium Regular (1pt Merit) You spend an unusual amount to time at the various Elysiums in your city. You see and are seen to such an extent that all of your movers and shakers of Elysium know who you are. Extended time spent in Elysium also gives you extended opportunities to interact with the harpies and other Kindred of that stature - and theyll know your name when you approach them. Enlightened (1-7pt Merit) You have taken at least the first few steps on the steep and complex road to Golconda. Although you have by no means achieved this exhaled state of being, you are more aware of the proper approach than the vast majority of your kind will ever be. Much of your time is spent in the quest for further information on Golconda and on attempting to progress towards this distant goal. Faerie Affinity (2pt Merit) Your presence does not frighten faeries indeed it attracts them, and you are naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, provided you find an entrance. False Reflection (3pt merit) When using Mask of a Thousand Faces, a vampire with this Merit can create a false impression of his disguise on recording media. He can have his picture taken, show up on videotape and even record an imitation of the subjects voice. Cainites without this Merit cannot disguise themselves to machines using Obfuscate. Fetch (2pt Merit) You have access to a mortal who looks just like you. Perhaps shes your twin sister, a long-lost relative, someone who has been Vicissituded or simply very good at disguise. Unless she is ghouled, however, she will age and eventually no longer be your double. Your fetch may move about during the day, conducting your business and keeping up your semblance of a mortal life - but also commits actions for which you will be held responsible. Remember, your fetch should be kept carefully informed regarding your relationship and business dealings. Gangrel - Without a Trace (2pt Merit) The wilderness is your friend, working to hide your passage. You leave no trail to follow as the earth swallows your footprints, and the trees and grasses cover your scent. Even magical means of tracking you are inhibited. You pass through places like the wind, leaving nothing behind but a whisper. Even Lupines have trouble following you. Normal means of tracking you (with Survival, the use of dogs etc) fail automatically. Supernatural methods of tracking you, such as with Auspex, have a chance, but with greater difficulty (2 diff). Giovanni - Sanguine Incongruity (5pt Merit) Giovanni manifesting this peculiar trait are quite rare - there are fewer than a dozen reported instances. Those possessing it do not ear the Curse of the Lamia their Kiss causes no more damage than the blood loss itself. However, these vampires acquire a peculiar pallor upon their Embrace - they look like corpses, and no among of ingestion will flush their features (as other vampires are able to do). Giovanni with this Merit are afforded wide berth, as their Trait is reminiscent of the Cappadocians clan weakness and the Giovanni tend to be quite superstitious about it. Harpy (5pt Merit) You count yourself among the harpies, the vampires who rule the roost in Elysium. Yours is one of the voices that mock, exalt or humble the Kindred of the city. Your opinion is very influential, which means that youre going to face all sorts of attempts - from bribes to threats - to change it. You are at -1 difficulty on all Social rolls when acting in your official capacity. Haven Affinity (2pt Merit) Your territoriality rivals that of a Lupine. When acting on home soil (your main haven, not auxiliary havens), you gain an additional die to all Dice Pools. You may also home in on your haven by making an unmodified Perception roll (difficulty variable 6 if across town, 8 if in another state or country, 9 if across the globe). Healing Touch (1pt Merit) Normally vampires can only seal the wounds they inflict by licking them. With but a touch, you can achieve the same effect. Hidden Diablerie (3pt Merit) The tell-tale black streaks of diablerie do not manifest in your aura. Holder of Office (3-5pt Merit) You currently hold one of the official Camarilla positions in your city. The degree of the power you possess depends on the cost of the Merit. Humanitys Window (3pt merit) Although otherwise monstrous in appearance, you retain one striking feature from your mortal life. Beautiful eyes are the feature most commonly presserved this way, but Humanitys Window can encompass any aspect of what you once had, such as a wonderful voice or sensitive fingers. This merit adds one die to the characters dice pool for social interactions with others encountering the character for the first time. It can be purchased only by characters of Appearance 0, such as Nosferatu and Gargoyles. Inconnu Associate (4pt Merit) Youre friends with another Kindred who belongs to the Inconnu. Though you may call upon your friend in times of need, she may call on you as well. Neither of your sects appreciate such relationships, amp your leaders would punish you if your friendship were discovered. Arranging methods of communication amp meeting places will be difficult. Inoffensive to Animals (1pt Merit) Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch. Lasombra - Controllable Night Sight (2pt Merit) You can choose to invert the effects of light and darkness on yourself. Spend on turn in concentration to turn Night Sight on or off, plus one per each heal level of injury you currently suffer. While Night Sight is active, pitch-black darkness seems brightly and uniformly lit to you, while any light brighter than a hundred-watt bulb creates a zone of pure darkness. The penalties for partial darkness instead apply instead to weak illumination. This Merit doesnt allow you to see through Obtenebration-created darkness, which glows with pure white light that obscures all details. Lasombra - Pelagic Harmony (3pt Merit) Being close to the sea calms you and reinforces your self control. All Willpower rolls made while youre on or within sight of the sea have their difficulties lowered by one. Lasombra - Prestigious Confessor (1pt Merit) You have been granted the favor of confession with one of the ranking priests among the Lasombra. This provides you with access to one of the powers that be in the clan, as well as providing you with a certain prestige among your equals. After all, it was you who was called to the cathedral, not they. Of course, given time and the appropriate background you may become a confessor of this sort, granting you access to all sorts of interesting information - subject to the sanctity of the confessional booth, of course. Lasombra - Strength of Shadows (4pt Merit) Allows to strengthen the shadows called forth so that even daylight will not immediately dispel them. The Strengthened shadows dissipate after four hours in the sun. Lasombra - Weather Sense (1pt Merit) This acumen is very much prized among seafaring Lasombra. A few sires manage to pass on its intricacies to their childer. You subconsciously sense impending bad weather. The Storyteller makes a Perception Survival roll (diff 7) on your behalf to give up to several hours notice of storms and other weather problems before they manifest. Light Sleeper (2pt Merit) You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. The rules regarding how Humanity restricts the number of dice usable during the day are waived. Living Icon (4pt Merit) You have a band of mortals convinced that you are, in fact, a saint or other divinity of some sort, perhaps even the Messiah. Your followers do not doubt your divine status for an instant, and they follow your every command within their capabilities. Their devotion is such that they gladly give up their lives for you, either as sustenance or to root out any who blaspheme against you. Your band of worshipers is, of course, limited the population of a single village is about the most you can expect without unnecessary complication. The only fly in the ointment of this scenario is a simple one. Should your followers ever be convinced that you are not in fact divine after all, they are sure to turn on you with all the fury the can muster. Furthermore, it may not take very much - say, the appearance of another Cainite whose powers are as impressive as your divine ones - to trigger such an adverse reaction. Loyal Childe (3pt Merit) Your childes loyalty goes beyond any Blood Bond, being born of true affection and admiration. She would do almost anything to aid you, and you trust her as you do no other among the Kindred. You would be grief-stricken should anything happened to her. Malkavian - Benevolent Blood (1pt Merit) Your blod still carries the Curse of Malkav, but its effects have been lessened just a little bit. Any ghouls you create suffer none of the usual deranging side effects of drinking Malkavian blood - they ca be loaded to the gills with your blood and not come one step nearer to gaining a derangement. Of course, ny childer you Embrace will still gain a derangement after the Embrace as usual - although our vitae is easily diluted by mortal blood, the pure stuff carries the Curse as one would expect. Malkavian - Deadened Nerves (4pt Merit) Whether it was a condition you held in life or an odd side effect of the Embrace, your nervous system is mssing a few connections. You suffer a 3 difficulty to all tactile-related Perception rolls. However your deadened nerves also protect you from pain, allowing you to ignore your wounds until your lesh is literally blasted from your bones. All penalties for wound levels are halved, rounding down. Malkavian - Disembodied Mentor (5pt Merit) The voices in your head may tell you things, but by God, theyre useful things. You have a personal guide and advisor who exists largely in your own skull. Your mentor can also be a real distraction when youre trying to do something he finds irrelevant. Youre not freed from running errands for your mentor just as often as any other pupil would, if not more so. Malkavian - Immaculate Aura (1pt Merit) Whether because of your iron control or some fluke chance, your aura does not give away your insanity. The aura doesnt shift or swirl at all, even when youre confused, frenzied or in a psychotic fit. Malkavian - Sympathetic Bond (5pt Merit) For whatever reason, you unconsciously cause a peculiar supernatural form of feedback through the links of the blood bond. Although youre not immune to being blood bound (and you can not take the Merit: Unbondable), if you do become bound to someone, your regent also becomes blood bound to you to an equal extent. Even if she was already blood bound to another, she nw has the unenviable position of being regnant to two vampires at once. This can obviously lead to some unplanned and quite twisted codependent relationships. Malkavian - Blessed (5pt Merit) You exude an aura of holiness, your voice is like that of an angel and an inner light radiates from you. Others worship you, and even those who want to harm you find it hard to take action. The true source of this blessing is unknown, but those who observe you believe God has anointed you in some manner. Misplaced Heart (2pt Merit) Your heart has actually moved within your body, though no more than two feet from its original position near the middle of your chest. Those who attempt to stake you find it very difficult to find the right location (which should be your most tightly guarded secret). Mole (3pt Merit) You have an informer buried in the Sabbat (or, less likely, one of the independent clans or the Anarach Free States) who funnels all sorts of information as to what her peers are up to. What you do with the information us up to you, but abusing the knowledge might be a good way to get your informer killed. The other side has spies too, you know Nosferatu - Blood Bloat (1-3pt Merit) Somehow youve developed the ability to store more blood in yourself than is normal for your generation. You are a fat little sausage saturated with vitae, and your skin is strained and partially split whenever you are full. Every point in this Merit increases your capacity to carry blood by one extra point above your generation maximum. You have a larger reservoir, but you cannot process or expend the vitae any quicker than your peers can. Whenever you are fully fed, your skin is a ruddy color, and other Cainites can smell the blood trying to squeeze past your pores (perception alertness 7). This can cause frenzies in hungered vampires. Nosferatu - Disgusting (2pt Merit) You have the ability to contort your body and face in all sorts of shocking and grotesque ways. You can drool blood, pop your eyes out to double their width, spontaneously grow and burst boils on your flesh, extend your tongue three feet out of your mouth, etc. In addition, you are an accomplished practitioner of the fine art of disgusting others, and take considerable pride in your ability to gross out anyone or anything. By concentrating for a turn and spending a Blood Point, you may will your body to do something vile, making a Wits Intimidation roll (difficulty of the opponents Wits Self-Control). Each success on this roll subtracts one from the opponent s Dice Pool for any action taken next turn (the opponent is so repulsed and horrified by your antics that concentration is broke). Nosferatu - False Reflection (3pt Merit) When using Mask of a Thousand Faces, a Nosferatu with this Merit can create a false impression of his disguise on recording media. He can have his picture taken, show up on a videotape and even record an imitation of the subjects voice. Nosferatu withut this Merit cannot disguise themselve to machines using the Obfuscate Discipline. Nosferatu - Feeding Tongue (2pt Merit) This merit gives the Nosferatu a cartilaginous tongue through which he feeds. It is believed to stem from the Larvae Nosferatu and any of their progeny. The tongue cannot extend more than six inches past the mouth, but it does cause aggravated wounds (treat the attack as a bite). Unlike the Kiss, this feeding is very painful for the victim. Its much like a giant mosquito plunging a spike-sized needle into the flesh and siphoning blood fast enough to collapse blood vessels. Nosferatu - Foul Blood (3pt Merit) Your blood tastes truly awful. Opponents who bite you in combat must make a Willpower roll (difficulty 6) or spend the next turn retching and gagging the idiot who actually tries to commit diablerie upon you must make a Willpower roll (difficulty 9) and score three successes to complete the process. Nosferatu - Gaping Maw (2pt Merit) Youve got a nasty gash where your mouth should be. It can smile, it can frown, and most importantly, it can grin two or three inches wider than any human mouth can. An ordinary vampire can suck up to three blood points in a turn. You can drain up to four points a turn, provided you can latch your tooth-filled orifice around enough skin. Nosferatu - Legendary Accomplishment (3pt Merit) Somewhere in your past you accomplished a great feat of Nosferatu cunning, turning you into an immortal legend. Perhaps you stole the Popes miter or convinced a Lasombra lord he actually possessed a reflection that looked just like you. Regardless, your one exploit has marked you in the annals of clan history, and its unlikely the legend will die during your existence. As a result, you gain 2 dice in any social interaction with other Nosferatu based on status (Intimidation, Leadership etc). Unfortunately, all other actions and exploits are measured up against this one great accomplishment. Nothing you can do can equal to that one moment of greatness, and younger Nosferatu are constantly competing to outdo you. Nosferatu - Lizard Limbs (1pt Merit) When your limbs are restrained or grappled, you may spend a Blood Point and make a Willpower roll (difficulty Cool. If you succeed, you may shed a limb, leaving it in your opponents grasp while you escape. The limb may be regrown normally. If you shed enough limbs, you can escape nearly any bonds, though it is hard to flee the scene of captivity when one has not legs. Nosferatu with this Merit often use it for practical jokes (Lets shake on it). Nosferatu - Long Fingers (1pt Merit) Your fingers are unnaturally long and spidery. You gain one extra die to Dice Pool involving digital coordination or grappling. Nosferatu - Oversized Fangs (1pt Merit) When you grew your fangs, you really grewem. Your fangs are enormous, snaggly things resembling cobra fangs or possibly even tusks. Your bite does one additional die of damage, and you may add one to your Intimidation Dice Pool. Nosferatu - Oversized Mouth (1pt Merit) Your mouth is huge and you are able to o pen it to prodigious width, You may drink an additional two Blood Points from your victim each turn. Nosferatu - Patagia (4pt Merit) Leathery wings fold up into your horrid little body. Picture the gliding wings of a pterodactyl or a flying squirrel. Now visualize them hanging off the twisted skeleton of bat-like wings. With the aid of an updraft or a strong wind, you can glide for short distances rather useful for Nosferatu who skulk along rooftops, dont you think Storytellers should know that a vampire with this Merit can glide at his normal walking speed. MET: You cant actually fly or hover with this Merit, only glide like a flying squirrel on flaps of leathery skin that stretch from under your arms and down your sides. You may not carry passengers and only personal items may travel with you (Storyteller discretion). Furthermore, you need wind to carry you, and if theres none, you just drop like a stone (so dont even think about using this indoors). When gliding, hold your arms out at your sides and wear a tag indicating your unusual appearance. You may glide at a normal walking speed. Consult the Storyteller before taking this Merit. Nosferatu - Projectile Vomiting (2pt Merit) This talent is like the Eat Food Merit, but twice as versatile. Food comes in food goes out very, very fast. A vampire with this ability can ingest, and possibly even taste, food and drink. He cannot gain any nutrional benefit from this ordinarily digestible matter, but he can store it for later use. When this need arises, the Nosferatu can not only disgorge his stored supply of food, but also aim it with a degree of precision. For the record, projectile vomiting in the Storyteller system usually requires a Stamina Athletics roll the diff is 8, and a victim can attempt to dodge this bolus of ejected victuals. Althogh this attack does not cause damage, the type of food ejected may temporarily obscure a victims vision, cause him to slip or merely force him to weep with shame at a Camarilla Toreadors grand ball. Nosferatu - Reptile Buddy (3pt Merit) Yes, those legends about albino alligators in the sewers really are true. Youve been nursing a few of them with your vitae in the local spawning pool for years. Your careful breeding and vigilant training has produced a reptilian slave of exceptional intelligence. It has a mind as sharp as that of a five-year-old child and teeth as keen as butcher knives. The beast understands your native language perfectly and can even follow complex directions. Faster and deadlier than any human ghoul, it is a highly efficient killing machine fully capable of patrolling your domain with ruthless efficiency. Reptile buddies also love to play fetch with human limbs (whether attached or severed). Nosferatu - Rugged Bad Looks (1pt Merit) Your face is hideous, but it could almost pass for that of a really ugly human. If you were to cover every other part of your body, you could shamble into mortal society looking only slightly suspicious. While you might have a hunchback, reptilian scales over parts of your flesh or a foul stench that never dissipates, you can actually walk among mortals with extensive precautions with-out automatically breaking the Masquerade. Other vampires give you no end of grief for not looking like a real Nosferatu. By the way, this is as attractive as a Nosferatu ever gets no Merit will ever increase a Nosferatus Appearance above zero. Nosferatu - Sleep Unseen (2pt Merit) You can use the Obfuscate Discipline to hide while you sleep during the day. Such prolonged use of this ability requires an extra blood point to keep your body hidden for a full day. Of course, you must at least be hidden from sulight, and vampires using the Auspex Discipline can still detect you, but mortals will ignore your very presence. This is a useful Merit for Nosferatu emissaries and travelers many would perish without it. Nosferatu - Slimy (2pt Merit) Your skin secrets slime like that of a worm or mollusk. Opponents must score two more successes than normal to grappled you, and your difficulty to soak fire damage is reduced by one. Nosferatu - Swarm Attractor (2pt Merit) You must have at least one dot in Animalism to take this Merit. Your skin exudes a grease that attracts flies, gnats, bees and other flying insects. While these insects normally buzz passively about you in a thick cloud, you may command them in a limited fashion, The bugs may travel up to 20 feet from you to sting and distract your foes. The swarm does no actual damage, but any being caught in the swarm must make a Willpower roll (difficulty 7). If the roll fails, the victim loses two dice from her Dice Pool that turn if it botches, she may take no actions whatsoever. Nosferatu - Tough Hide (2pt Merit) Your skin is thick and leathery, resembling that of a pachyderm. You gain one extra dice on your soak Dice Pool (though not to soak fire and sunlight). Open Road (2pt Merit) Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routs and methodologies, not to mention haven space available in any number of destinations. Unless someone out there knows your exact route and is specifically looking for you, you can move between cities unimpeded by random encounters with Lupines, overzealous state troopers and the like. Pack Distinction (2pt Merit) You have a certain degree of fame within your pack. The reason relates to some great heroic action that possibly saved many of their unlives. You may consider this 2 points that can be added to Pack Recognition. You may not be a pack leader, but you may be more respected than the leader. Paramour (3-5pt Merit) You have had a long-term (minimum 75 years) relationship with a fellow Kindred. Although you may have had your disagreements over the many years, you are generally loyal to each other. You know most, if not all, of your paramours secrets, and your paramour knows as much about you. You have both come to each others aid several times over the years, and you would be aggrieved were anything to happened to your love. The cost of this Merit depends on the relative power and position of your paramour in Kindred society (3 for an ancilla, 4 for another elder of equal power, 5 for a more powerful elder). Pawn (3pt Merit) You can manipulate and have some control over other vampire - one of higher generation than you. Your hold was likely formed through Blood Bond, but can also come from a variety of other sources, such as blackmail, bribes or threats - you make it up. The pawn does not necessarily know that it is being controlled. Powerful Childe (1-5pt Merit) You have a childe in a position of power within vampiric society. This child is loyal, and often serves as both an information font and protection. Although she sometimes asks favors of you, you are most definitely in control of the relationship, as it is right for a sire to be. The cost of this Merit depends upon the power and position of the childe (1 for leading anarchs, 2 for an Archon, 3 for a primogen, etc. determined in conjunction with the Storyteller). This Merit must be taken separately for each such childe. Having this childe Blood Bound to you costs two extra points. Presentation Gifts (2-6pt Merit) One or more Kindred currently owe a boon to you. You may have gifted them with favors or material items sometimes in the distant past, or just last week, but they now owe you a debt. This grants you an advantage in your dealings with these Kindred (-1 to the difficulty level of any checks to influence them). Although you would not give up you current position lightly, you may also call in this debt 9or debts) should you require aid. Such aid must be commensurate with the initial value of you gift of Presentation. The number of points in Presentation Gift must be determined by both the player and Storyteller, based on the number and magnitude of the debts owed to you, and the importance of the Kindred who owe them. The exact nature of this Merit should be worked into the elder characters journal or memories. Prestigious Sire (1pt Merit) Your Sire had or has great Status in the Camarilla, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compared to them. This prestige could greatly aid you when dealing with elders acquainted with your sire. Indeed, your sires contacts may actually approach you at some point offering aid. Though your sire may no longer have contact with you, the simple fact of your ancestry has marked you forever. Primogen (7pt Merit) You are part of the ruling coterie of vampires in the city in which you reside. Your voice is one of the few to which the prince must listen, and you have tremendous influence in your clan. On the other hand, there are always others plotting to take your place, making your position a precarious one. Primogen Friendship (4pt Merit) The ruling council of the city values you and your opinions. You are called in to consult on decisions, and your recommendations carry great weight. Your positions may not be an official one, but its powerful nonetheless. Protge (1pt Merit) Your sire watched you for some time before Embracing you, and spoke glowingly of you to acquaintances. These vampires may be inclined to look favorably on you by dint of your sires recommendation you are at -1 difficulty on Social rolls with all those whove hear good things about you. Ravnos - Charmed Samadji (1-4pt Merit) Your family or sire has gifted you with an item of power. You are expected to carry this powerful draba until you sire your own progeny, then pass the gift to her. Power levels of samadji vary greatly a samadji might reduce target numbers on certain actions (1-2pt), or even provide the user with effects equivalent to low-level Disciplines, such as Unseen Presence(4pt). Samadji may be activated in any a number of ways. Design your samadji with the Storyteller, who will assign a final value to it. Ravnos - Family Allegiance (2pt Merit) Through your travels, you have gained the favor of a mortal Gypsy family. The family aids you in your exploits whenever possible, providing shelter from enemies or acting as a method of transportation to or from a city. All difficulties numbers involving social interacting with the family in question are reduced by two. So long as you do not abuse your trust (such as using family members as steady sources of blood), the family will not turn away from you. Note: You may not take a Family Allegiance with the Tsurara or Ravnos families. Ravnos - Phralmulo (3pt Merit) You were Embraced from within the Rom, from one of the families of power. Because of your heritage, you may be able to regain Blood Affinities by feeding on Rome and may begin with Abilities or Backgrounds available only to Gypsy characters. In addition, phramulo characters need not pick a specific crime as their weakness the phralmulo show a general (but compulsive) contempt and disregard for all the laws of the gaje. Note: Without this Merit, a Ravnos player character is assumed to be Georgio. Rep (1pt Merit) Your fame has exceeded the bounds of your sect. Everyone knows who you are. What youve done and what youre supposed to have done 9which might not be the same thing). The publicity can be good or bad what matters is that everybody knows your name. Whether individuals outside your immediate social circle know enough to match your face to your name is a different matter. Reputation (2pt Merit) You have a good reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from you sire. Add three dice to all Dice Pools for social dealings with the citys Kindred. A character with this Merit may not take the Flaw Notoriety. Rising Star (3pt Merit) Youre one of the up and comers in your city, a rising star in the Camarillas firmament. Everyone wants to know you and be your friend, even as those in power groom you for positions of higher responsibility. You are at -1 difficulty on all Social rolls against any Camarilla vampire who arent actively opposing your ascent. Safe Passage (1pt Merit) You have the right to pass through the territory of some other vampire or sect that does not normally allow others passage through their territory. Toreador often have this Merit for various hostile cities, allowing then to enjoy the Elysium of those cities without fear. Salubri - Blooding by the Code (7pt Merit) For some reason, you were fortunate enough to receive a blooding by the Code of Samiel in the prescribed way. Consequently, you may learn abilities granted by this blooding if you can find a teacher. You must have an excellent reason for possessing this Merit, and your good fortune may arouse some suspicions both in and out of the clan. Only warrior Salubri may take this Merit. Salubri - Protected (2-5pt Merit) You have some shelter from the Tremere hunt, whether from an individual who shares a vow of friendship or from an organization that find you useful. Work out the generalities with your Storyteller, but she creates the final details and most likely plays the character who has an interest in keeping you around. Why doe these people risk themselves for you These people are not Retainers (unless you purchase the Background as well), and protection has a way of running out if you misuse it or abuse your companion goodwill. For two points, your shelter is likely a mortal or ghoul who whistles when he sees the torches coming. For three points, you have a weak vampire companion who has a useful Discipline. At four points, you have the security of a church or monastery (with Faith), a coterie of vampires or a vampire ancilla age, and several Disciplines. With five points, you are sheltered by a powerful vampire elder, a church or monastery with Faith, or even a mortal lord and his retinue. Salubri - Scent of Other (1pt Merit) For some reason, you just dont seem like a Salubri. Maybe you carry yourself like a Brujah, or its just one of those inexplicable things. Whatever it may be caused by, the end result is that people need to look hard before admitting to themselves that you are in fact a Salubri, and they will rationalize away what might otherwise be suspicious behavior of yours. Salubri - Sight Beyond Sight (5pt Merit) Your third eye occasionally sees things that are invisible to your normal sight. You have no control over what the eyes sees, and sometimes this additional vision can get you in a great deal of trouble. Perhaps you can sometimes see through Obfuscate or Chimerstry, or though magical illusions. Some Salubri have reported seeing into the Shadowlands or occasionally glimpsing the true form of a faerie. The third eye must be open for the Merit to work, whether through Valern or through a concentrated effort (Willpower, difficulty 6). Salubri - Warrens (3pt Merit) It doesnt matter that the Tremere are hunting you. You have to go to ground. Whether your knowledges covers the catacombs, Roman ruins, dockside complexes or anywhere else you can imagine, you know a place or two where you can hole up and hide, safe and sound - at least for a little while. Samedi - Fragrant (3pts) Perhaps the potency of your vitae keeps your rot from truly manifesting, or maybe you just dont smell as bad as your corpse-like brethren. Whatever the reason, you count yourself among the less vomit-inducing walking corpses, and your horrid stench of decay hangs more closely about you than it otherwise would. You do still reek to those in close proximities, but you no longer stink up the entire room. Sanctifying Kiss (2 Point Merit) Your lips have a particular crimson luster like roses or fine wine. Whenever you kiss someone, you leave traces of sweet vitae behind. This secretion is not sufficient to create a ghoul or sire progeny, although you may surreptitiously administer the blood oath if you kiss on the mouth or touch your lips to an open cut. It requires a Perception Alertness roll (difficulty 8) to notice the slight taste of your blood. Sanguine Humor (2pt Merit) The flush of life still seems to fill your veins therefore, you appear more human than other vampires. Your skin never paled w death, you never really stopped breathing amp even sneezing comes naturally. You can make your heart beat as long as you have at least one Blood Point. Setites - Addictive Blood (3pt Merit) Your blood is especially delicious to others, Kindred or Kine, containing a substance they find physically addictive. Once they have drunk it, they must drink again, or spend a Willpower point at inconvenient moments to avoid the pangs of craving. Setites with this Merit find it much easier to Blood Bond an opponent, as once they have tasted the tainted vitae, they will do almost anything to drink again. Setites - Agent of Prophecy (1-3pt Merit) None other than mighty Set himself has foretold your coming, and it is whispered by the elders that you figure prominently in one or more of the Prophecies of Set. This mark of great destiny carries great weight among devout Setites, but it also makes you something of a prize to be sought after by ambitious elders seeking to bask in the reflected glow of Sets favor. The prophecies in question may not come to pass for many hundred years, but your fate will not be denied. This is a variable Merit, with cost representing the perceived importance of your role in the prophecy. Each point taken allows you to cancel a single botch during a give story, but also increases the expectations of your clan. As an added wrinkle, the Storyteller may decide that at least one of the prophecies you are intended for is soon to come, making you the locus of vast events that you may or may not have any control over. This merit does not indicate whether you have been able to translate your association with prophecy into any real authority among other Serpents. For that, you must purchase the Status Background. Setites - Drug Resistance (2pt Merit) You are unusually resistance to drugs. Alcohol, narcotics and similar addictive substances have little or no effect upon you. You can drink from winos with impunity, or pretend to be far drunker than you are in order to take advantage of an opponent. Setites - Poisonous Bite (2pt Merit) You have developed poison glands in the roof of your mouth. The poison is virulent, although Kindred and other supernatural creatures are unaffected by it. You, of course, are immune. When you bite, you always inject this poison usually killing your human victims. You must learn to feed in other ways, perhaps drawing the blood you need with a syringe or razor, if you do not wish to kill every time you feed. Sheriffs Friend (2pt Merit) For whatever reason (maybe your winning smile or perhaps just your superb groveling technique), the local head lawman likes you. Hes inclined to overlook your minor trespasses and lets you in on things youre not supposed to know about. He even gives you warnings about occasional crackdowns and times when the prince isnt feeling generous. Of course, abusing this connection might well turn a friendly sheriff into an enemy - and the change might not be apparent until its too late. Sleep Unseen (2pt merit) You can use the Obfuscate Discipline to hide while you sleep during the day. Such prolonged use requires an extra blood point to keep your body hidden for a full day. Of course, you must be at least hidden from sunlight, and vampires using Auspex can still detect you, but mortals will ignore your very presence. Special Rapport (2pt Merit) You have a special bond with another vampire that extends beyond any other bond you know of. You may not love the other vampire, but you have a special link to her. This link allows you to always know when shes in pain, when shes lying amp when she needs you. In return, she knows the same about you as well. Strong Blood (5pt Merit) Your bloods especially potent. Any Kindred who tastes your blood will find it extremely rich amp potent amp will recognize its great strength. Any diabolist who tastes it will lust after it. You can Blood Bond someone w but 2 drinks of your blood. Student (1pt Merit) You serve as a mentor to a younger, more inexperienced vampire. The student is most likely a neonate or an ancilla. This student will assist you as you command, but you also consider this Kindred your ward. You take responsibility for training this vampire amp for protecting her from harm. Toreador - Closer Than Blood (3-5pt Merit) You have an affinity with another Cainite (most likely a Toreador, but possibly one of another clan) not brought about by the Blood Oath or other artifice means. You would lay down your unlives for each other, and you feel empty without the other nearby. Such bonds can be same sex or opposite sex, and there is not way to predict who your twin will be. A 3-point Merit indicates that you occasionally can sense the others strong emotions (fear, joy, pain) if your twin is in the vicinity. A 5-point Merit means that you often sense the others emotions even at a distance, and can feel the others physical pain or peril. Toreador - Fetch (2pt Merit) You have access to a mortal who looks just like you. Perhaps shes your twin sister, a long-lost relative, someone who has been Vicissituded or simply very good at disguise. Unless she is ghouled, however, she will age and eventually no longer be your double. Your fetch may move about during the day, conducting your business and keeping up your semblance of a mortal life - but also commits actions for which you will be held responsible. Remember, your fetch should be kept carefully informed regarding your relationship and business dealings. (Toreador) Toreador - Patron (2-4pt Merit) You have attracted the attention of another Toreador, who has made it her job to see you succeed. Perhaps you gained her attention because of your lineage, perhaps because of your artwork, or something you did or said. Whatever the reason, you have someone who will champion your work and speak up for you in the courts. She may even arrange for shelter or training. Be careful not to abuse your Patron - no one likes being taken for granted. A two-point Patron is someone who is about your own level in clan station, but is perhaps older than you and has good advice to offer. A four-point Patron has resource at her disposal and occupies a station high enough to make a significant difference in your unlife. Toreador - Touched by God (3pt Merit) Your art is considered truly inspired and inspiring. There is an essence of life and beauty about your work that moves others. Perhaps you were always gifted, or the Embrace might have opened you to the Almighty in ways you hadnt expected. Your singing voice causes stones to melt, your paintings look as if their subjects might step off the canvas at any moment, or your storytelling holds people utterly spellbound. The difficulty on all Expression rolls is reduced by two. If the art being produced relates to God, the Church or similar higher ideals, the difficulty is reduced by three instead. Such perfection, however, can be engender jealously in mortal or Cainite rivals. Some suspicious clergy may believe that you sold your soul to achieve your talent, or that you are guilt of hubris by reaching too high with your endeavors. Toreador - Vampiric Consort (5pt Merit) You are in a relationship much like a marriage with another vampire. This pairing bestows the benefits of the Merit True Love on both of you. Taking this Merit in addition to Closer Than Blood allows you a remarkable degree of closeness - you may be even able to share Disciplines on occasion. Your consort is most likely your equal in power and status, but together you present a formidable front. You would die and kill for each other, and God help the fool who attempt to come between you or harm you lover. Toreador - Controllable Thirst (1pt Merit) Because Toreador spend so much time around mortals, resisting frenzy caused by the smell, sight or taste of blood is easier for them. Whenever the Kindred makes a Frenzy roll over blood, reduce the difficulty by three. Toreador - Eye of Beauty (1pt Merit) The Kindred is a natural critic. Reduce difficulties for Art Appreciation by 4. Toreador - Mortal Double (2pt Merit) You have the services of someone alive who looks just like you. This person might be your actual twin. (Other explanations are possible: a long-lost brother, a master of disguise, a victim of Vicissitude, etc.)However, unless he is made into a ghoul he will eventually age normally. Eventually, he will no longer be your exact double. The double may move about freely during the day, aiding you in hiding your vampiric nature. The double must be fully aware of your personal life, including all your relationships and activities. He must also be a good actor. Toreador - Refined (2pt Merit) You are a member of the elite. You are at home in high society and you never feel out of place around the beautiful people. The difficulty on all Etiquette rolls involving high society is reduced by three. In addition, you are often invited to Toreador socials reserved for those of higher Toreador Prestige (or Camarilla Status) than yourself. Toreador - Artistically Gifted (3pt Merit) The difficulty on all Creativity rolls, and Artistic Expression rolls are reduced by three. Toreador - Greater Colors (3pt Merit) The vampire sees colors more distinctly and with greater definition. The world is far more colorful. Unfortunately, the vampire is more likely to become enraptured by colorful objects. Despite the drawback, when used in conjunction with Aura Perception, the vampire will discover far more information about her target. The difficulty for reading a targets aura is reduced by five. The player may ask the Storyteller one question about the target for every success, and the Storyteller must provide accurate information. This may be used only once per story on a particular target. Finally, all Artistic Expression difficulties involving color are reduced by one. Toreador - Supernatural Spouse (4pt Merit) You share a relationship with a supernatural creature other than another Kindred. Both of you receive the benefits of the True Love Merit for one another. This creature may be a mage, a werewolf, a changeling, a wraith, or something even more unusual. Unfortunately, both of your kind would consider you threats if they knew of your relationship. You may declare your love for one another openly, although you risk becoming an outcast or worse. You and your spouse would die or kill for one another. Toreador - Powerful Ghoul (5pt Merit) You have a very powerful ghoul Blood Bound to you. The ghoul has six points to put into any discipline other than Thaumaturgy, although at least one point must be put into Potence. The ghoul is also very competent, possessing fifteen points among Attributes, twenty-seven points in Abilities and five points in Backgrounds. The ghoul has reasonably good Virtues and Willpower ratings and will do anything you say, since it loves you so much. However, the ghoul may get jealous of any relationships you have with others. Toreador - Vampire Spouse (5pt Merit) You hold regnant over another Kindred, though she holds regnant over you as well. The two of you are in love, and you automatically have the benefit of the Merit: True Love. Your vampire spouse is your equal in terms of power and status. However, as a couple, you are very formidable. You allow nothing to get in the way of your love. You and your spouse would die or kill for one another. Tremere - Attuned Taste (2pt Merit) Youve got a natural instinct for the favors in blood. When you taste blood, you can tell if the blood is from vampire, and you can automatically taste the generation. There is no test or cost. If the blood is not from a vampire, you only know thatyou cannot specifically tell Lupine or faerie blood from human blood without other testing material. Tremere - Embraced Without the Cup (3pt Social Merit) When your character was embraced, her sire dispensed with Tremere tradition, or perhaps she didnt have the means to finish the job, or just died before it could be done right. Your Tremere was drained of blood and then brought across, but never went through the Transubstantiation of Seven (see p.61 Cb: Tremere). As a result, even if your character took the oath, she didnt undertake any steps toward a blood bond with the Council of Seven. Because your character has no imperative toward the Seven, her loyalty to the Tremere clan comes solely from her own conscience. Effectively, you can do as you damn well please without any unnatural feelings getting in the way. Of course, if any loyal Tremere find out about this oversight, your character will probably wind up hauled in for the Transubstantiation of Seven, as well as some detailed questioning about why she didnt come forward to fix this oversight of her own volition. This may result in a binding to the council, or a tribunal of some sort, and ignorance may not be a valid excuse Tremere - Natural Vicissitude (5pt Merit) You have inherited more of your clans stolen Tzimisce blood than most of your clanmates and have thus become something of a throwback to your parent clan. You may, therefore choose Vicissitude, rather than Dominate, as a clan Discipline. Improving your rating of Vicissitude, however, may present difficulties. Unless you can locate another Tremere willing and able to teach you further mastery of Vicissitudes higher levels, you must seek further instruction from a Tzimisce (most likely though coercion). Tzimisce - Dracons Temperament (3pt Merit) Taking the notion of Azhu Dahaka to new levels, youve emulated the permutable nation of change and evolution into your very psyche. Like the protean Dracon, you are a whirlwind of temperaments. Unlike multiple personalities, which gives you more than one identity, you are the same person but with different and changing Natures. Essentially, you either have no anchored sense of self, or youre so mutable that you can be anybody. At the beginning of each story until its conclusion you may choose one Personality Archetype to function as your Nature. This doesnt change your identity, it simply alters the way you perceive situations and how you deal with others. You also regain Willpower according to your new Nature and may be affected by other effects or Discipline powers as per your new Nature as well. Tzimisce - Haven Affinity (2pt Merit) Caines curse resonates strongly in your bones, but it possesses a proven advantage. You are connected to the soil of your prime haven, granting you an extra die to all dice pools when you operate there. It also acts as a mystic beacon to you, allowing you to hone in on its location with a perception survival roll (diff 6), 1 difficulty when a state or country separates you 2 if youre halfway across the globe. This applies only to your prime haven and to none of your auxiliary shelters. Tzimisce - Naturally Supple (4pt Merit) You are attuned to Vicissitude like a fish in water (or blood, or puss). Your difficulties are reduced by two when using Vicissitude on yourself (copying someone exactly, bonecrafting someone into an elaborate shape etc.) Tzimisce - Pain Tolerance (2pt Merit) Maybe youve deadened your nerves through Vicissitude. Maybe youre a tough bastard. Maybe it turns you on. Regardless, you ignore one-dice wound penalties. That is, at Hurt or Injured, you suffer no wound penalties at Wounded and below. You must have a Conviction or Courage rating of 3 or more to take this Merit. If you possess the advanced Vicissitude power Ecstatic Agony, you gain no additional dice until you are at least Wounded: your indifference to pain deprives you of its power. Tzimisce - Revenant Disciplines (3pt Merit) The ties to your Revenant family stayed with you well past the Embrace. As such, the Disciplines that were innate to you as a ghoul have remained as a Cainite. At character creation, select the ghoul family from which you hail. Instead of the Tzimisces standard complement of Animalism, Auspex and Vicissitude you instead draw from your three family Disciplines for your start allocation (though you may buy other Disciplines with freebies, as normal). Also, you learn your family Disciplines at the cost of a Clan Discipline. its either or, however, meaning you cannot buy both the Tzimisce and family powers at clan cost unless they both share a particular ability like Vicissitude. Tzimisce - Secular (4pt Merit) You have begun to explore the first glimmers of what awaits mankind after the renaissance. You have a dim understand of the scientific method, and while such concepts as evolution and entropy are still beyond you, you have begun to suspect that the world is much more complex than the Christians and pagan fools imagine. The difficulties to affect you with any Faith-based power (including Infernal magic) is raised by one. Once per story, you may automatically regain a single Willpower point (you do not live with the same dread of damnation that many other Cainites do). Moreover, by spending a Willpower point and making an appropriate Intelligence Science roll, you may formulate concepts and invent machines unknown in your time (higher mathematics, elaborate torture devices, etc.). The Storyteller must use prudence in adjudicating this a da Vinci-esque flying machine is remotely conceivable, while a A-bomb (fun as the thought might be) is impossible. You may not follow the Road of Heaven or the Roach of the Devil. Moreover, the difficulties of all ConscienceConviction rolls are increased by one (you are too existential to be overly concerned with your actions. Tzimisce - Vindictive (3pt Merit) Your personal honor is your life, and you will go to the ends of the earth to settle a score or avenge a slight. When directly opposing someone who has insulted, shamed or harmed you, you gain an additional die to all combat Dice Pools. This bonus does not apply towards casual foes, only blood enemies. For example, a Tzimisce would not get this onus against the bandit who ambushes her on the road but would receive against the Shadow Lord who slew her sire and drove her from her ancestral fief. The down side to this Merit is that you must do everything in your power to avenge such deeds or insults. Should you refrain from action, the Storyteller is within his rights to deduct temporary Willpower from your character until such time as you pursue your vengeance once more. Unbroken Lineage (1 or 2pt Merit) You can perfectly recite your lineage back to your Antediluvian progenitor. If this Merit is worth only one point, noble Cainites accept your recitation and treat you more favorably as a true keeper of the Traditions. If this Merit is worth two points, your bloodline has sufficient prestige to warrant an extra dot of Status that remains as long as none of your direct ancestors rejects you. Even if you err and lose face, you always have at least one dot of Status from your birthright. Vampiric Consort (5pt Merit) You are in a relationship much like a marriage with another vampire. This pairing bestows the benefits of the Merit True Love on both of you. Taking this Merit in addition to Closer Than Blood allows you a remarkable degree of closeness - you may be even able to share Disciplines on occasion. Your consort is most likely your equal in power and status, but together you present a formidable front. You would die and kill for each other, and God help the fool who attempt to come between you or harm you lover. Ventrue - Paragon (6pt Merit) The Embrace has awakened within you an aspect of personality that others find particularly compelling. You may select one Background from the following group Allies, Black Hand Membership, Clan Prestige, Contacts, Fame, Herd, Influence, Mentor, Resources, Retainers, Sabbat Status or Status. Your maximum Trait score in that Background may exceed your normal generation limit by one. For example, a 10th-generation Kindred may take this Merit and enjoy the benefits of a Contacts Background of 6. You may take this Merit for only one Background, which may drop at the STs discretion. Players should choose this Merit only for a Background that makes sense - - a Camarilla archon is unlikely to have a Black Hand Membership Background of 7, for example. Mortal denotes a character that is biologically mortal. Hunters and users of Numina are still physically mortal, and may take from this Merit list. Light Sleeper (1pt Merit) You function quite well on four hours of sleep a night. More rest is always welcome, but if some circumstances (like research or tight deadlines) keep you awake, youll suffer less severely than other mortals might. If something happens during your slumber, youre more likely to awaken quicker than another person in our position. Regurgitate (1pt Merit) (LAbN Custom) You have the ability to bring things youve eaten back up at will. This messy and disgusting ability is useful if youre in the habit of using your digestive tract as a storage device. Anything brought back from the pit of your stomach is mixed with partially digested food and other bile. As vampires cannot keep anything but blood down (and those with the Eat Food Merit must bring what they eat back up), they cannot purchase this Merit. Magic Sensitivity (1pt Merit) - We no longer use the Magic Sensitivity Merit. Sorcerous Awareness may be taken instead for characters with the ability. Blase (3pt Merit) - We no longer use the Blase Merit. Instead, refer to Unimpressed.

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