Supernatural Merits and Flaws

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Zero point merits

Bound

You are blood bound to someone of the staff's and not your own choosing

Dark Fate

is allowed to one person per game (limited)

Some horrible end awaits you, and you cannot avert it. Worse still, you have glimpses or some foreknowledge of your demise or eternal torment. The Storyteller will determine a particular fate, which will invariably strike you, removing your character from play. Furthermore, in any particular session where the Storyteller deems appropriate, you may receive a vision of your impending misery. You must spend a Willpower Trait to shake off the experience, or you are a Trait down on all challenges for the rest of the session. unless otherwise noted this is every session. This Flaw can be difficult to roleplay, and players are advised to think carefully before choosing it. Some may believe that this Flaw removes free will, but foreknowledge of one’s demise can be quite liberating.

One Point Merits

Multiple Curses

Your character suffers from a second clan flaw. You may use actions to gain clan prestige in that clan as well as your own. You may also use that clan's extra action in place of your own clans.

Bright Aura

For some reason, your aura reads as much brighter and more colorful than most Kindred’s. When you are the subject of Aura Perception, your character appears mortal. This Merit is particularly appropriate for high-generation vampires and Caitiff.

Healing Touch

Normally vampires can only heal wounds left from the Kiss by licking them. With a touch, you can achieve the same effect.

Two Point Merits

Magic Resistance

The magical forms and rituals of Blood Magic and other magic seem to have difficulty affecting you. You gain two Bonus Traits when testing against any form of magic, though this bonus applies to both benevolent and harmful effects. You can never learn Blood Magic if you have this Merit.

Medium

It doesn't cost spirits anything to activate powers to communicate with the medium presuming they have such a power. You can speak to spirits even when not sharing a language


Inoffensive to Animals

Animals generally fear and loathe the presence of the Kindred. The predator fights and the prey flees when Caine’s children approach. For some reason, this does not hold true for you. Animals won’t necessarily like you at first sight, but they will not automatically flee from you.


Two point Merits

Vampiric Stereotpye

You gain one of the following problems.

  • Crosses provoke a dif 4 Frenzy chop, Garlic provokes a dif 4 frenzy check,
  • suffering a dif 4 frenzy chop when needing to cross or enter water,
  • or being physically unable to enter a building without an invitation from the owner.

In exchange, you may call a Merit-based retest on a discipline activation once per night

Three point Merits

Oracular Ability

It is a discipline level retest on one ability or virtue once per game, this retest can not be used on extended challenges. The ability or virtue must be set during sign in or message Tasker on discord each game, if this merit is not set at game start you can not call it.

Four Point Merits

Unbondable

The Blood Bond cannot take hold on you. No matter how much blood you drink, you will never be bound, even partially.

Five Point Merits

Lucky

You were born lucky - or the Devil looks after his own. Regardless, you recieve one Lucky retest per game that can not be refreshed in any circumstance. In the order of retests, Lucky is equivalent to an overbid retest and occurs after Willpower. Lucky can't be used on extended challenges.

Six Point Merits

Nine Lives

You have nine chances to cheat death. Your Storyteller should keep a tally of your lives (you can also mark them on your character sheet). Any time that a lost challenge would result in your death, you get a retest. You can keep retesting, even on the same challenge, until you survive or until you use up all of your Nine Lives.