Clan Specific Merits and Flaws

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Clan Only Merits and Flaws Brujah Fury’s Focus 5p Merit The Brujah can spend a willpower to target their frenzy for a scene

Dynamic Personality 3p Merit The Brujah can have an additional dot of Retainers Contacts and Allies.

Entelechy 0 pt Merit The Brujah gains an additional Willpower that goes above their maximum. However, if they fail a virtue test and fail the willpower retest, they must expend two points of permanent virtue to resist the Frenzy

Martial Adept 2pt Merit You gain an additional 1 point reduction when learning Kibatsumenjutsu. In addition, you provide this reduction when teaching others

Menacing Presence 2 pt Flaw You are 2 traits down on all non intimidating social challenges. Mortals find you especially unnerving.


Gangrel Hive Minded 5pt merit A gangrel with this power can use their animalism powers on insects.

Totemic Changer 5pt Merit The Gangrel may change the animal they transform into every time they activate the Protean powers that allow them to become animals. The form they take must still be of the proper size category.

Beastial Variable Merit Choose a single personal Fleshcrafting mutation. It costs half its experience number in freebie points for you. You gain this mutation.

Lasombra King ( or Queen) of Shadow 3pt Merit The Lasombra typically have trouble holding onto their Humanity. Lasombra with this Merit have established themselves as rulers of the Kine and draw strength from their interactions with Humans. The Lasombra gains a Discipline level retest on checks to avoid Road Degeneration.

Secret Stash 2 pt Merit The Lasombra may store an item within the abyss. One item that may be up to large size. The Lasmobra can retrieve the item by spending a step in combat. If the Lasombra is killed the Item emerges from their ashes. Storing the item takes 5 minutes.

Call of the Sea 1 pt merit You gain +2 traits to all actions while within view of the ocean

Malkavian Paper Trail 1pt Flaw You’ve spent some time in a state institution before your embrace. You are in the system. Your face, fingerprints, and name are all easily findable. As a plus, the Malkvaian knows how to game the system. Once per game, the Malkavian may use any one influence as any other influence with half (round up) the effectiveness. This does not work for between game actions.

Distracting Aura 3pt Merit Whenever someone looks at your aura you gain a Merit level retest against them gaining any sort of knowledge about you. In addition your aura triggers the fascination flaw of clan Toreador.

A Loose Cord 3 pt Flaw You are not connected to the madness network and cannot use your clan advantage

Dead Inside 1 pt Flaw You cannot gain willpower from fulfilling your nature

Prophet 4 pt Merit At the start of the game, you can ask the HST a single ( Yes No) question about an NPC’s actions or plans for the night. They will secretly roll a d6. 5/6 times they will answer truthfully. The sixth time they will lie.

Nosferatu Rugged Bad Looks 4pt Merit The Nosferatu may call 3/4 of his social traits (round up) instead of half.

Sleep Unseen 3pt Merit The Nosferatu can have his Obfuscate active while he sleeps.

Full of Bees. 4pt Merit You have a hive of Bees or other swarming insects inside you. You can make an attack with this swarm at the end of the round after celerity actions. Your bees deal 1 bashing damage. Their damage can be upgraded via the spawning pits up to 2 times as though they were creatures. These are not ghouls, they are equipment.

Toreador Indelible 2pt. Merit Whereas other vampires return to the state of their original embrace naturally, you may only do so by spending a Willpower point, however, you are also in an advantageous position to commit your body to lasting modifications.

Master of the Masquerade 1pt. Merit There are many small tics, habits, and instinctive behaviors that Kindred lack that separate them from the mortal world - you remember these, performing them naturally as you would walk down the street. You are up two Social when interacting with mortals.

Slowed Degeneration 4 pt Merit You gain a discipline level retest on Degeneration checks so long as you remain on humanity.

Tremere Embraced Without Cup 2pt Merit Each Tremere is blood bound to the clan but not you. For some reason the clan forgot to blood bind you upon embrace, maybe there’s a reason for this oversight? If discovered it will be rectified but for now, you are free

Mage Blood 2 pt Flaw Your blood is thick with the energy of sorcery. However, it is poor at channeling the power of disciplines. So poor that you cannot learn any Discipline. Thaumaturgy costs only 3/ level. This Merit can never be bought off.

Natural ThaumSight 4 pt Merit You have a sixth sense or (maybe a third invisible eye) that allows you to see magic as per thaum-sight. You must still focus to do so.

Tzimisce Promethean Clay 4pt Merit The Mutations points required to Fleshcraft yourself are halved. Round Up

Dracon’s Temperament 3pt Merit You can choose a second nature. You gain willpower from fulfilling this nature as well as gain willpower from your first nature

Privacy Obsession 3pt. Flaw You must spend a Willpower to enter someone’s home without being invited.

Tzimisce Clan Flaw 3 pt Flaw You suffer from the traditional clan flaw of the Tzimisce. A -10 to all actions if you dont sleep on the soil of your homeland. At least 25lbs.

It’s Inside you 4 pt Flaw Every Vampire has a beast. You have something else. Once per game, any staffer can make you do something dangerous -and bad. You can resist with a diff 5 self-control. Even when we aren’t making you act out of character you can hear it, whispering… “fe..

Venture Blessed By St. Gustav 4 pt Merit The Ventrue gains Auspex as an In-clan discipline. This usually only shows up in Ventrue antitribu but it can appear in any Ventrue.

Connoisseur 3pt Merit The venture may taste the blood of another kindred or kine and learn several things about them. He may know about any addictions, merits, or flaws in addition to the target’s nature when he tastes their blood.

Especially Uncommon Vitae Preference 2 pt Flaw You may only ever have a single dot of herd. Your feeding restriction is something like only NFL employees, Only 40+-year-old virgins, Only Kindergarten Teachers.

Baali High Price 3pt Merit The Baali have their maximum physical traits reduced by 4 but the Baali gain a +2 trait bonus when using any discipline. This represents a missing body part or just being in poor health.

Plague of Demons 2 pt merit Demons like you. While this might seem like a Merit, demons are not the most subtle of spirits and furthermore they often have little to no concept of the Masquerade. Demons will just walk up to your character on the street.

Daughters of Cacophony Chorus Trained 3pt Merit When the Daughter acts in concert with another trained in Melpominee ( all at the same level) she gains a +3 trait bonus to all actions so long as they are both performing the same action.

Gargoyle Heavy Hands 4pt Merit The gargoyle is a living weapon. It does one more lethal damage when making unarmed attacks. These must be true unarmed attacks with no weapons or gloves.

Old Style Gargoyle 3 pt Flaw You are an old style of Gargoyle. Visceratika is purchased at out of the clan cost.

Hybrid 3 pt flaw. You have the clan flaw of two types of Gargoyle.

Soapstone Skin 3pt merit You are easier to tattoo. The cost of Gargoyle Rituals is one less for you and the difficulty of inscribing the tattoos is reduced by one.

Blood of the Magi 4 pt Merit The Tzimisce blood runs strong in you. Enough Magic gathers in your blood each night for you to refill a single Gargoyle Ritual tattoo.

Caitiff Clan Flaw 2pt Flaw You gain the clan flaw of another clan.

Fangless 3 pt Flaw You never developed Fangs. You have to stab people with a knife or find some other way to get blood flowing

Masquerade Victim 1pt Flaw. Just because you are a vampire doesn’t mean vampires are real. You still believe in every stupid vampire myth in existence. All Kindred lore checks are two difficulties higher.

Almost a Clan +1 pt Merit You may take any other clan Merit at a +1 surcharge at staff discretion.

Versatile Psychology 3 pt. Merit You contain a plethora of ideas within your brain. You can develop a second Caitiff Discipline.

Third In Clan 4 pt Merit You have a third In- Clan discipline (staff discretion.)

Dusk Walking 3 pt Merit At Dusk and Dawn, for one hour. You take only 1 lethal per minute while in the sun.

If it can Bleed it can Die 3 pt Flaw You can bleed out. After taking lethal damage you take one more lethal every minute until a medicine test is made on you. Diff equal to the amount of damage on you/2

Salubri

The Scent of the Spirit World 1pt Merit Spirits are less likely to be rude or hate you just because you are kindred. Garou are less likely to treat you with hostility and more with wary.

Cyclops 2 pt Flaw Your eye is an actual physical eye, as opposed to a spiritual eye. You can still close it but there is a slit in your forehead.

Soft-Hearted 3 pt Flaw Death is too much for you to handle. You must make a Conviction test (Dif 5) to kill another kindred. If you accidentally kill or torpor a kindred You must make a Rage frenzy (Dif 4)

Split Devotion 5pt Merit Obeah, Valerian, or Visa becomes in-clan for you in addition to whichever one your caste naturally has. You can have and use two of the three. However, each comes with an additional ban. Violating the Ban causes the eye to shut and disallows you from using any of the powers for one month. Healer: Never attack a surrendering foe. Warrior: Never Flee or run from a challenge. Watcher: Defend those who cannot defend themselves.

Tremere Holdover 6pt Merit The art of blood magic has permeated your spirit. You may self teach a single Path of Thaumaturgy in the hermetic style. (Must be approved by staff) This is still treated as out of clan. Hermetic casting is included with this Merit