Merits
From ThreadsOfTime
Merits and Flaws are optional Traits that are included in Character Generation. Properly used, Merits and Flaws help players create and individualize their characters. Merits are special abilities or advantages that are rare or unique in general to your character, while Flaws are liabilities or disadvantages that pose challenges to a character's existence. These Traits can provide player Characters with added depth and personality.
A character may only take a total of 7 total points of Merits in CharGen and each Character must take at least one Flaw, as no character is perfect.
NOTE: Any merits not being role-played or being abused may result in a warning, the docking of exp for the offense and eventual removal of the Merit for repeated offenses.
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Available to All
Acute Senses (+1) - One of your senses is exceptionally sharp, be it sight, hearing, smell, touch or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. You must buy this merit separately for each sense.
Alcohol Tolerance (+1) - With a successful Stamina roll (diff 5) you can shake off the effects of a natural intoxication, suffering no coprdination penalties that might normally effect a drunk. This merit does not work against poisons.
Ambidextrous (+3) - You are equally dexterous, or nearly so, with both hands, and use your 'off' hand at no penalty. Difficulties to do two different tasks at once (one with each hand) are at +1 for both rolls, rather than +1 for the 'right' hand and +3 for the other.
Approachable (+1) - There is something very approachable and non-threatening about your character. People find it very easy to start a conversation with you. Reduce the difficulty of any Empathy rolls involving other people by one.
Arcane Resistance (+5) - You have an inherent resistance to magical rituals and practices. The difficulty of magic directed at you, both malicious and beneficial, is two higher. This deals with magic that is aimed specifically at you. Because of this merit, you may never learn any form of magic yourself.
Beast Affinity (3) - Animals are unusually drawn to you, and though you can't speak with them, you can communicate with them on a limited level using tone of voice and body language with all natural animals.
Berserker (+2)- When injured in combat, there is a change, you go berserk and ignore all wound penalties whilst in fury, and lose the ability to differentiate between friend and foe. Willpower roll vs. Difficulty 6 to be taken over by the fury or to end it.
Celestial Attunement (+1) - You have an innate link to the passage of time and the movement of celestial bodies. You can estimate the time until sunrise or sunset within a minute or two, and you can follow the phases of the moon in your head. Those with some training in astrology and this Merit can even foretell certain astrological conjunctions without access to charts. You can accomplish any of these feats with only a minimum of concentration.
Code Of Honor (+2) - You have a personal code of ethics to which you adhere to strictly. This code might be related to your experienced in a war or something of legacy. You should work out the details with Staff before play begins. You gain two additional dice to all Willpower rolls when accomplishing a major feat in accordance with that code.
Common Sense (+3) - You have been gifted with practical, everyday wisdom that allows you to avoid making stupid obvious mistakes. Whenever you are about to act in a way that is contrary to common sense, a Staff Member can make a suggestion as to the likely outcome of the action, possibly warning you off.
Concentration (+1) - You are rather good at shutting distractions out and focusing on the task at hand. You are unaffected by disturbances - such as screaming kids, loud noises, hanging upside down or bard's playing really terrible music - when you are focused on a particular action.
Daredevil (+3) - Your character loves to take risks, and the adrenaline rush you get helps you succeed in the dangerous. Whether it is leaping from a moving carriage or taking on a knight in face to face combat, your character lives for danger. When attempting such a dangerous feat, you can add 2 dice to your roll and ignore one botch die that results.
Determined (+2) - You are on tenacious bitch, determined to go your own way. It can be really difficult for people to persuade you otherwise. Gain two dice in any resisted roll in which someone tries to persuade you to do something.
Double Jointed (+1) - You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit.
Eidetic Memory (+3) - You have a photographic memory. As a result you can remember things that you have seen, heard or read in perfect detail. Entire conversations, documents or paintings can be committed to memory with only minor concentration. You must make a successful Intelligence + Alertness roll to recall something. The amount of successes indicate exactly how much you remember.
Enchanting Voice (+2) - There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thunderous, gentle, persuading or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to persuade, charm or command are reduced by two.
Extremely Educated, Skilled, or Talented (+5) - You were Schooled formally and now have a large general amount of knowledge, skill, or talents, and have an automatic 1 in the appropriate ability pools. This is an "illusory" level however, if you want to increase your aptitude in a particular ability, you must buy the first dot as if you didn't have it, and then the second. (Replaces Jack of All Trades Merit)
Fashion Sense (+2) - Your do not just dress well, you have make fashion. This sense is not a case of slavishly following the latest trends from the dressmaker of the month either, it is a matter of setting the trend. Subtract two from the difficulty of all Social rolls where dress is important.
Flirt (+2) - Your friends claim that you are a terrible flirt, but that quite manifestly is not true. You are great at it. You are an absolute master at all the subtle signals that give off that particular combination of promise and denial that makes teasing so much fun. At your best, you can make members of the opposite sex, or the same sex, putty in your hands. Add two dice to all Social rolls in such circumstances where you find yourself flirting.
Forgettable (+2) - It's not that your PC is ugly. It is just that well, people's eyes tend to slide over her or him. Of average height and build, unremarkable looks and a run of the mill clothing. People have a problem remembering your appearance after they meet you, unless you have talked with them for a long time. Certainly, people won't be able to give a useful description of you if they only see you briefly. Your PC must have an appearance of 2 or 3 and a Charisma no higher then 3 to take this merit. This merit applies solely to your PC's physical appearance. You might have a dreadful credit, a crime record as thick as a phone book and a sexual history that would make a Pro blush, but people just don't remember you on the street.
Gall (+2) - You got moxy, kid. Add an extra die to any Social roll requiring backbone.
Gifted (3) - The difficulty on all Creativity rolls and Artistic Expression rolls are reduced by two.
Good Night Vision (+2) - Maybe you spent a lot of time hunting at night. Maybe your just a fisherman who is used to getting up before dawn. For whatever reason, your character's night vision is excellent. The difficulty of Perception rolls decreases by two at night.
Good Right Hook (+2) - The power of your character's punch belies her actual strength. People tend to fall over when your PC hits them. Add two dice to your damage roll for any brawl-based attacks.
Gossip (+1) - Your character is an incurable gossip, and other gossips recognize a kindred spirit in you. You are more then happy to spend hours shooting the breeze with complete strangers, all the while discussing the minutes of other people's lives. Reduce the difficulty by two for any Interrogation rolls made in a social situation, without bullying or intimidation.
Graceful (+2) - You are extremely agile and delicate in your movements. -1 difficulty on all Dexterity rolls. Even if you fail it is possible to gracefully fall down, and you'll die before you look clumsy.
Great Liar (+2) - Lying comes naturally to you. Even the most involved deception sounds like the complete truth when it comes tripping off your honeyed tongue. Gain two dice on any Social roll that involved lying to or deceiving another person.
Green Thumb (+1) - Not only do plants thrive in your care, they almost seem to burst into bloom from your touch.
Hollow Leg (+1) - Your character can drink like a fish. The amount of alcohol he can put away during a binge is truly phenomenal. What's more aggravating to his buddies is how little he suffers for it. Anyone who gets in a drinking competition with your character quickly regrets it. Halve any penalties your character suffers for consuming alcohol.
In Love (+1) - Your character has fallen for someone and the feeling is reciprocated. The world seems a better place. Colors are brighter, music is more enchanting and life just seems less desperate. Even the slightest success boosts your confidence. Regain two Willpower instead of one when your character awakens every morning.
Inner Strength (+2) - You have the grit of a true survivor. In a crisis, your deep reserve of determination gets you through. Reduce the difficulty of Willpower rolls by two if you are struggling against impossible odds.
Insight (+2) - You recognize the inner qualities of anyone around you, good or bad, and are not often fooled. Those using Subterfuge or similar deceits against you raise the difficulty by two and you reduce your own difficulties by two when trying to figure someone or their honesty/lies out.
Light Sleeper (+1) - Although your character sleeps well, he/she is awakened quickly by a commotion. Any disturbance, from someone breaking in to a cat getting amorous on a neighboring roof, wakes your character immediately. This merit is not available to Vampires.
Lightning Calculator (+1) - 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 your 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.
Loyalty (+1) - You are devoted to a person, group, or cause, and easily resist attempts to persuade you away from the object of your loyalty. You also gain a +1 bonus dice, or increased difficulty for your opponent) to try and resist forms of persuasion that challenge your loyalty.
Masochist (+2) - The masochist is excited by receiving pain normally or sexually. Masochist's receive sexual pleasure from being dominated, mistreated, or hurt physically or otherwise by their partner. The pleasure can come from suffering physical or psychological pain, inflicted by others or by oneself. Masochist's adds +1 soak for physical damage.
Natural Leader (+1) - You have been gifted with a certain bearing and personality that naturally makes people defer to your opinion or orders. You receive two extra dice on leadership rolls. Your character must have a Charisma of 3 or more to purchase this Merit.
Natural Linguist (+3) - Your have a gift for other languages, reading and speaking them. You may add three dice to any roll involving writing, reading or speaking a language you know, barring your native tongue.
Natural Politician (+1) - Your character is right at home among the devious minds of the political word. Whether it is the cut and thrust of jockeying for power or the showboating, you know how to get what you want. You receive two extra dice on Manipulation rolls in social situations that involve the element of politics. Your character must have a Manipulation of three or more to have this Merit. The Politics Ability has no bearing because this Merit represents raw talent, not the knowledge gained through long experience.
Pitiable (+1) - You have an aura of child-like-ness/innocence about you, and many have the urge to pity and protect you (unless they're of a Nature that doesn't allow them that sort of thing). This can be helpful, but it may also be annoying.
Poison Resistance (+2) - You have an innate ability to resist the effects of many toxins. Roll Stamina to resist the effects of poison, level of difficulty 5 and up, depending on potence of the poison.
Reputation (+2) - You've built yourself an excellent reputation amongst your kind. Add 3 dice to Social pools when dealing with the people on your level/ground/expertise...etc.
Ruffian (+1) - Your appearance is sufficiently thug like to inspire fear or at least disquiet in those who see you. While you're not necessarily ugly per say, you do radiate a sort of quiet menace, to the point where people cross the street to avoid passing near you. You are at -1 difficulty on all Intimidation rolls against those who have not demonstrated their physical superiority to you.
Sea Legs (+1) - Your character is no landlubber, but a salty sea dog at heart. You are at home on a boat even when traveling rough seas. You suffer no penalty incurred due to rough seas. You suffer no penalty incurred due to rough seas or unpredictable ship motion on any actions performed while aboard.
Sensual (+3) - Your character might not necessarily be that classically good looking, but there is something about the way you move and act that exudes sensualism. As a result, you draw in members of the opposite sex or homoesexual members of the same sex, with raw animal magnetism. You may reduce the difficulty of any Social rolls by two when dealing with a character who is attracted to your character.
Smooth (+1) - Your character might come from less then nobler blood. You might not have known the proper etiquette in every situation. You probably do not have a clue which fork to use when at a formal dinner.. Yet none of that matters. You present yourself with such an easy grace and carefree attitude that people forgive you most errors. They might not like you much, but they enjoy your company so much that your rougher edges are quickly forgiven. Reduce the difficulty of any Manipulation rolls by two.
Way With Words (+1) - Language is a finely honed tool, not a blunt instrument. Your character is 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.
Well Traveled (+3) - You are knowledgeable of the ways of the world from your travels and studies. Once per game session, you can gain an automatic success on a roll to gain a piece of information.
Restricted Merits
These are Restricted Merits. They may be applied for through Staff on a case by case basis WITH a background story for the merit:
Pre-Approval Needed
Blasé (3) - You are not easily impressed by others. You automatically resist all Presence powers. However, if the Kindred using Presence is far more powerful than yourself (as a vampire or if you are a mortal), you are required you to spend a point of Willpower to resist.
Danger Sense (+3) - You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance or nature. This Merit is more reliable and specific than the Level One Auspex power; the two can be combined to create an even more potent warning system.
Destiny (+4) - You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the chronicle continues. Prophecies and dreams guide your way, and grant you clues to your ultimate goal. The sense of direction and security granted by this feeling of destiny helps you overcome fear, depression and discouragement caused by anything not relevant to your destiny. Until your destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently. How this is played is up to the Storyteller.
Iron Will (+5) - When you are determined and your mind is set, nothing can thwart you from your goals. You cannot be Dominated, nor can your mind be affected in any way by spells or rituals. However, the Storyteller may require you to spend Willpower points when extremely potent powers are directed at you.
Faerie Affinity' (+2) - 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.
Lucky (+4) - You are normally a very lucky sort of person. Since you were a kid, things always worked out your way. Once per week, the ST may decrease the difficulty of a critical roll you make by two. If you succeed, it is because some random factor makes things easier for you.
Medium (+2) - You possess the natural affinity to sense and hear spirits, ghosts and shades. Though you cannot see them, you feel their presence and are able to speak with them when they are in the vicinity. It is even possible for you to summon them (through pleading and cajoling) to your presence. Spirits will not simply aid you or give you advice gratis - they will always want something in return.
Nine Lives (+6) - Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. You basically have nine lives. If a situation arises in which you should be killed, you actually survive, though you may be the worse for wear. If a roll occurs that would kill the character, it is rolled a second time (another can me made and so forth, until the roll would not kill the Vampire or the merit is used up). You get nine opportunities to make rerolls, and these are never replaced after they have been used - once gone they are gone forever. A list should be kept somewhere to record how many rerolls have been made.
Oracular Ability (+3) - You see signs and omens in everyday life. You are able to understand many magical portents that are revealed to people every day, but are seen by few and interpreted by less. You are able to draw advice from these omens, for they provide hints of the future and warnings for the present. Seeing an omen or sign requires a Perception + Occult roll (difficulty depending upon how well hidden it is - the most obvious have a 5 difficulty). Once the sign has been seen it must be interpreted (Intelligence + Occult roll, a 6 difficulty is typical). The number of successes determines how much meaning can be gleaned from the sign.
Self-Confident (+7) - When 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.
Spirit Mentor (+3) - You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself (see Haunted, below), but for the most part its benefit to you is through the advice it can give. This ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise. The Storyteller will create the ghost character, but will not reveal to you its full powers and potencies.
Unbondable (+3 for Mortals and Vampires - +6 for Ghouls) - You cannot be Blood Bound to a vampire, no matter how often you drink from his veins. This Merit is obviously very useful and its cost is accordingly high for ghoul characters.
Ghoul Only Merits
Pale Aura (+1) - Due to some quirk fate or your reaction to the Blood, your aura is naturally pale. Others reading your aura may assume you are a Vampire. This merit is great if you want to impersonate a vampire but can cause some dangerous misunderstandings.
Unbondable (+3 for Mortals and Vampires - +6 for Ghouls) - You cannot be Blood Bound to a vampire, no matter how often you drink from his veins. This Merit is obviously very useful and its cost is accordingly high for ghoul characters.
Lycanthrope Only Merits
Beastial Gaze (+1) - The eyes are the window to the soul and the beast within has altered the eyes of your PC to reflect his true or diseased Lycanthrope natural. A Werewolf's or Werecat's eyes might be lantern yellow where a Werebat's would be beady, small and pitch black. With this merit, the difficulty of all leadership, intimidation or Empathy rolls decreases by one.
Cathartic Fury (+5) - Forced to play the part of the civilized monster, you find solace and strength in periodic outburst of rage. At the conclusion of any frenzy, roll Courage (diff 5). Each success restores one point of willpower, up to your usual maximum.
Catnapper (+1) - While your PC needs 6-8 hours of sleep per night, she does not need it all at once. She can catch her Zs when she can. As long as her naps total 6-8 hours of sleep in a 24 hour period - and they usually do unless she's forcibly denied naps - she can function as normal.
Controlled Hunger (+3) - Regular time spent among the mortals has dulled the hunger of your palette. You reduce the difficulty of any frenzy roll involving the sight, scent or taste of flesh by one. You cannot frenzy from sensing flesh if your fleshpool is full; conversely, you lose your normal difficulty reduction if your flesh pool is less then a quarter full (Rounded Down).
Lack of Scent (+2) - You produce no scent or your scent is extremely faint. You are hard to track by those who use scent to do so. Any atteampts to track you are at a +2 difficulty.
Mixedmorph (+3) - You have the rare ability to transform certain body part only, such as a hand to claw or your lupus voicebox to a human one while you remain in another form. You must roll your Lycantrhope Lore + Stamina vs difficulty 6. Only one success is needed to make this transformation.
Recognize Lycanthrope (+3) - Over the years you have become adept at picking out your own kind in a crowd. Rather than having any kind of mystical awareness, you have simply learned what the physical and personality traits tend to mark Lycanthropes. All perception attempts to notice which people in the room might be Lycanthropes are at a -2 difficulty.
Silver Tolerance (+7) - You have an immunity of sorts to silver. You are able to soak silver, although it still causes you aggravated damage.
Sorcerer Only Merits
Path Natural (+5) - Your sorcerer is specially talented in the exploration of a single Path of power. He may have a natural inclination toward expression its nature due to incredible related mundane skills, spiritual might deriving from your heritage. He may even have struck a holy or unholy bargain for power. During character creation, you should choose one magical Path. In this Path, you pay only 3/4 experience to advance to higher levels or to obtain rituals for the Path chosen.
Thrall Only Merits
Beloved Disciple (+3) - Your demonic master actually loves you, or at least considers you far too valuable to waste. It never Ravages you without your permission and generously provides whatever resources and Arcana you need to fulfill its will. It would almost certainly come to your aid if called, though you know it would exact terrible retribution if you dared invoke it without dire need. Considering the infernal nature of your master, it may eventually discard or abandon you, but not unless you give it cause. Characters must have at least one dot of Mentor to purchase this Merit.
Unbound Diabolist (+2 or +4) - You once made a pact with a demon and received investments of power, but your infernal master no longer controls your life. For two points, it may be banished back to Hell or simply far away and no longer concerned with you. Either way, you can live your life with a measure of autonomy, though it is always possible your master will return one day to reclaim you. For four points, your master has suffered final destruction at the hands of another demon or released you from the bonds of thralldom, leaving you truly free. Autonomy has its price, of course. Without a master, you have no way of gaining or losing Arcana and Taints. You can still improve Resolve and your Torment may rise or fall, but you can’t do anything with that potential. Thralls with the four-point version of this Merit can swear fealty to a new demon if they so desire, trading away their freedom for more power. Those with the two point version are not so lucky, since their absent masters still hold claims to their souls.
Untainted (+5) - Your enthrallment did not stain your soul with the poison of Torment. Although you do not need to check for degeneration, you may still gain Torment from using corrupt Arcana that impose taint. If you ever accumulate a dot of permanent Torment, you lose this Merit. Thralls with this Merit can only receive Arcana by taking Taints and Pacts.
Vampire Only Merits
Blush of Health (+2) - You look more hale and healthy 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 cool to touch.
Calm Heart (+3) - You are naturally calm and well-composed, and do not easily fly off the handle. Decrease the difficulties of all your rolls to resist frenzy by two, no matter how the incident is provoked.
Debt of Gratitude (+2) - An elder owes you gratitude by way of a favor because of something you did for them.
Eat Food (+1) - You have the capacity to eat food and even savor its taste. While you cannot derive any nourishment from eating regular foods, this ability is useful for passing as a mortal. Of course, you can't digest what you eat, and there will be some point during the evening when you must force yourself to heave it back up.
Efficient Digestion (+3) - You are able to draw more than the usual amount of nourishment from blood. When feeding, you gain an additional point to your blood pool for every two points of blood you consume. This merits does not allow you to exceed your blood pool maximum.
Faith Immunity (+7 or +5) – Your exposure to many faiths over time has inured you to the True Faith professed by most believers. You may freely ignore any Faith effect with a rating of 4 or below. Mortals and relics with the most powerful Faith, of 5 and above, affect you normally. For seven points, you can ignore all Faith ratings – the word of god no longer has any meaning for you.
Inoffensive to Animals (+1) - Unlike most vampires, you do not cause hostile or even unsettling reactions in animals you encounter. Instead, animals simply treat you like an ordinary human.
Misplaced Heart (+2) - 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 and +noted on your character).
Sunlight Immunity (+7) - Through some means, you have achieved the immunity to Sunlight enjoyed by Vampire Patriarchs. The sun does not cause you damage or frenzy, and you may stake awake and active freely, as well as use all your disciplines normally. You treat the day as if it were night, sleeping when you please.
