VTM: Endless Night

A Vampire the Masquerade RPG set six months after Gehenna. Some Kindred were left standing, but rebuilding their shattered society is the least of their problems....
 
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 Merits and Flaws

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Margifish
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Join date : 2015-06-26
Age : 37
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PostSubject: Merits and Flaws   Sun Jul 05, 2015 6:29 pm

Merits and flaws (other than clan flaws and those that come with New Breed vampire characters who allow their humanity to fall to a level where a flaw is automatically earned) are completely optional, but can help to make a character more unique and be a aid in role-playing. If you decide to use them for your character(s), you may pick one merit per character. There really isn't a limit on how many flaws, but I'd recommend only one to avoid torturing your poor character *too* much...

Note: Courtesy of Death Quaker's Big List of Merits and Flaws (http://www.deathquaker.org)


Merits


Psychological Merits:


Code of Honor- You follow a strict personal code, and are better able to resist any supernatural persuasions that would make you break your code.

Dual-Nature- You have two purposes in life; and thus you can choose two Natures. These Natures should be complimentary to one another-this is a Merit, not a Derangement.

Gall- You got moxy, kid.

Loyalty- You are devoted to a person, group, or cause, and easily resist attempts to persuade you away from the object of your loyalty.

Mental Abilities-Merits:

Clear Sighted- You are not fooled by illusions, and are somehow able to naturally see through supernatural illusions such as those created by Obfuscation and Chimerstry.

Eidetic Memory- Having a "photographic" memory, you can accurately recall any sight or sound.

Iron Will- You cannot be Dominated by Vampires, and have a much greater chance to throw off other supernatural mind attacks if you're aware of them and actively trying to resist. Even if you're not aware of them its still difficult for them to succeed. (Note: This isn't necessarily always a good thing, as if you're playing a mortal with this merit many a vampire might deem you too dangerous to live if they discover your immunity, should you become aware of their true nature... )

Time Sense- You have an innate sense of time, and can with a good deal of accuracy tell what time it is without a watch.

Awareness Merits:

Acute Senses- One of your five senses is incredibly sharp.

Nightsight- You can see in near-total darkness, and so your difficulties for being in a dark area are reduced (or nonexistent). You may, however, be sensitive to bright light, and sudden bright light may dazzle you for a turn or two.

Aptitudes-Merits:

Ability Aptitude- Pick a single skill, talent, or knowledge: you're a whiz at whatever this is.

Animal Magnetism- You have the "fuck me" aura, and seduction is practically an art form for you. (though this may inspire jealousy in the people who view you as competition).

Ambidextrous- You are equally dextrous, or nearly so, with both hands, and use your "off" hand at no penalty.

Crack Driver- This was changed to "Expert Driver" in later books, but we all know what this Merit really means: you drive a car like you're on crack (but can do it without killing anyone).

Culture Knack- You have a knack for fitting in wherever you are, and though you may not know them beforehand, you pick up on customs quickly.

Daredevil- You love to take risks, and are damn good at living through them.

Graceful- You are extremely agile and delicate in your movements. Falls will still hurt, but it is possible to gracefully fall down, and you'll die before you look clumsy.

Natural Linguist- You're good with languages and language structures, and can pick them up more easily than the average person.

Supernatural Merits:


Beast Affinity- 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.

Burning Aura- Your aura is unusually brilliant; even people who can't read auras will be inexplicably drawn to you. Some may see you as a threat or a snack.

Charmed Existence- Somebody up there likes you. For inexplicable reasons, you seem to keep escaping from dangers and situations that would be the end of most other people.

Danger Sense- "Oh no! My Spider Senses are tingling!" Without pushing it *too* far (meta-gaming anyone?) in most situations this will give you a timely sense of foreboding before something bad happens...

Faerie Affinity- Though you're not Fae yourself, there's something about you that Fae (or beings connected in some way to the Fae...*coughcough* Kiasyd and Quarinah *coughcough* notice and like, and you're much more likely to be Enchanted, befriended, and aided by the Fae.

Green Thumb- Not only do plants thrive in your care, they almost seem to burst into bloom from your touch.

Guardian Angel- Not only does someone like you; they're actively watching over you, and at times may protect you from icky situations. You may have a vague knowledge of the existence of this being or be completely oblivious to their protection. It's either up to the moderator to determine what the being actually is, or if another player is interested, they can volunteer and say this `guardian angel' is one of *their* characters (there should be an in-character reason for this character to be so interested in the well-being of the other though.)

Honeyed Tongue- You've sold gallons of snake oil and thousands of deeds to the Brooklyn Bridge, and most customers still think they're satisfied.

Luck- You manage to succeed in places when others fail.

Medium- You have the ability to see and interact with ghosts. Sometimes, the Restless may seek you out for favors. Depending on the ghosts you meet, this could be a very good or very bad thing.

Natural precognition- You have glimpses of the future. Though you can enter a trance and try to summon a vision, this foresight usually comes out of nowhere, and can be quite shocking in some circumstances.

Prophetic Ability- You see and understand (or try to) signs and portents sent by the Powers That Be, either through dreams or just a peculiar insight into everyday events. Your insights and visions are usually obscure, and it may take time and interpretation to get a grasp on their full indications.

Shape-changer Kin- You are Kinfolk to one of the Changing Breeds, and are valued by them as an ally (and breeding stock). You are immune to the Delirium, and depending on your standing with your cousins, may be able to learn some Gifts. (Note: This is a mortal-only merit...if your character was Kinfolk before being embraced, it's HIGHLY unlikely any of his/her cousins would want anything to do with them now (other than putting them out of their misery).

Soothing Voice- You have an entrancing voice, giving you extra oomph in any situation that involves vocal charming (singing, hypnosis, preaching, etc.), or social interactions in general.

"Special Friend" (aka Supernatural Companion)- In this game, this will pertain only to a human character who begins the game already friends with a Ghoul or, more likely, an actual vampire. Obviously this character starts play with knowledge that vampires exist, but they might be woefully uninformed as to accurate information about vampires, or *well* informed, depending on their friend. Obviously this friendship could also put said mortal at risk from other, less-than-understanding Kindred who don't approve of such a relationship (for this merit, you MUST have another player agree to have their character be your character's supernatural friend).

Spirit Guide- A friendly spirit offers you advice and sometimes aid.

True Faith- You have a very deep, pure faith in whatever Divine Entity you believe in, and it helps you through times of need and protects you from creatures that defy the object of your faith's purpose. This ability allows you to wield a holy symbol appropriate to your faith and use it to drive off vampires of even normal humanity (high humanity vampires are only driven off if they are attacking you...but the chances of that are slim). Needless to say, this merit is bad-ass if you're facing a low humanity vampire, as your very presence makes them uncomfortable and your touch can (if their humanity is 3 or less) literally burn them the same as fire.

True Love- You've found that One who makes your life complete. You have a much greater chance of succeeding even against improbable odds when striving to protect, come closer, or remain close to your True Love. Other benefits as well, moderator's discretion. Note: If you don't choose a merit when you create your character, this is a prime merit for taking during the course of the game itself, if your character falls truly in love with another player's.

Unbondable- You can't be Blood Bound, no matter how much Vampire Blood you drink. This only applies to vampires from the original clans, as new breed Kindred cannot bond people to their blood anyway. As with the iron will merit, this merit could put your character at risk from harm from less-than-charitable vampires who discover this quirk of yours.

Social Merits:


Good Old Boy/Girl- You're just a nice person, and people recognize and appreciate that.

Innocent- You have an aura of childlike innocence (whether you really are or not).

Pitiable- 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 or humanity level that doesn't allow them that sort of thing). This can be helpful, but it may also be annoying.

Supernatural Ties-Merits:


Faction Favorite- Someone of a particular clan/bloodline/faction/whatever favors you and will do a good deal to get on your good side, possibly to bring you over to them, especially if you're currently unaffiliated. Note this probably means they expect greatness of you, so don't disappoint them.

Favor- Someone of higher rank or ability than you in your supernatural society owes you a favor. (Good idea to work it out with the other player first if said favor involves their character)

Reputation- You've built yourself an excellent reputation amongst your kind, try not to screw it up.

Material/Mortal Ties-Merits:

Corporate CEO- You are the head or otherwise have heavy influence in a major corporation, and have access to the social and economic benefits that implies.

Hideaway- You have a little place somewhere nobody else knows about, fairly well-stocked.

Local Ties- You have influence and/or contacts in an important local institution, though the more you use these ties, the weaker they may become.

Mansion- You own a big ass mansion, probably with some pretentious name like "Shadowcliff." You are/should be able to support upkeep, servants, etc.

Nightclub- You own a fairly successful nightclub, which is a good place for meeting people, helping people out, and having plot-convenient fire-fights in, etc. Depending on the PC and moderator, some might consider this a Flaw...

Occult Library- You own a decent collection of works on arcane lore, and if you have access to it, can lower difficulties when trying to solve an occult mystery and/or generally learn more about the occult. Having this library doesn't automatically mean you're an occult expert; it just means you have convenient access to some knowledge.

Physical Merits:


Catlike Balance

Double-Jointed

Huge Size- You are not a girly-man (or woman), and may be as tall as seven feet and weigh as much as 400lbs.

Light Sleeper- You can function on very little sleep, and so are less likely to suffer penalties for losing sleep. You are also more likely to awaken quickly in situations where doing so would benefit you (like someone breaking into your house...). The Vampire version allows you to be able to wake up more easily from Slumber and be awake during the day, regardless of Humanity score.

Poison Resistance- You have an innate ability to resist the effects of many toxins.

Flaws


Psychological Flaws:

Black and White- You see all situations in black and white, good and evil, etc. Situations may well arise where this limited, judgmental way of thinking may hinder your reaction to something or cause you to act socially inappropriate.

Compulsion- You have a specific compulsion which may cause you problems.

Compulsive Speech (aka Big Mouth)- For whatever reason, you have difficulty sticking to the rule, "If you can't say anything nice, don't say it at all."

Curiosity- Your incredible curiosity often overrides your common sense.

Dark Secret- There's something about you which you don't want people to know, and it would be very bad if they did (or at least you think it would be).

Deranged- You have a permanent, severe mental disorder. You may spend Willpower to fight it at points, but you will never get rid of it.

Driving Goal- You have some goal which is at the basis of all your motivations, though it is of such depth or impossibility, it could probably never be achieved.

Flashbacks- When under pressure and/or in the presence of something which reminds you of something unpleasant in your past, you flashback to that past event. Whilst in a flashback, everything to you is as it was then.

Hatred- There is something out there which you absolutely loathe, and will do anything to destroy it. It takes an act of iron will not to go after the object of your hatred, and the appropriate character types risk frenzy.

Hero Worship- You absolutely idolize someone, and disobeying them requires an effort of will.

Inferiority Complex- No matter what you do, by your standards, it's just not good enough.

Intolerance- You have difficulty tolerating a specific thing or type of person.

Lifesaver- You revere all life and will not risk killing someone at all costs. Unfortunately, in the World of Darkness, this can sometimes be a problem.

Masochist/Sadist- You either enjoy pain or enjoy inflicting it on others. In addition to the inconveniences this fascination may cause you, you may also be seen as sick (and, well you are), or even more sick people may use you for your obsession.

Nightmares- You're constantly plagued by nightmares, which at the worst may indicate there's something nasty in your fate, and at the least will make you cranky and irritable most of the time.

Pacifist- A more extreme version of Lifesaver, you refuse to do any physical harm to anyone for any reason. Needless to say, this would be a tough flaw on a vampire.

Phobia- You have a specific, incredibly powerful fear. If its a mild phobia, it takes an act of willpower to force yourself to approach the object of your fear. A severe phobia has more extreme consequences...as being confronted by the object of your fear could either incapacitate you, or, even worse, potentially send you into a frenzy or rötschreck if you're an old clan vampire.

Sensation Junkie- You're addicted to sensation, and will do anything to find new means of stimulation. It takes an extreme act of willpower to resist taking the opportunity to try a new kick.

Shy- You're not a social butterfly, to say the least.

Soft-hearted- You can't stand to witness suffering.

Territorial- You are extremely attached to your territory: if forced to leave your territory, you will have difficulty with most interactions because you are so disoriented. If someone passes through your territory without your permission, you will immediately attack him (potentially going into a frenzy if you belong to one of the original clans). Obviously this was created with vampires in mind.

Ulterior Motive- You have more reason to be with your comrades than your like for them or for their common goals. Whether this motive is sinister or not, it's a secret for whatever reason, and if you are suspected of this motive, things won't look too good for you.

Vengeance- You are consumed with avenging something very important to you. Your obsession can only be temporarily swayed by a sheer act of will.

Mental Abilities-Flaws:

Absent-Minded- You have a lousy short-term memory, and need to make a serious effort to remember more than standard knowledge (like your name, address, etc.).

Amnesia- You have no memory of your past, or at least are missing a significant portion of it. You have the option of taking up to 2 extra flaws to be determined by the moderator (you don't get to find out about them till you're playing...).

Confused- You have a lot of trouble focusing and/or making sense of the world around you.

Overconfident- You think you can do everything even though you probably can't, and you try to prove your belief as often as possible.

Weak-Willed- You are only capable of making an effort of will when survival is at stake, or the situation pertains to your nature.

Awareness Flaws:

Bad Sight- Exactly what it sounds like, you're not blind, but you can't see very well, and are probably night blind on top of it.

Blind- You *are* completely blind.

Color Blind- You can see only in varying shades of grey (note in real life color blindness makes you unable to perceive only a certain portion of the color spectrum, but this rule makes it a little easier to handle and role-play).

Deaf- You can't hear.

Hard of Hearing- Same as bad sight, but affecting hearing instead.

One Eye- You lack peripheral vision on one side, and thus have difficulty with anything requiring depth perception. On the upside, you can wear a nifty eye-patch and say "Arrrrr" a lot.

Aptitudes-Flaws:

Graceless- You always look awkward, no matter what you're doing.

Illiterate- You can't read or write. This may make passing yourself off as that learned professor from Oxford a bit difficult.

Speech Impediment- You stutter or slur your words, and thus it can be hard (or annoying) for other people you're trying to talk to.

Supernatural Flaws:

Bard's Tongue- What you say tends to come true; you can't control this prophetic ability, and the compulsion to speak an uncomfortable truth is often very hard to resist, though you may attempt to do so through a sheer act of will.

Dark Fate- You are doomed to suffer a horrible demise, or otherwise have some sort of icky unpleasant fate. You are aware of this, and can kinda make you rather depressed...

Geas- Due to an ancient or not-so-ancient pact, or oath made during initiation into something, you have a supernatural taboo placed upon you. If you break it, you may be cursed for life, or lose your powers, or something else bad will happen.

Haunted- A wraith is plaguing your existence for some reason. Maybe you're its murderer, maybe you have something it wants, or maybe it just doesn't like you. Wraiths can do all sorts of weird things to you, move things around, possess you and your friends, inhabit your dreams or your refrigerator, etc...

Offensive to Animals- For some reason, animals fear you or just don't like you. (Vampires can't take this flaw as those without Animalism or Bestia automatically have this...though they can take the Merit: Inoffensive to Animals, which reverses the effect).

Otherworldly Taint- You have a physical peculiarity (odd hair/eye color, glowing eyes, etc.) and/or just an odd aura about you which may make you stick out. Someone who suspects you're not "normal" may well be driven to find out *why* you're so different.

Social Flaws:

Airhead- Maybe you have trouble paying attention, maybe you're just clueless, maybe you just look like a flake; no matter what, people don't take you seriously.

Disturbing Mannerism- You have a habit or character trait which is peculiar, gross, or annoying. You may not even be aware of it-but boy, everyone else is. (specify the mannerism on your character sheet)

Enemy- Somebody's out to hurt you or your reputation, or even kill you (or people close to you). A minor enemy is less than or comparable to your own ability, a major enemy could easily kick your ass into next Tuesday. (this is best if another player agrees to have their character be the enemy of your character)

Isolated Upbringing- You were raised in your supernatural society, or were somehow otherwise sequestered away from "normal" life, so you have trouble dealing with this Outside-World thing. Dealing with any community outside the one in which you were raised can cause obvious difficulties for you.

Mistaken Identity- People think you're someone you're not; even if that person isn't bad, it can still cause you trouble.

Mistreated Minority- You belong to a group or have a trait to which the average person will react badly. This depends a lot on where the game takes place and what kind of people you run into, so check with the Mod before you assume you can take this. Yes, if you're playing an openly gay man in a backwoods redneck area, that may cause you problems. If you're playing an openly gay man in a game focused on the New York art scene, that probably won't be a problem.

Supernatural Ties-Flaws:

Group Enmity- Some group amongst your kind, i.e. another clan/bloodline/faction/whatever, doesn't like you and may prevent you going places you might otherwise go or may otherwise give you hell in a variety of ways.

Inconvenient Alliance- You have an ally with someone who is discomforting to you and/or your circle, but can't easily get rid of him because of a favor owed, sense of guilt, or whatever.

Notoriety- You did something, or at least others think you did, that is frowned upon by your peers and elders.

Probationary Member- You're not on the greatest terms with the group (clan, faction, etc.) you belong to and are highly suspect of various naughtiness. You may not be privy to the normal privileges of being part of your group, nor will you necessarily receive aid when you ought to, etc.

Outsider- Though you're not exactly infamous, you have a poor reputation amongst your kind.

Rival- Someone within your own society viciously competes against you and tries to undermine your plans; really obsessive rivals may even want you dead.

Twisted Upbringing- Whoever taught you the ways of your people gave you an incredibly skewed version of those ways, and your faulty beliefs can get you in big trouble...

Material/Mortal Ties-Flaws:

Persistent Parents/family member- Having disappeared into your new life as a supernatural, your parents, (or other family member) for whatever reason, are actively searching for you, and are using the local missing teens program and/or have hired a private detective to look for you.

Ward- You are devoted to protecting a human, perhaps a close friend or relative from your pre-supernatural days. These mortals have a knack for unknowingly getting in the middle of whatever mess you're involved with, or may even help create one.

Physical Flaws:

Addiction- You are addicted to some substance, such as caffeine, nicotine, etc. You will start to crave the substance if you don't get it often enough, and have to spend Willpower to avoid giving in to the urge. The larger the flaw, the more dependent you are on the substance, and the worse things will happen if you don't get what you need.

Allergic- You suffer from an allergy to some substance; a minor version inconveniences you and may increase difficulties in certain situations, the major version means you have an incapacitating or even a potentially fatal reaction to the substance.

Deep Sleeper- Waking up is hard; getting you moving is hard enough, getting you comprehending what's going on after you're up isn't much easier. For Vampires, this makes it even harder to stir you during the day, and you may even sleep a good deal past sunset, regardless of Humanity score.

Deformity- You have a withered limb, hunchback, or other physical defect which causes you difficulty in movement, as well as in some social interactions.

Disfigured- You have an injury or physical defect which makes you perfectly hideous

Lame- Your leg (or legs) is somehow permanently injured, and thus you move slowly and/or with great difficulty.

Mute- You are physically unable to speak, and must communicate through writing or sign language (or perhaps telepathy, if you are capable of the skill and are in appropriate company

One Arm

Paraplegic- You cannot move your legs and are confined to movement by wheelchair or similar apparatus.

Short- You are well below average height, and have difficulty reaching high objects, seeing over things, etc. On the up side, you may be more easily able to hide.

Sterile- You are incapable of reproducing. If you are in a society which expects you to have children (such as if you are Kinfolk), this is a flaw. You may, however, take this as a merit if you practice lots of sex magic or something in which being fertile may actually cause more problems for you than not.
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