Skills
Walk quietly among other men, but know their power, for they are your enemies.
Quietly crush them as you work diligently through the night. Pay attention
to the man behind the curtain for he is your ally. Drink deeply and
lustfully from the foamy draught of evil. Do it to the other guy before
he does it to you.... and be bad to the bone, won't you, thank you.
- Dr. Forrester, Mystery Science Theater 3000
See
http://www.darknexus.com/WhiteWolf/talent.html
http://www.darknexus.com/WhiteWolf/skill.html
http://www.darknexus.com/WhiteWolf/knowledge.html
for ideas for extra skills.
Backgrounds
A whisper can be stronger, as an atom is stronger, than a whole mountain.
Louise Nevelson
Useful backgrounds in Bulk and Surface
Allies
Alternate ID
Atunement
Backing
Contacts
Cipher (Secrecy) – the ability to keep
out of sight from authorities and others.
Dormancy
Fame
Followers
Influence
Rank (Title) – Formal position in an
organisation or society
Mentor
Node
Network - Being part of an informal
group or network
Resources
Retainers (Staff/Retinue)
Status
Security – Security systems, safe habits
and other factors making you hard to hit
Spies – People providing information,
especially information you are not supposed to have.
Flaws
These have been plucked from various sites
on the net, such as:
http://www.darknexus.com/WhiteWolf/flaw.html
http://216.239.59.104/search?q=cache:o0HOEv9K8fEJ:www.quietstorm.net/merits_and_flaws.htm+merits+flaws+storyteller&hl=en&ie=UTF-8
http://vampire49.tripod.com/meritflaws/
http://pelovish.com/bebop/resource/merit-flaws.pdf
http://www.darknexus.com/WhiteWolf/merit.html
(I hope I have linked to all the sources
used; otherwise contanct me and I correct the attributions)
Absent-Minded: (3pt)
This Flaw may not be taken with the Merit Concentration. Though you do
not forget such things as Knowledges or Skills, you do forget names, addresses,
and when you last ate.
Addiction(3/5)
Allergic
(1-3pt) (VPG)
You are allergic to some substance, in a manner not unlike mortal allergies.
However, you do not get hives or sneeze, but are actually incapacitated
by your reaction. If the substance was in the blood you drank, the reaction
will be very strong, though touch alone is enough to disturb you. Choose
from the list below or make up the substance to which you are allergic.
Plastic (1pt)
Alcohol (2pt)
Illegal Drugs: (2pt)
Metal (3pt)
Amnesia:
(2pt) (VPG)
You are unable to remember anything about your past, yourself or your
family. Your life is a blank slate. However, your past may someday come
back to haunt you. Over the course of the story, you and your character
will slowly discover them.
Bad Sight:
(2) (VPG)
Your sight is defective. The difficulties of all dice rolls related to
vision are increased by two. This Flaw is neither nearsightedness nor
farsightedness; it is a minor form of blindness, and is not correctable.
You may not take Acute Vision if you take this Flaw.
Bad sight
(1-3pt) (VtM 3rd)
All difficulties involving sight are increased by two. As a one point
flaw, glasses or lenses can correct it, as a three point flaw, it cannot.
Big Mouth (1pt)
You’ve got an opinion on everything and you’re
not at all hesitant about letting people hear it. You tend to blurt out
painful truths at the worst possible times. At least once per high-tension
social scene, you must come out with your thoughts. You can avoid this
by biting your tongue -- literally. This inflicts one health level of
Bashing damage and costs a Willpower point.
Blind:
(6 pt) (VPG)
You automatically fail all dice rolls involving vision. You cannot see-the
world of color and light is lost to you.
Catspaw
(2) (GC)
You've done the dirty work for someone high up in the city's hierarchy
in the past--the sheriff, the primogen or even the prince. However, instead
of granting you favor, your deeds have made you an embarassment or a liability.
For the moment, your former employer's concern is to keep you quiet. In
the long term, it's to get rid of you.
Compulsion:
(1pt) (VPG)
You have a psychological compulsion of some sort which can cause you a
number of different problems. You compulsion may be for cleanliness, perfection,
bragging stealing, gaming, exaggeration or just talking.
Compulsive Liar (2pt)
You feel the need to put your personal
spin on the truth. You don’t necessarily do so out of spite or malice,
and you may come to genuinely believe the tall tales that you tell (especially
when you spin them often enough). This Trait is especially troublesome
when other Cowboys rely on you for information about bounty heads and
their habits. You might have to spend a Willpower point to force yourself
to be honest, especially if it means revealing a previous lie.
Confused: (2pt) (VPG)
You are often confused, and the world seems to be a very distorted and
twisted place. Sometimes you are simply unable to make sense of things.
You need to roleplay this behavior all the time to a small degree, but
your confusion becomes especially strong whenever stimuli surround you
(such as when a number of different people talk all at once, or you enter
a nightclub with loud pounding music).
Criminal Record (2pt)
Having been convicted for several misdemeanors or perhaps even a minor
felony, you have a bit of a shady past. You are unable to buy firearms
legally, and you receive exceptionally poor treatment from law-enforcement
officials who know your record.
Deaf :
(4 pt) (VPG)
You cannot hear sound.
Defensive (1pt)
You have problems taking responsibility
for your actions. Perhaps you view yourself as a perfectionist, or maybe
you’re simply too immature to accept the blame for failure. When things
go wrong, you look for ways to blame others and rarely accept blame or
criticism for your actions without contention.
Deformity:
(3pt) (VPG)
You have some kind of deformity - a misshapen limb, a hunchback or whatever
- which affects your interactions with others and may inconvenience you
physically.
Debt [1-3 point Merit or Flaw]
Sometimes it’s not who you know, it’s who you
owe. If you take this as a Merit, somebody owes you, but as a Flaw, you
owe someone a favor. For one point, the debt is a socially or emotionally
significant one (you offered some friendly advice or a shoulder to cry
on). For two points, it’s financially significant (you loaned out money
or provided some professional help free of charge). For three points,
the debt is a matter of life or death (you saved someone’s life or one
of her loved ones). You can call in a debt at any time, at which point
you lose this Merit. Likewise, the Storyteller can decide to call in a
debt you owe, getting rid of your Flaw. Refusing to honor a debt may have
serious consequences, not the least of which may be ruining your reputation
and turning a friend into an enemy.
Depression [4 point Flaw]
You’re mired
in a pit of bleak, mind-numbing sorrow. Convinced that your eternally
dark mood is completely natural -- or deserved -- you refuse
to seek professional help. You do not regain Willpower per day as most
characters do. Instead you may only gain Willpower through actions, and
even those must ardently reaffirm your goals.
Distinguishing Characteristics [1 or 2 point Flaw]
You have a physical appearance that makes you
very easy to pick out in crowds, such as elaborate tattoos, a scar or
an obvious birthmark. This Flaw is worth one point if the characteristic
is hidden easily under clothes, two points if it is not.
Driving Goal:
(3pt) (VPG)
You have a personal goal, which sometimes compel and directs you in startling
ways. The goal is always limitless in depth, and you can never truly achieve
it. It could be to eradicate the Sabbat or achieve Golconda.. Because
you must work toward your goal, it will get you into trouble and may jeopardize
other actions. Choose your driving goal carefully, as it will direct and
focus everything your character does.
Enemy:
(1-5 pt) (VPG)
You have an enemy, or perhaps a group of enemies, who seek to harm you.
You must decide who your enemy is and how you became enemies in the first
place. An Archmage or Methusalah would be a 5 pointer, someone near your
own power would be 1 point.
Flashbacks [2 point Flaw]
You have some traumatic experience in your past that
you sometimes recall with terrifying clarity. Whenever you are in a situation
similar to that experience, you must make a Willpower roll at +1 difficulty
to avoid being overwhelmed by memories of it. You tend to mistake people,
places and things for similar things in your memory and may act on those
erroneous conclusions. If you botch your Willpower roll, you become almost
catatonic, entirely lost in your recollections. You can spend a Willpower
point to ignore the effects of this Flaw for one scene.
Greedy (1 – 3 PT FLAW)
The need for gaining and keeping material wealth is greater in you than
in most. To avoid a situation which would gain you personal wealth at
any cost, you must make a Willpower roll (Difficulty 7 for the 1 pt Flaw,
8 for the 2 pt, and 9 for the 3 pt). A Willpower Point may be spent to
avoid the temptation for one scene.
Gullible [1 point Flaw]
You have a lot of trouble separating truth
from fiction. You are not stupid, you just tend to believe what people
tell you rather than to take things with a grain of salt. Any roll to
detect lies is made at +2 difficulty.
Hard of hearing (1pt)(VtM 3rd)
All difficulties involving hearing are increased by two.
Hatred:
(3pt) (VPG)
You have an unreasoning hatred of a certain thing. This hate is total
and largely uncontrollable. You may hate species of animal, a class of
person, a color, a situation- anything. You constantly pursue opportunities
to harm the hated object or to gain Dower over it.
Honest to a Fault (1pt flaw)
You often feel compelled to speak what’s on your mind at times when its
best to either say nothing or tell a "White Lie". When people
could use a word of encouragement or positive reinforcement, you tend
to speak the truth about the thing: weight, looks, a family members health,
et al…
Illiterate:
(1pt) (VPG)
Through lack of education or as the result of a condition like dyslexia,
you are unable to read or write.
Impatient:
(1) (GC)
You have no patience for standing around and waiting. You want to do things
now and devil take the hindmost. Everytime you are forced to wait around,
you may go haring off on your own instead.
Impractical Dresser [1 point Flaw]
You tend to dress with an eye toward impressing
others rather than personal comfort. Unless you explicitly state that
you dress appropriately for physical activity, you wear tight jeans, high
heels or something else that hampers physical activity. Athletics rolls
(including dodge) are made at +2 difficulty when you wear such clothes.
Incompitent [3 point Flaw]
You are spectacularly bad at something.
Unfortunately, you’re the only person around who doesn’t understand this
fact. Pick a single Ability. You believe you have the proficiency equal
to three dots in that Trait, when in reality you almost always ruin any
effort involving it. Whenever you try to use the Ability, treat the outcome
as if you rolled a botch.
Intolerance:
(1pt) (VPG)
You have an unreasoning dislike of a certain thing. This may be an animal,
a class of person, a colour, a situation, or just about anything at all.
Note that some dislikes may be too trivial to be reflected here-a dislike
of White Wolf Magazine or tissue paper, for instance, will have little
effect on play in most chronicles.
Lazy: (3)
LECHEROUS (2PT FLAW)
Your feeling for the need of sexual stimulation exceeds the normal parameters.
This desire is sometimes so strong that it manifests in the form of voicing
your thoughts about an attractive person in inappropriate situations.
This will often lose you status with others.
Low Self-lmage: (2pt) (VPG)
You lack self-confidence and don't believe in yourself.
Mr. Nice Guy [3 point Flaw]
You want to be wanted, you love to be loved. You have a very hard time
crossing anyone. You tend to apologize for the littlest things and often
concede to arguments even when you know you’re right. In fact, even killing
comes hard to you. You have to be pushed pretty hard to actually kill
someone (while often incapacitating them is not as challenging to you).
You also have a tendency to tell the truth whether it is appropriate at
the time or not. Lying does not come easily. A Willpower point can be
spent to ignore this effect for a scene.
Nightmares:
(1pt) (VPG)
You experience horrendous nightmares every time you sleep, and memories
of them haunt you during your waking hours. Some of the nightmares may
be so intense that you mistake them for reality.
One Eye:
(2 pt) (VPG)
You have one eye - choose which, or determine randomly during character
creation. You have no peripheral vision on your blind side.
Overconfident: (1pt) (VPG)
You have an exaggerated and unshakable opinion of your own worth and capabilities-you
never hesitate to trust your abilities, even in situations where you risk
defeat. Because your abilities may not be enough, such overconfidence
can be very dangerous. When you do fail, you quickly find someone or something
else to blame. If you are convincing enough, you can infect others with
your overconfidence.
Overextended:
(4) (GC)
You've got your fingers in too many pies, and people are starting to notice.
You have too many ghouls, too many retainers and too many influences,
which means that a lot of people have a vested interest in trimming back
your operations. These enemies take every opportunity to reduce your power
and influence, and if that means lying, cheating or killing, so be it.
Futhermore your enemies block every attempt you make to move into new
areas of control. You're boxed in, and the box is getting smaller.
Overwhelmed [2 point Flaw]
You don’t deal well with chaotic or confusing
situations. They tend to overwhelm you. You suffer a difficulty modifier
of +1 to +3 in such conditions, determined by the Storyteller. This is
the opposite of the Concentration Merit, and you cannot have both.
Pacifist [1 or 4 point Flaw]
You are against violence and prefer to avoid
it whenever possible. You must spend a Willpower point in order to initiate
combat, although you can fight to defend yourself and others. You must
also spend a Willpower point in order to use a lethal attack, although
you can use bashing attacks freely. For four points, you must spend a
Willpower point to be able to fight at all, and you cannot use lethal
attacks.
Paraplegic
(6pt) (VPG)
You can hardly move without assistance, such as a pair of crutches or
a wheelchair. Even then it can be painful and cumbersome to do so. A character
may not take this Flaw along with the Merit of Double-Jointed.
Phobia (Mild): (1pt) (VPG)
You have an overpowering fear of something. You instinctively and illogically
retreat from and avoid the object of your fear. Common objects of phobias
include certain animals, insects, crowds, open spaces, confined spaces
and heights.
Phobia (Severe): (2pt) (VPG)
You have an overpowering fear of something. Common objects of fear include
certain animals, insects, crowds, open spaces, confined spaces, heights,
and so on.
Power Hungry (1-3 PT FLAW)
You are so drawn to the trappings and vestments of power that you find
it hard not to grasp the reins when the opportunity presents itself, even
if it were to mean bringing harm to those you know and love. A Willpower
roll is required to avoid doing what your heart desires and what you know
to be "right" (Difficulty 7 for the 1PT Flaw, 8 for the 2 PT,
and 9 for the 3 PT, modified by the situation).
Secret [1/3/5 point Flaw]
You’re hiding something that, if known, would
compromise you in the eyes of others. For one point, your secret would
seriously change your life if it got out. This might be an alias, past
political affiliations, your sexual orientation, elements of your background
and so forth. For three points, your secret would result in your arrest
and imprisonment if it were revealed, such as a crime you committed. For
five points, your secret is so dreadful it would result in your death
if it were revealed, such as being an undercover agent infiltrating the
Syndicate. Generally, the Storyteller should threaten your secret at least
every three or four episodes, and it should come up almost every other
episode. If you don’t take adequate precautions to protect it, the Storyteller
should feel free to expose your secret and let you deal with the consequences.
Sensation Junkie(2pt Flaw)
Wheee!! Hop aboard the ride of your life---your
life, that is! To you, everything is an endless source of stimulation,
and you crave all the stimulation you can get. When an opportunity to
try some new kick offers itself, you have to make a Willpower roll to
resist. The more dangerous the sensation appears, the lower the difficulty
of the roll---you might crave forbidden sensations, but you're not utterly
suicidal. Naturally, you can always choose to have your character take
life up on its offers even if she makes the roll, but that's her choice,
not a compulsion.
Short
(1pt) (VPG)
You are well below average height, and have trouble seeing over high objects
and moving quickly. In some circumstances, this will give you a concealment
bonus.
Short Fuse:
(2pt) (VPG)
You are easily angered. This is a dangerous Flaw; don't choose it without
careful thought.
Shy:
(1pt) (VPG)
You are distinctly ill at ease when dealing with people and try to avoid
social situations whenever possible. Don't expect such a character to
make a public speech.
Slow healing
(3pt) (VtM 3rd)
You have difficulties healing your wounds. To heal one health level, you
require two Blood points and you heal a level of aggrvated damage in five
days.
Soft-Hearted:
(1pt) (VPG)
You cannot stand to watch others suffer-not necessarily because you care
about what happens to them, but simply because you dislike the intensity
of emotion. If you are the direct cause of suffering, and you witness
it, you will experience nights of nausea and days of sleepless grief.
You avoid situations where you might have to witness suffering and will
do anything you can to protect others from it.
Speech Impediment: (1pt) (VPG)
You have a stammer or some other speech impediment which hampers verbal
communication. Do not feel obliged to roleplay this impediment all the
time, but in times of duress or when dealing with outsiders, you should
attempt to simulate it.
Stubborn:
(1-3) (Cbk Salubri)
There is conviction of spirit, there is unshakable will, and there is
just plain ornery. You fall into the last category. When your mind is
made up, or when you are set on doing something, nothing can divert you.
For one point, you're set in your ways, but a convincing argument will
turn you around. For two points, you're a regular mule, and nothing's
likely to change you're opinion short of a catastrophe. For three points,
you'll not only defend your conviction to Hell's door, you'll kick it
in and argue with the Devil. This Flaw is most taken by Salubri warriors.
Superstitious (2) (Cbk Gangrel)
The character has misconceptions about what he is. In the absence of a
sire, he becomes what he believes himself to be. "Hollywood-itis,"
the belief that one has the powers and limitations of one of the several
movie vampires.
Terrible with Names [1 point Flaw]
Try as you might, you almost always forget
people’s names, especially when meeting large groups for the first time.
You (OOC) may not write down the names of any people you meet during the
game unless your character (as opposed to you, the player) has paper and
a writing utensil handy. You also have problems remembering whether you’ve
been someplace before, and with recognizing faces. Make an Intelligence
roll to recall such information.
Territorial:
(2pt) (VPG)
You are extremely territorial. You do not like to leave your territory,
nor do you like to have strangers enter it. In fact, you get nervous and
disoriented while outside your territory. And you may frenzy when strangers
enter your territory unless they have your permission.
Too Curious(3pt Flaw)
You're too inquisitive for your own good; even
most cats have more of a sense of self-preservation that you do. When
a mystery presents itself, you'll go all the way to hell (literally!)
to puzzle it out. It's hard to put a finger on why you feel compelled
to search out facts, but it often gets you in trouble.
In game terms, this Flaw forces you to make a Willpower roll whenever
some question is left unresolved. This question could be anything from
an overheard conversation to a lost artefact. If you fail the roll, you'll
go out of your way---really out of your way---to uncover the answer. The
difficulty for the roll depends on the amount of work it looks like
you will have to do. The simpler the question appears, the higher the
Willpower difficulty will be. Note the emphasis on "looks like";
many complicated problems arise from something that seemed simple at the
time.
Tragic [3 point Flaw]
You have trouble seeing a future version of yourself, so therefore there
must not be one. As a result, you are more than willing to throw yourself
straight into the depths of hell blindly and without thought of the consequence.
You receive a bonus equal to your willpower rating on the initial die
pool of a conflict that will more than likely kill you. If the encounter
is a standard combat, then the bonus applies to the first roll after initiative.
If you perform an action prior to actual initiative (a surprise action)
then the bonus applies to that action. Any other uses of this Flaw are
at the discretion of the Storyteller. This flaw may not be taken with
Daredevil.
Twitch
(1) (GC)
You have some sort of repetitive motion that you make in times of stress,
and it's a dead giveaway as to your identity. Examples include a nervous
cough, constantly wringing your hands, cracking your knuckles and so on.
It costs one Willpower point to refrain from engaging in your twitch.
Uneducated:
(VPG)
As Inept, above, but dealing with Knowledge Abilities.
Unskilled:
(5pt) (VPG)
As Inept, above, but dealing with Skill Abilities.
Vengeful:
(2pt) (VPG)
You have a score to settle. This score may be from either your mortal
or vampiric days. Either way, you are obsessed with wreaking vengeance
on an individual (or perhaps an entire group), and make revenge your first
priority in all situations.
Vulgar (1 pt flaw)
There are a great many things that are Faux Paux in social situations
and you tend to do them all! You belch, flatulate, make rude comments
loudly, and use Vulgar Argot in the highest of Social situations. Raise
target numbers by 2 regarding scenes that require couth, or to just keep
your mouth shut. You may spend a point of Willpower to overcome this flaw
for one scene.
Ward:
(3pt) (VPG)
You are devoted to the protection of a mortal. This character may be a
friend or relative from your pre-Embrace days, or simply a mortal you
admire and consider important. Wards have a way of getting caught up in
the action of stories, and are frequent targets of a character's enemies.
Weak-Willed:
(2pt) (VPG)
You are highly susceptible to Dominate and intimidation by others.
Withered Leg
(3) (Cbk Nos Rev)
For whatever reason, one of your legs does not work as well as the other.
You move at half normal speed.
Merits
Acute Hearing: (1 pt) (VPG)
You have exceptionally sharp hearing, even for a vampire.
Acute Sense
(1pt)(VtM 3rd)
One of your senses in exceptionally sharp. -2 diff to one Sense
Acute Sense of Smell: (1 pt)
You have an exceptionally keen sense of smell. Combined with Heightened
Senses (Level One Auspex), this Merit can provide superhuman olfactory
acuity.
Acute Sense of Taste: (1 pt) (VPG)
You have an exceptionally keen sense of taste. To spot the taint of poison
in blood or another substance are You are able to make precise distinctions
in taste. Combined with Heightened Senses (Level One Auspex), this Merit
can provide superhuman taste acuity.
Acute Vision: (1 pt) (VPG)
You have exceptionally keen eyesight. Combined with Heightened Senses
(Level One Auspex), this Merit can provide superhuman visual acuity.
Ambidextrous: (1 pt) (VPG)
You have a high degree of off-hand dexterity and can perform tasks with
the 'wrong' hand. Can use both hands at the same time.
Bargain Hound [1 point Merit]
You have a knack for getting things cheaply.
Sometimes you get the goods you need wholesale, sometimes you get them
you get them through less than standard channels, sometimes you just hunt
around until you find a bargain. However you go about it, the Resource
roll related to the purchase gains an additional die.
Church Ties:
(3pt) (VPG)
You have influence and contacts in some local churches, and have the means
to create protest rallies and raise money. The more you use your ties,
of course, the greater your risk of being found out.
Code of Honor [2 point Merit]
You have a particularly strong moral code,
which you must specify during character creation (“No Women, No Children”).
Any attempt to force or persuade you to take an action that breaks this
code is made against a +3 difficulty.
Coldly Logical (1) (GC)
While some might refer to you as a "cold fish," you have a knack
for separating factual reporting from emotional or hysterical coloration.
You may or may not be emotional yourself, but you can see clearly when
others are clouding the facts with their feelings
Computer Aptitude (2pt): (GC)
You have a natural affinity with computers.
Common Sense: (1 pt Merit)
You have a significant amount of practical,
everyday wisdom. Whenever you are about to do something contrary to common
sense, the Storyteller should alert you to how, your potential action
might violate practicality. This is an ideal Merit if you are a novice
player because it allows you to receive advice from the Storyteller concerning
what you can and cannot do, and (even more importantly) what you should
and should not do.
Concentration: (1pt) (VPG)
You have the ability to focus your mind and shut out any distractions
or annoyances. Any penalty to a difficulty or Dice Pool arising from a
distraction or other inauspicious circumstance is limited to two, though
no extra benefits are gained if only one penalty die is imposed.
Corporation CEO: (5pt) (VPG)
You have a particular influence and sway over a major corporation and
associated companies, just as if you were its chief executive officer.
Indeed, you may have owned this company before your Embrace, and retained
your control. Through this corporation, you know much that takes place
in the corporate community, and have the means to wage economic warfare.
Corporate Ties: (3pt) (VPG)
You have both influence over and contacts in the local corporate community.
You understand the dynamics of money in the city and have links with all
the major players. In times of need, you can cause all sorts of financial
mayhem, and can raise considerable amounts of money (in the form of loans)
in a very short period of time.
Culture Knack (3pt Merit)
Wherever you go, there you are. While some
people may get hung up on social niceties when they travel, you're not
one of them. This talen grants you an innate insight into social graces
in unfamiliar settings. With very little effort, you could go from Soho
pub to dinner with the Queen. Wherever you are, whoever you're with, you
make a good impression.
Unlike the Culture Knowledge, this Merit doesn't grant you an immediate
background in the society you encounter; instead, it allows you to pick
up customs quickly, if superficially, and keeps your from embarrassing
yourself. In game terms, this Merit offsets any penalties your character
would normally have in social situtations or culture clashes. Under some
circumstances, it can reduce difficulties in encounters where "doing
the right thing" makes an unusually good impression. It cannot be
used to offset bad reactions based on magical interference of purchased
Flaws, but it can help your character recover from a botched Social roll
by rolling again at normal difficulty. Knowing just what to say or do
can help you save face, and in some cultures, that's vitaly important.
Devotion [2 point Merit]
You have a particular devotion to a cause,
ideal, code of honor, organization or even an individual. Attempts to
sway you from the object of your devotion are at +3 difficulty. However,
you must remain true to your devotion in order to retain this benefit.
If you deliberately and knowingly betray the object of you devotion, you
lose the inner strength it gives you until you make amends.
Dual Nature: (2 pt Merit)
You have two distinct Natures, both of which have an influence on your
personality and behavior. When you pick these Natures, be careful to choose
Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia
(that is a Derangement). This Merit allows you to regain Willpower using
both Natures. You may still choose a Demeanor, and it can be as different
from the character' Natures as the player desires.
Eidetic Memory: (2pt) (VPG)
You can remember things seen and heard with perfect detail.
Good Taste [1 point Merit]
You have a knack for choosing the right food
from the menu, telling the right anecdotes and giving the right presents.
You’ve seen the right films for discussion on cultured company. Your taste
makes forging social contacts among similar folk much easier, whatever
your origins. Gain two dice on any Social roll intended to gain acceptance
or to impress in a like-minded gathering.
Gossip [1 point Merit]
You’re an incurable gossip, and other gossips
recognize a kindred spirit in you. You’re more than happy to spend hours
shooting the breeze with others, all the while discussing the minutiae
of other people’s lives. Surprising how much information you can pick
up that way, isn’t it? Gain two dice of any Interrogation roll made in
a social situation, without bullying or intimidation.
Healthy Skepticism [1 point Merit]
You’re 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 you’re able to check the
details yourself. This Merit allows you to gain two additional dice on
all rolls when attempting to see through a lie. It should be roleplayed
as much as possible.
Higher Purpose: (1 pt) (VPG)
You have a goal that drives and directs you in every thing. 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 forced to behave in ways contrary to the need
of personal survival, it can also grant you great personal strength. You
need to decide what your higher purpose is.
Jack-Of-All-Trades: (5 pt)
You have a large pool of miscellaneous skills and knowledge obtained through
your extensive travels, the jobs you've held, or just all-around know-how.
Judicial Ties: (2pt)
You have both influence over and contacts in the justice system. You know
most of the judges as well as the attorneys in the prosecutor's department,
and can affect the progress of various cases and trials with limited difficulty.
Though it is difficult 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.Light Sleeper: (2pt) (VPG)
You can awaken instantly at any sign of trouble or danger, and do so without
any sleepiness or hesitation.
Lightning Calculator : (1pt) (VPG)
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.
Media Junky [1 point Merit]
TV, radio, newspapers, magazines, films --
you love them all and can’t get enough. You’re a voracious consumer of
pop culture and are always up on the latest movies, music or current affairs.
Gain two dice on any Social or Investigation roll that involves pop culture.
Media Ties: (2pt) (VPG)
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.
Natural Born Driver (2 pt merit)
You were born to drive – anything! Nearly any mode of ground or water
transportation is yours to command. This includes anything from mopeds
to aircraft carriers, though you’ll need at least a few moments to examine
the controls and gather yourself before turning the key. All difficulties
due to the operation or repair of any ground or water vehicle are reduced
by one.
Natural Linguist: (2pt) (VPG)
You have a flair for languages.
Optimistic [4 point Merit]
You retain a basically positive outlook on
life. Even when things go wrong, you face each day with the hope that
things will get better. Regain two Willpower points when you wake up each
morning rather than the usual one.
Patient [1 point Merit]
You don’t lose your temper easily and you have
an unusual degree of persistence. You gain one die to all rolls that involve
remaining calm (or at least appearing to do so). Additionally, you may
add one die to every roll after the first one on extended actions.
Police Ties: (3pt) (VPG)
You have both influence over and contacts in the local police department.
You can, with a single phone call, cause an 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 toward yourself. Your
influence is not solid (that can be achieved only through game play),
and can let you down at times.
Political Ties: (3pt) (VPG)
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.
Self-Confident: (5pt) (VPG)
Always you to spend a pt of willpower to gain automatic success, the self-confidence
may allow you to gain the benefit of that expenditure without actually
losing the willpower pt.
Speed Reading [2 point Merit]
You can read text at four times the normal
rate with no loss of comprehension. While reading, make an Intelligence
roll. Each success increases the speed multiplier by one, so two successes
allow you to read at six times the normal rate.
True Love: (1pt) (VPG)
You have discovered, but may have lost (at least temporarily) a true love.
Nonetheless, this love provides joy in a torrid existence usually devoid
of such enlightened emotions. Whenever you are suffering, in danger or
dejected, the thought of your true love is enough to give you the strength
to persevere. However, your true love may also be a hindrance, and require
aid (or even rescue) from time to time. Be forewarned: this is a most
exacting Merit.
Underworld Ties: (3pt) (VPG)
You have both influence over and contacts in the local Mafia and organized
street gangs. This provides you with limited access to large numbers 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.
Unflappable [3 point Merit]
You are a naturally placid person and most
things in stride. You were almost hit car? That was close. Your wife has
left you? well. Although you have emotions as others you don’t let them
affect you to the same degree. You gain two extra dice on Willpower roll
that involves staying calm or overreacting to mundane experiences.
Warrens: (3) (Cbk Salubri)
It doesn't matter that they are hunting you. You have places to go to
ground. Whether your knowledge 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 while.
Way with Words [1 point 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 Charisma roll where communication is the key.
Well Travelled (3p/5p)
The character has travelled broadly and has acquaintances in many remote
locations that might act as contacts for him. The 3 point merit means
the character has travelled across one continent (which should be noted),
while the 5 point version means the character has visited the entire world.
Whenever he travels to a remote or foreign location, he may roll charisma
to "remember" one of these acquaintances. With any success,
he locates an individual who serves as a contact. The acquaintance may
only be utilised in this manner once, though he may be "remembered"
again in subsequent visits with another successful charisma roll. The
character may only attempt to "remember" one contact in any
given location in any single adventure or game session (Storyteller discretion).
If the roll results in a Critical Failure, the hero's familiarity with
the location backfires and he suffers a -1 penalty to all social skill
checks until he leaves the area (similar to the Infamy flaw). Obviously
he did something embarrassing last time he visited.
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