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Мериты и флавсы. Мериты. Физические: Амбидекстр (1) Еда (1) Blush of Health (2) Efficient Digestion (3) Huge Size (4) Controlled Thirst (1) Regular time spent among mortals has dulled the hungers of your palette. You reduce the difficulty of any frenzy roll involving the sight, scent or taste of blood by one. You cannot frenzy from sensing blood if your blood pool is full; conversely, you lose your normal difficulty reduction if your blood pool is less than a quarter full (rounded down). Mark of Pure Blood (2-pt. Merit) You have a physical mark that emerged during your Embrace, akin to a birthmark. This mark is part of your lineage and helps establish credibility as an heir to power and reputation of your sire’s line. Players should work with the Storyteller to define the mark, whether it is a particular tint of the eyes, an actual discoloration of skin or something more exotic. All such marks are within the bounds of natural possibility and/or easily concealed, ensuring that mortals do not automatically suspect your undead nature. While this Merit has no system per se, you are more difficult to impersonate and your mark may carry status with vampires who know its significance Trained Scent (2-pt. Merit) You have an uncanny ability to smell blood that appeals to you or repulses you, even while it flows in the veins of your unsuspecting prey. This Merit only benefits Ventrue and other vampires with discerning hunger, such as through the Flaws Prey Exclusion (Dark Ages: Vampire p. 305) or Selective Thirst (see p. 205). Sensing blood you feel strongly about requires a reflexive Perception + Alertness roll (difficulty 6), and you must actually be close enough to breathe the target’s scent — usually within three yards. Picking a single target out of a crowd may require a second Wits + Alertness roll at a difficulty determined by the Storyteller.
Ментальные Celestial Attunement (1) (чувство времени, астрономические расчеты) Common Sense (1) Concentration (1) Eidetic Memory (2) Light Sleeper (2) Ability Aptitude (1) You are particularly gifted with one Ability. Perhaps you are a poet of great renown or a master fleshcrafter. Within your specific Aptitude, reduce all difficulties by 2. Characters may purchase this Merit more than once, but Storytellers should feel free to veto any Ability selections that seem too powerful or unbalanced, especially for combat Abilities. Focused Rage (1-pt. Merit) You have partially transcended the blood fury of your clan by focusing your Beast’s anger. Select one frenzy condition from the chart on page 265 of Dark Ages: Vampire... When faced with that provocation, you automatically frenzy. You do not suffer the usual difficulty increase to other frenzy conditions, however. The Storyteller must approve the selected condition. Only Brujah and other vampires who suffer a similar frenzy difficulty increase may purchase this Merit . Lion-Hearted (1-pt. Merit) In a moment of great crisis, you may call upon your honor and nobility to fortify your resolve. Once per story, you may spend a point of Willpower to substitute your Road rating for both your Self-Control/ Conviction and Courage for the scene. Characters who ascribe to roads that do not venerate heroism and valor may not purchase or retain this Merit, particularly those on the Road of Sin (although followers of theVia Adversarius may possess this Merit; see Road of Sin for more information). Artful Visionary (2-pt. Merit) You are a consummate artist at heart. You reduce the difficulty of any roll to create something new by 1. This can be actual Expression or Crafts rolls, or even the development of a new tactic or torture method... Conversely, you add +1 to the difficulty of any repetitive or menial task. You are ill suited to such labor — surely everyone should see that you are more important than mere drudgery!
Cathartic Fury (2-pt. Merit) Forced to play the part of the civilized monster, you find solace and strength in periodic outbursts of rage. At the conclusion of any frenzy, roll Courage (difficulty 5). Each success restores one point of Willpower, up to your usual maximum. Vampires with this Merit still suffer degeneration for their frenzy if such anger violates the tenets of their road.
Obsessive Savant (2-pt. Merit) You have a particular fixation that drives your existence, be it as esoteric as death or vampirism or as mundane as the tactics of chess. You must have one Specialty for an Ability (usually a Knowledge, although sometimes a Skill) that forms the core of your obsession... For rolls involving this specialty, you reduce the difficulty by three in addition to receiving the usual bonus die (minimum difficulty of 3). Your intensity discomfits those who do not share your obsession, adding +1 to the difficulty of most Social rolls with people who observe you indulging your hobby. Storytellers should feel free to veto any Obsessions that seem too powerful or unbalanced for their games Disciplined Eye (3-pt. Merit) With a point each of blood and Willpower and a successful Willpower roll (difficulty 6), you may force your third eye closed for a full scene. It will not betray you no matter what Valeren powers you use. Other Salubri may regard your with distrust or envy if they know of your unusual gift. Only vampires with two or more dots of Valeren may purchase this Merit. Well-Educated (3-pt. Merit) Either through monastic training or determined royal tutors, you are one of the lucky few to receive superlative tutelage in classics, natural sciences and theology... Whenever you attempt a task involving a Knowledge you do not possess, your player may still roll at +1 difficulty as if the required Ability was a Skill. Characters must have at least three dots of Academics to purchase this Merit. Iron Will (5-pt. Merit) Your mind is as a castle, daring intruders with towers of ego and walls of raw will. Any attempt to affect you with Dominate or otherwise magically tamper with your mind adds 2 to the usual difficulty. Characters must have a Willpower of 8+ to purchase or retain the benefits of this Merit. Unimpressed (5-pt. Merit) You have tight control over your emotions and a monstrous awareness of self. All rolls to affect you with Presence or otherwise magically tamper with your emotions add 2 to the difficulty. Only characters with Self-Control 4+ and Willpower 6+ may purchase or retain the benefits of this Merit.
Социальные: Крестоносец (1) Известный сир (1) Debt of Gratitude (1-3) Master of Protocol (1t) Your sire or another mentor has laboriously tutored you in most forms of etiquette, even customs outside your own culture and time. You likely know the proper greeting for a Roman senator or the appropriate bow for a caliph as easily as the titles of address within your own kingdom. As such, you may learn as many Etiquette specialties as your Intelligence + Etiquette, and you receive a –1 difficulty to any Etiquette roll involving those specialties. Unbroken Lineage (1-2) You can perfectly recite your lineage back to your Antediluvian progenitor. If this Merit is worth only one point, noble Cainites accept your recitation and treat you more favorably as a true keeper of the Traditions. If this Merit is worth two points, your bloodline has sufficient prestige to warrant an extra dot of Status that remains as long as none of your direct ancestors rejects you. Even if you err and lose face, you always have at least one dot of Status from your birthright. Former Ghoul (3) You spent a number of years as a ghoul prior to receiving the Embrace. As such, you have a better understanding of Cainite society and the powers of the Blood. The difficulty of all rolls to recall such information is 2 less than normal. In addition, you may purchase Potence with your starting Discipline dots, although it is not considered a Clan Discipline unless that is normally the case. Secrets (1-5) You know something important — probably something you shouldn’t know. You may use this secret for blackmail or simply file it away for use in some future night. The rating of this Merit determines the importance and detail of this secret. A one-point Secret may be the confirmed existence of a spy from a rival vampire court (without knowing the spy’s identity). Five points means you know the spy is none other than the prince himself, or rather, a fleshcrafted doppelganger created by the Tzimisce to destabilize the court in preparation for their invasion. The player should work with the Storyteller to determine the secret, or simply trust the Storyteller to select a secret appropriate to the story. As always, the Storyteller should feel free to disallow secrets that are not appropriate to his games. Note that this Merit can also reflect clan Secrets, such as the resting place of a torpid elder or a particular koldunic ritual known to a select bloodline. Well-Known (Var) Word of your exploits and lineage has spread through the society of the Damned. As a result, your Status applies in a number of additional cities equal to the points invested in this Merit. Should you fail in some task or lose favor with your Prince, however, word of that disgrace will spread just as quickly. Fame is ever fickle. Characters must have at least one dot of Status to purchase this Merit.
Сверхъестественные Inoffensive to Animals (!-2) Medium (2) Arcane Resistance (2, 4, или 5) Oracular Ability (3) Spirit Mentor(3) Unboundable (3) Lucky (4) True Love (4) Nine Lives (6) Sweet Blood (1-pt. Merit) Your vitae tastes like the finest wine, sweet and heady without the slightest trace of salt or metallic tang. As such, you may hide your blood in a chalice or feed ghouls without betraying the true nature of their draught. Darksight (2-pt. Merit or Flaw) At will, you may invert the meaning of light and dark to your eyes. This requires a turn of concentration and a successful Perception + Alertness roll (difficulty 7). With Darksight active, you may view pitch-black darkness as though it were brightly and uniformly lit, while torches cast a radiance that obscures perception in the manner that darkness interferes with normal senses. The significance of colors likewise inverts, lending a surreal hue to the world without interfering with your ability to separate hues. All penalties for partial darkness instead apply to weak illumination, and the absolute emptiness of sunlight and similarly bright radiance blinds you (and burns you, in the case of sunlight). The Merit does not allow you to see through mystical shadows, such as those produced by Obtenebration. As a Flaw, your Darksight is permanent; you will never again view the universe through any semblance of human vision. Personal Aura (2-pt. Merit) You do not project the aura associated with your road. Instead, your aura reflects some deeper aspect of your Nature or personality. You may choose the aura associated with any road or design your own (subject to Storyteller approval), calculating your aura modifier according to your permanent Willpower. Sanctifying Kiss (2-pt. Merit) Your lips have a particular crimson luster like roses or fine wine. Whenever you kiss someone, you leave traces of sweet vitae behind. This secretion is not sufficient to create a ghoul or sire progeny, although you may surreptitiously administer the blood oath if you kiss on the mouth or touch your lips to an open cut. It requires a Perception + Alertness roll (difficulty 8) to notice the slight taste of your blood. Discipline Prodigy (5-pt. Merit) You are especially skilled in the use of one of your clan Disciplines. The difficulty to use any level of this Discipline is reduced by 1, although this Merit can never reduce the difficulty of any roll below 4. Characters may purchase this Merit only once and gain no benefit when using Discipline techniques. Prodigies of Koldunic Sorcery or other forms of blood sorcery reduce the difficulty of all paths and rituals. Prodigies of Obtenebration also find Abyss rituals easier. Promethean Clay (5-pt. Merit) Your flesh ripples and molds itself to your preternatural will, almost before you consciously invoke the change. The difficulty to use any Vicissitude power on you is 2 less than normal, and you may activate Vicissitude powers reflexively at your full dice pool while taking other actions. Powers that require multiple turns to activate still require the usual duration — the change simply occurs without conscious direction. As a final benefit, you need no physical sculpting to use the first three levels of Vicissitude on yourself, as your flesh undulates and extrudes to its desired shape. Only characters with at least one dot of Vicissitude may purchase this Merit. Pure Blood (5-pt. Merit) The Curse of Caine runs strongly in your veins. You may spend one more blood point per turn than your generation should permit. You look especially pale and drawn under Soulsight and yet oddly flushed with abundant health. Arcane (1- to 5- pt. Merit) You are mystically unknowable, shrouded from notice and record by the vagaries of circumstance and disinterest. Those who see you seldom care enough to remember you later. For every point invested in this Merit, subtract one die from any dice pool used to search for you actively (typically Perception and/or Investigation). Being anonymous isn’t the same as being invisible, however, and Arcane does not aid in Stealth rolls or other active attempts to hide. Characters with Influence or Status may not purchase Arcane or vice versa, and Arcane can also prove a detriment to other Backgrounds. Mentors may well lose interest in an Arcane pupil, for example. This Merit is less common among the status-conscience members of the High Clans than among the Low, though a disproportionate number of True Brujah possess it (which leads some to wonder how many Sages truly exist). It is thought that meddling with time can make time itself forget the meddler. Gifts of the Beast Your Beast has a terrible awareness and power all its own that emerges when its wrath or fear overtakes you. You may select additional Traits that manifest only during frenzy or Rötschreck, as approved by the Storyteller. Such Beast Traits cost two fewer bonus points than normal, to a minimum cost of 1, and must be instinctive or physical in nature. In the case of Disciplines, only physical Disciplines are permitted (Celerity, Fortitude or Potence), even if they are not normally associated with your clan. Beast Traits are cumulative with normal traits, although they cannot exceed generational limits. Additional Beast Traits may not be gained or increased with experience. For example, the Toreador Justinius is normally quiet and reserved. When his slumbering Beast awakens, however, its speed and killing prowess possess him. He gains an additional dot of Celerity and Dexterity and three dots of Brawl. The total cost of the Merit is 10 bonus points (7 – 2 for the Celerity, 5 – 2 for the Dexterity, and 2 – 2, minimum 1 for each dot of Brawl).
Флавсы Физические: Низкий рост (Short) (1) Smell of the Grave (1) Addiction (3) Permanent Wound (3) Slow Healing (3) Child (4) Unblinking Vigil (1-pt. Flaw) Your eyes do not close — ever. Perhaps you stared too deeply into the Abyss or fleshcrafted away your eyelids for better alertness. Your quirk probably makes astute observers uncomfortable (+1 to the difficulty of friendly social interactions with anyone whose player makes a successful Perception + Alertness roll at difficulty 8 to notice). Ментальные Deep Sleeper (1) Nightmares (1) Pray Exclusion (1) Vengeful (2) Noble Arrogance (1-pt. Flaw) You have never known an existence other than privilege and wealth, either in life or undeath. You fervently believe in your innate superiority over mere mortals and the riffraff of the Low Clans, perhaps too much. You cannot believe that your inferiors could ever pose a real threat. As such, you are prone to underestimating adversaries of lesser station and your haughty bearing adds 2 to the difficulty of all Social rolls to interact with those you perceive as beneath you. Characters must have at least two dots of Status to purchase this Flaw. Poor Taste (1-pt. Flaw) Your aesthetic runs counter to that of society, or perhaps you really are simply a tasteless cretin with pretensions of class. In either case, you add 1 to the difficulty of Social rolls involving mainstream artists or critics. Intimidation rolls suffer also with this penalty — you are graceless even at the art of fear. Fierce Bigot (2-pt. Flaw) You hold particular hatred or disdain for a specific class or community of mortals, most likely the common rabble of serfs and servants. You make all frenzy checks at +2 difficulty around such individuals and always attack them first if you do succumb to frenzy Enraptured by Beauty (3-pt. Flaw) Your preternatural senses and aesthetics find beauty supernaturally enthralling. Whenever you encounter music, art or even a pretty face that appeals to your tastes, you fall into trancelike reverie until the object leaves your senses or the scene ends. You may not even break away to defend yourself, though an attack permits a new roll to resist. Characters with this Flaw may avoid or break free of rapture with a Self-Control or Instinct roll (difficulty 6). Toreador may not purchase this Flaw. Atrophied Heart (4-pt. Flaw) You have grown cold and aloof, emotionally detached from the ever-changing world around you. You certainly understand good and evil as philosophical concepts, but morality is no longer something you feel with any passion. As a result, you add 2 to the difficulty of any degeneration check and pay double the usual experience to raise Compassion/Conviction or Road. True Brujah may not purchase this Flaw. Selective Thirst (4-pt. Flaw) Your aristocratic palette prefers the taste of a particular “vintage” of mortal blood, even to the point of spurning all other flavors. You may favor the delicate nectar of youthful virgins, the robust draught of the Norse or the touch of piety in a priest’s veins. Whatever your tastes, you may drink only from mortals who meet your criteria. All other blood tastes foul and rancid to you, and you will immediately vomit it like mortal food even in the throes of frenzy. Even your exacting sensibilities find Cainite blood sweet to the taste, no matter its source. Ventrue may not purchase this Flaw. Сверхъестественные Repulsed by Garlic (1) Touch of Frost (1) Eerie Presence (2) Repulsive to Animals (2) Grip of Damned (4)
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