Atouts

Merits are special capabilities or knacks that add individuality to your character. They’re purchased during character creation or with experience points over the course of your chronicle.

The Merits in this chapter are organized alphabetically into three broad categories: Physical, Mental and Social. Some apply to your character’s basic traits to enhance them in particular situations. Some have prerequisites that must be met before they can be purchased. For example, a character with the Gunslinger Merit must have a Dexterity of 3 and Firearms of 3 or higher to be able to accurately fire two weapons at the same time. By the same token, some Merits apply drawbacks that balance out their inherent advantages. A character with the Fame Merit, for example, is treated like a star wherever he goes — but has a hard time blending into the crowd when he wants to.

Each Merit has a number of dots (•) associated with it. These dots represent the number of points that must be spent to purchase the Merit. Some Merits allow for a range of dots (say, • to •••). These allow you to purchase a low rating if it’s appropriate to your character concept, or you can start with a low level and increase it over time with experience points.

A character is born with some Merits or develops them early in life, while others can be acquired through trail and error, training and effort later in life.

The first kind can be acquired at character creation only and are labeled as such. The second kind can be acquired during play with experience points.

Merit dots must be purchased sequentially with experience points. You have to buy • and then •• before your character can have ••• or more.

Armure de Cicatrices
• - •••••
Donne de l'armure, mais le tissu cicatriciel est moche et perd sa sensibilité
Bad Breeding
• - •••
May gain a social bonus up to the dot rating amongst those who would underestimate the Kindred due to their background. Also, Kindred from "low society" respect your background and Kindred from "high society" shun you.
Bugman Network Membership
••• - •••••
Obtains informations on a topic through the Bugman. Can be obscure, incorrect or dangerous
Cacophony Listener
••• - •••••
Familiarity and comprehension of many subtle methods of communique used by Kindred.
Carthian Lawyer
••
Character is adept at twisting Carthian Law for their own purposes.
Carthian Pull
• - •••••
Once per month, may substitute Carthian Pull dots for Contacts, Haven, Herd, or Resources.
Chapter Library
• - •••••
Bonus on a subjet of research
Coder Clique
Gains 9-Again on Computer rolls
Crucible Ritual
•••
Can make use of a 'crucible', a beneficial type of Wyrm's Nest. Can gain a discount to learn a coil or other benefits.
Current Events Circle
Gains 9-Again on Politics rolls
Debate Club
Gains 9-Again on Persuasion rolls
Devoted
• - •••••
allows to retain a number of Social Merits in torpor for nearly any length of time
Distant Sympath
••
No longer limited when attempting to sense another through Blood Sympathy; this is only sensory, and does not allow use of disciplines over long distances.
Encounter Group
Gains 9-Again on Empathy rolls
Famille Proche
• - •••
You have a close vampiric lineage. Once per session, take +3 to roll Manipulation + Persuasion or Empathy concerning a vampire at one level of remove per dot in this Merit.
Fontal Ritual
••
Can make use of Wyrm's Nests known as "wellheads" or "fontal nests"; can learn fontal rituals and gains bonuses to find fontal nests.
Geomantic Nexus
• - •••••
Has a specially prepared area which provides bonuses to specific actions within; similar to and can overlap with the Haven merit.
Good Breeding
• - •••
May gain a social bonus up to the dot rating amongst those who respect your background. Also, Kindred from "high society" respect your background and Kindred from "low society" shun you.
Haunted Channel
• - •••••
Ghosts gain +1 bonus per dot
Haunted Hand
• - •••••
The character gains a +1 bonus per dot in all interactions with a ghost, such as exorcism or communication. Does not apply to the ghost's anchor.
House Membership
• - •••
Reflects membership in a dynastic house, granting social bonuses equal to merit dots when interacting with others of the House.
Inherited Resistance
•• - ••••
Gains a bonus to resist Animalism and Dominate Disciplines from other Ventrue; four dot variant provides resistance from all clans
Inhuman Resistance
•••
Gains a bonus to resist Dominate and Majesty, but a weakness to powers from the Animalism Discipline.
Lab Section
Gains 9-Again on Medicine rolls
Liver-Eating
•••
kill a mortal and eat their liver to lower restriction on feeding for days
Lordly Palette
• - •••
May discern information about a subject through the consumption of their blood.
Mind of the Devouring Worm
•••
As Eidetic Memory, but can be purchased after character creation.
Mind of the Inscrutable Hydra
••
Character can switch their mind to a state that grants a penalty to Intelligence tests, but all effects that attempt to read their mind are resisted or contested as if a Willpower point had been spent.
Mind of the Unblinking Serpent
••
Can determine when Obsfucate or Dominate have been used on the character.
Mithraic Status
• - •••••••
Rank within the Mysteries of Mithras, adds to dice pools for interactions with fellow Mithraic initiates (even for supernatural power)
Night Doctor Surgery
•••
Perform surgery to convert lethal to bashing damage, or aggravated to lethal
Occultation
• - •••
Penalizes attempts to find the character, even with Auspex; grants a bonus to Obfuscate and a penalty to Majesty.
Of Rose and Thorn
••••
Gain the ability to use Animalism powers on plants
Pack Blooded
••
Gain significant combat bonuses when nearby other coterie mates who share this merit, but experience a penalty to degeneration in their presence as well.
Refuge
• - •••••
Lieu abrité du soleil
Remnant of Clarit
• - •••
Keep a year of memory completely clearly through the Fog of Ages, each dot adds dice to rolls to remember it.
Requiem Diary
• - •••••
Represents a written record of unlife, allowing 9-again on rolls to research one's own past.
Savage Kenning
•••
Gain a bonus to interactions with a specific type of animals.
Social Chameleon
• - •••
Gains a bonus to all social rolls within a specified subculture.
Speaker for the Eclipsed
• - •••••
May telepathically commune with a torpid fellow, at a distance of up to five miles per dot in this merit.
Statut
• - •••••
Status pour la société Vampirique
Study Group
Gains 9-Again on Academics rolls
Swarm Master
••••
Seize control of a swarm of larvae
Swarm Mind
••
Transform into a swarm of small animals, but suffer mental derangement for a time after reforming.
Swarm Tactics
• - ••
trained to fight cooperatively
Tap the Torpid Mind
• - •••••
May briefly use the skill or discipline of the target of Speaker for the Eclipsed
Taste of the Strange
• - ••••
Allows one to regain Vitae from drinking the blood of other supernatural creatures; may be taken up to three times.
Tenacious Consciousness
••
Gain a +2 bonus to awaken from torpor or daytime slumber due to external threats.
The Enlightened Code of the Lawgive
• - ••••
Advantages of the Abiders
The Red Path of Aeshma
• - ••••
Advantages of the Seekers
The Right Bar
Gains 9-Again on Streetwise rolls
Theater Society
Gains 9-Again on Expression rolls
Tomb
• - ••••
Add dots in Tomb to Haven Security for the purposes of repelling intrusion.
Torpor Connection
• - •••••
Commune with a specific torpid fellow.
Travails of the Unifier
• - ••••
Advantages of the Purists
Troupeau
• - •••••
Possession d'un groupe d'humain sur lequel il est aisé de se nourrir - chaque semaine, gagne un nombre de Vitae égal à deux fois le niveau de cet atout. Cette action ne demande aucune action, seulement un court interlude.
True Worm
•••
Can stay awake through the day, functioning at 1/2 max speed. Must be 30 feet or more underground, in tunnels never touched by the sun. Increases damage given by sunlight by +1.
Undead Menses
•••
Experience menstruation, which grants a variety of special powers.
Unliving Anchor
• - •••••
The Nosferatu becomes an anchor for a ghost, whose numina equals the purchased dots. The ghost acts as a retainer, but occasionally asks favors, losing numina if they are not carried out.
Unyielding Mask
••• - ••••
Permanently affixes a mask to the face, granting +2 to resist mental and social Disciplines. With four dots, it also grants +1 to any appropriate Social skill.
Vice Over Virtue
••
Reverse how one regains Willpower through Vice and Virtue; Vice returns all spent Willpower, and Virtue returns a single point.
Virtue's Twin
•••
Torpor duration uses the Humanity of the highest house member with this merit.
Visage de poupée
Se réveille chaque nuit parfaitement soignée
Vitae Connoisseur
Choose a specific kind of favored prey (blondes, terrified victims, etc.) and regain a point of Willpower. This only works once a night.
Voyeur
••• - •••••
Once per session, regain Willpower as someone else indulges their vice. Three dots requires the Daeva to act as a tempter, with five dots simply observation will suffice.
Will of the Dynasty
•••
Any attempts to compel the character with this merit to act against their house is resisted as if they had spent a willpower point.