In A World Of Darkness...
Supernatural

These Merits and Flaws are different kinds of supernatural benefits or detriments. They are highly abnormal, and not at all common.  Be careful in selecting these, and make sure you can explain why your character possesses them. 

 

 

Inoffensive to Animals: (1 pt Merit)

Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch.

 

True Love: (1 pt Merit) 

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. In game terms, this love allows you to succeed automatically on any Willpower roll, but only when you are actively striving to protect or come closer to your true love.  However, your true love may also be a hindrance, and require aid (or even rescue) from time to time.

 

Medium: (2 pt Merit) 

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.

 

Danger Sense: (2 pt Merit) 

You have a sixth sense that warns you of danger.(it's your own personal 'Spidey Sense') 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.

 

Faerie Affinity: (2 pt Merit) 

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.

 

Magic Resistance: (2 pt Merit) 

You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other creeds and orders. Although you may never learn the Discipline of Thaumaturgy, the difficulties of all such spells and rituals are two greater when directed at you. Note: this includes all spells, beneficial and malign.

 

Occult Library: (2 pt Merit) 

You possess a library of occult materials, which may include at least one version of the Book of Nod. You are not necessarily familiar with the contents of these volumes of knowledge ( that is a function of your Abilities), but in time of need your library can be an invaluable source for research.

 

Spirit Mentor: (3 pt Merit) 

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 flaw), 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. 

 

Unbondable: (3 pt Merit) 

You are immune to being Blood Bonded. No matter how much blood you drink from other vampires, you will never be bonded to them.

 

Werewolf Companion: (3 pt Merit) 

You have a friend and ally who just happens to be a werewolf. Though you may call upon this being in time of need, it also has the right to call upon you (after all, you are friends). However, neither your kind nor its appreciate such a relationship, and your respective societies will punish both of you if your friendship is discovered. Arranging for meeting places and methods of communication will be difficult.  

 

Luck: (3 pt Merit)  

You were born lucky - or else the Devil looks after his own. Either way, you can repeat three failed rolls per story. Only one repeat attempt may be made on any single roll.

 

Destiny: (4 pt Merit) 

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.

 

Charmed Existence: (5 pt Merit) 

Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore a single 1(one) on every roll you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain.

 

Guardian Angel: (6 pt Merit) 

Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need you may be supernaturally protected. However, one can never count upon a guardian angel. 

 

True Faith: (7 pt Merit) 

You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. Perhaps your faith came to you before your Embrace, and was strong enough to survive even this test; or, incredibly enough, the adversity you have experienced in your current condition has brought out what is best in you. You begin the game with one point of Faith (has a range of 1-10). Your Faith provides you with an inner strength and comfort that continues to support you when all else betrays you. Your Faith adds to all Willpower and Virtue rolls. The exact supernatural effects of Faith, if any, are completely up to the Storyteller (though it will typically have the effect of repelling Kindred). It will certainly vary from person to person, and will almost never be obvious. You must have a Humanity of 10 in order to choose this Merit, and if it ever drops below nine, you lose all Faith points and may only recover them through extensive penitence and work (and only when your Humanity is again 10). No one may start the game with more than one Faith point. Additional points are only awarded at the Storyteller's discretion.

 

Cursed: ( 1-5 pt Flaw)

 You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed, it cannot be dispelled without extreme effort, and it can be life-threatening. Some examples follow:

~If you pass on a secret that was told to you, your betrayal will later harm you in some way. (1 pt)

~You stutter uncontrollably when you try to describe what you have seen or heard. (2 pt)

~Tools often break or malfunction when you attempt to use them. (3 pt)

~You are doomed to make enemies of those to whom you become most attached. (4 pt)

~Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way. (5 pt)

 

Taint of Corruption: (1 pt Flaw) 

Plants wither when you approach, and will die if you touch them. 

 

Repulsed by Garlic: (1 pt Flaw) 

You cannot abide the smell of garlic, and the smallest taint of its scent will drive you from a room. The full force of its pungent odor will bring bloody tears to your face and render you nearly blind, while its touch can cause boils and even open wounds.

 

Magic Susceptibility: (2 pt Flaw) 

You are susceptible to the magical rituals of the Tremere, as well as to spells of mages of other creeds and orders. The difficulty to cast a spell upon you is two less, and all spells cast have twice normal effect on you.

 

Repelled by Crosses: (3 pt Flaw) 

You are repelled by the sight of ordinary crosses ( just as if they were holy).

 

Can't Cross Running Water: (3 pt Flaw) 

You cannot cross running water unless you are at least 50 feet above it. ~Running water- is any body of water more than two feet wide in any direction and not completely stagnant.  

 

Haunted: (3 pt Flaw)

You are haunted by a ghost that only you (and Mediums) can see and hear. It actively dislikes you and enjoys making your life miserable by insulting, berating and distracting you - especially when you need to keep your cool. It also has a number of minor powers it can use against you (once per story for each power): hide small objects; bring a "chill" over others, making them very ill at ease with you; cause a loud buzzing in your ear or the ears of others; move a small object such as a knife or pen; break a fragile item such as a bottle or mirror; trip you; or make eerie noises such as chains rattling. Yelling at the ghost can sometimes drive it away, but it will confuse those who are around you. 

 

Dark Fate: (5 pt Flaw) 

You are doomed to experience a most horrible demise or, worse, suffer eternal agony.  Your fate is certain and there is nothing you can do about it. Even more ghastly, you have partial knowledge of this, for you occasionally have visions of your fate - and they are most disturbing. The malaise these visions inspire in you can only be overcome through the use of Willpower, and will return after each vision. At some point in the chronicle, you will indeed face your fate, but when and how is completely up to the Storyteller.  Needless to say, this doesn't make for a multi-chronicle character..... 

 

Light-Sensitive: (5 pt Flaw) 

You are even more sensitive to sunlight than other vampires are. Sunlight causes double normal damage, and even moonlight harms you. Indeed, even bright lights can be painful, but that pain can be mitigated by wearing sunglasses. When the moon is shining, the light it casts will cause wounds in the same way sunlight does for normal individuals. However, the wounds caused by the moon are not aggravated, and can be healed normally.