Post by Rule Hound on Dec 24, 2015 16:24:05 GMT
No Technology based Merits or Flaws - Most technology does not exist.
No Merits or Flaws from the Camarilla, Sabbat or Anarch sections unless specifically mentioned here.
There is no Merit cost for Common or uncommon Clans. The only Merit cost for a Clan is for approved Bloodlines.
Morality Paths (3pt merit) - See Roads of Enlightenment section. NO cost for a Road/Path.
Burning Wrath (2pt Merit) - SEE BELOW. This has been modified.
Efficient Digestion (1pt merit) - This is a limited merit and requires ST approval. Only so many characters can have this.
Infernal Power
Archaic (2pt flaw)
Illiterate(1pt flaw) - Everyone is illiterate unless they take linguistics Latin
Lesser Generation (1pt Flaw only) - You can only reduce yourself to 10th generation as standard is 9th gen.
Thin Blooded (3pt flaw)
NEW or Modified
Mentor (1-3pt merit)
1pt - Your Mentor is a average Vampire and may teach you up to two basic level common out of Clan Disciplines (not including Thaumaturgy, Necromancy or rare disciplines).
2pt - Your Mentor is a Moderately Powerful Vampire and may teach you up to two intermediate level common out of Clan Disciplines or up to two basic level uncommon disciplines.
3pt - Your Mentor is a Powerful Vampire and may teach you two Advanced Disciplines (common), one uncommon Advanced Discipline or all three of their intermediate level Clan Disciplines.
This is for characters wishing to possibly learn out of Clan Disciplines without having to search out another character (PC or NPC) to teach them. It allows you to simply purchase the approved disciplines. Check with ST if you have any specific discipline in mind.
NOTE: Mentors are not all powerful and do not have access to everything. They are of a specific Clan. Also, they are your mentor but not servant. There is a good chance they are going to expect a favor in return at some point.
Burning Wrath (3 pt merit)
A Brujah’s heart is ablaze with emotion, spurred by anger, and filled with righteous fury. By spending 1 blood you can channel this anger and unleash your Burning Wrath, thus turning your fists into supernatural weapons.
This power’s origin is lost to the Brujah, though many of its more combative members have learned the secret. Indeed, since the fall of Carthage this power is becoming more widespread, particularly among the less genteel ranks of the clan.
When the Brujah activates this power, she becomes capable of striking an enemy for supernatural damage. The blood used during this power’s activation also causes the Kindred’s flesh to blush with a violent crimson. In some cases, visible waves of blood-heat emanate from her body or a red mist envelops her.
System
Spend 1 blood. For the rest of the round (including Celerity actions), ONE of your damage is converted to aggravated (per hit) when you attack a foe with a bare-knuckled punch. In addition you gain a +2 wild card bonus on this attack.
ie. If you strike someone for 3 damage you would deal 1 aggravated and 2 lethal.
NOTE: The option of only converting 1 damage to aggravated per hit is because it is blunt force damage after all. If you get hit by a burning torch in real life some of the damage is blunt force depending on how hard you are hit and a little surface damage/burs may be caused by the flaming end. So less damage is aggravated but at the trade off of 1 blood for the entire round (instead of 1 blood per attempted attack as the old system)
Sorcerous Dabbler (3 point merit)
Before the Tremere made themselves most Clans had some form of Blood/Koldunic Magic. Using their blood to enact certain effects or to manipulate their environment. Though most clans have wandered away from this or keep their secrets tight to the chest you have managed to pick up a book or learn some basics.
A character with this merit can perform a few magical rituals even if she has no dots of Thaumaturgy. You do not have to purchase the Thaumaturgic Training merit (see Chapter Five: Merits and Flaws, page 253) to buy Sorcerous Dabbler. When a player purchases this merit, she selects a number of Thaumaturgical rituals: either three level 1 rituals, or two level 2 rituals, or one level 3 ritual. The character must then purchase these rituals with XP at standard cost.
Once Enslaved (3 point flaw)
At some point in your past, you suffered the awful love forced by a full blood bond. It terrifies you to think you might endure that feeling again. When faced with a situation where you might become even partially blood-bound, you suffer the effects of an immediate psychotic break. You gain a Phobia Derangement surrounding Blood Bonds (as part of flaw, no extra points gained). You MUST expend 1 Willpower trait to be sworn into fealty as it involves a 1pt Blood Bond.
No Merits or Flaws from the Camarilla, Sabbat or Anarch sections unless specifically mentioned here.
There is no Merit cost for Common or uncommon Clans. The only Merit cost for a Clan is for approved Bloodlines.
Morality Paths (3pt merit) - See Roads of Enlightenment section. NO cost for a Road/Path.
Burning Wrath (2pt Merit) - SEE BELOW. This has been modified.
Efficient Digestion (1pt merit) - This is a limited merit and requires ST approval. Only so many characters can have this.
Lesser Generation (1pt Flaw only) - You can only reduce yourself to 10th generation as standard is 9th gen.
NEW or Modified
Mentor (1-3pt merit)
1pt - Your Mentor is a average Vampire and may teach you up to two basic level common out of Clan Disciplines (not including Thaumaturgy, Necromancy or rare disciplines).
2pt - Your Mentor is a Moderately Powerful Vampire and may teach you up to two intermediate level common out of Clan Disciplines or up to two basic level uncommon disciplines.
3pt - Your Mentor is a Powerful Vampire and may teach you two Advanced Disciplines (common), one uncommon Advanced Discipline or all three of their intermediate level Clan Disciplines.
This is for characters wishing to possibly learn out of Clan Disciplines without having to search out another character (PC or NPC) to teach them. It allows you to simply purchase the approved disciplines. Check with ST if you have any specific discipline in mind.
NOTE: Mentors are not all powerful and do not have access to everything. They are of a specific Clan. Also, they are your mentor but not servant. There is a good chance they are going to expect a favor in return at some point.
Burning Wrath (3 pt merit)
A Brujah’s heart is ablaze with emotion, spurred by anger, and filled with righteous fury. By spending 1 blood you can channel this anger and unleash your Burning Wrath, thus turning your fists into supernatural weapons.
This power’s origin is lost to the Brujah, though many of its more combative members have learned the secret. Indeed, since the fall of Carthage this power is becoming more widespread, particularly among the less genteel ranks of the clan.
When the Brujah activates this power, she becomes capable of striking an enemy for supernatural damage. The blood used during this power’s activation also causes the Kindred’s flesh to blush with a violent crimson. In some cases, visible waves of blood-heat emanate from her body or a red mist envelops her.
System
Spend 1 blood. For the rest of the round (including Celerity actions), ONE of your damage is converted to aggravated (per hit) when you attack a foe with a bare-knuckled punch. In addition you gain a +2 wild card bonus on this attack.
ie. If you strike someone for 3 damage you would deal 1 aggravated and 2 lethal.
NOTE: The option of only converting 1 damage to aggravated per hit is because it is blunt force damage after all. If you get hit by a burning torch in real life some of the damage is blunt force depending on how hard you are hit and a little surface damage/burs may be caused by the flaming end. So less damage is aggravated but at the trade off of 1 blood for the entire round (instead of 1 blood per attempted attack as the old system)
Sorcerous Dabbler (3 point merit)
Before the Tremere made themselves most Clans had some form of Blood/Koldunic Magic. Using their blood to enact certain effects or to manipulate their environment. Though most clans have wandered away from this or keep their secrets tight to the chest you have managed to pick up a book or learn some basics.
A character with this merit can perform a few magical rituals even if she has no dots of Thaumaturgy. You do not have to purchase the Thaumaturgic Training merit (see Chapter Five: Merits and Flaws, page 253) to buy Sorcerous Dabbler. When a player purchases this merit, she selects a number of Thaumaturgical rituals: either three level 1 rituals, or two level 2 rituals, or one level 3 ritual. The character must then purchase these rituals with XP at standard cost.
Once Enslaved (3 point flaw)
At some point in your past, you suffered the awful love forced by a full blood bond. It terrifies you to think you might endure that feeling again. When faced with a situation where you might become even partially blood-bound, you suffer the effects of an immediate psychotic break. You gain a Phobia Derangement surrounding Blood Bonds (as part of flaw, no extra points gained). You MUST expend 1 Willpower trait to be sworn into fealty as it involves a 1pt Blood Bond.