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 Social Merits

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Posts : 80
Join date : 2010-06-16
Age : 32
Location : Temple, Tx

PostSubject: Social Merits   Sat Jun 19, 2010 8:22 pm

Social Merits

Approachable (1 pt Merit)

There is something very inviting and nonthreatening about you. People find you very easy to start a conversation with. Even distrustful creatures tend to put aside their instinctive wariness of mortals in regard to you. Reduce the difficulty of any Empathy rolls involving other people by two, and by one where human-seeming monsters (such as vampires) are concerned.

Prestigious Sire - 1PT Merit
Your sire has or had great status in her sect or clan, and this has accorded you with a certain amount of prestige. Though your sire may no longer have any dealings with you, the simple fact of your ancestry has marked you forever. This prestige might aid you greatly in dealings with your elders or other neonates, or it might engender jealousy or contempt.

Natural Leader - 1PT Merit
You are gifted with a certain magnetism to which others usually defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.

Debt of Gratitude - (l-3)PT Merit

An elder owes you gratitude because of something either you or your sire did for her. The depth of gratitude the elder owes depends on how many points the player wishes to spend. One Point might mean the elder owes the character a favor; three points might mean that she owes the character her unlife.

Special Gift - (1-3)PT Merit

For some reason, your sire gave you a valuable gift after your Embrace. The Storyteller should create something suitable. You are free to make suggestions, but the final choice of item (as well as how many points it is worth) lies with the Storyteller.

Reputation - 2PT Merit

You have a good reputation among the vampires of your city. You may have earned this reputation, or inherited it from your sire. Add three dice to any Dice Pools involving social dealings with the city's Cainites. A character with this Merit may not take the Flaw Notoriety.

Pawn - 3PT Merit

You have a measure of control over another vampire, one of higher generation than you. Your control might lie in the Blood Oath, blackmail or some other means of coercion. Your pawn might not even realize he's being controlled. In any event, you must keep a careful eye on him, lest he slip his leash.

Family Member - 1PT Merit

A member of your mortal family is also a vampire. You have a good relationship with the family member and he will come to your aid if you call. However, he may also call upon you for aid some day. If the family member is close by, this is a two-point Merit. If the family member is in your coterie, it is a three-point Merit.

Clan Friendship - 4PT Merit

One particular clan (not your own) has a special liking for you. You might have done the clan as a whole a favor at some point, or perhaps you're just a loud voice in support of their aims. Whatever the case, you're at -2 difficulty on all Social rolls involving members of the clan in question. Of course, the reaction your cozy relationship with another clan is likely to draw from your own clan leaders is an entirely different can of worms.

Manse - 2PT Merit

You own a large Manor-a home with 25 or more rooms-as well as the surrounding estate. The servants, if you have any, are provided for if you choose this Merit, although they cannot be used as Herd or Retainers unless you purchase the appropriate Background. The mansion is assumed to be fenced or walled in, and makes an excellent haven. While the mansion can be in as poor or as good repair as you wish, the more inhabited it appears to be, the more attention (from taxmen and the like) it will garner. Similarly, superstitious mortals will go out of their way to avoid a "haunted" manor....

Elysium Regular - 1PT Merit

You spend an unusual amount of time at the various Elysiums in your city. You see and are seen to such an extent that all of the movers and shakers of Elysium at least know who you are. Extended time spent in Elysium also gives you extended opportunities to interact with the harpies and other Kindred of that stature – and they'll know your name when you approach them.

Former Ghoul - 1PT Merit

You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society. You are at -1 difficulty on all Social rolls when in the presence of other neonates (particularly those who haven't been educated by their sires), and have a standing -1 difficulty on rolls relating to knowledge of the Kindred.

Harmless - 1 PT Merit

Everyone in the city knows you, and knows that you're no threat to their plans. While that sort of estimation may seem insulting, it's also what's kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. If you start acting in a way that demonstrates that you are no longer harmless, others' reactions to you will likely change as a result.

Protégé - 1PT Merit

Your sire watched you for some time before Embracing you, and spoke glowingly of you to acquaintances. These vampires may be inclined to look favorably on you by dint of your sire's recommendation; you are at -1 difficulty on Social rolls with all those who've heard good things about you.

Rep - 1PT Merit

Your fame has exceeded the bounds of your sect. Everyone knows who you are, what you've done and what you're supposed to have done (which might not be the same thing). The publicity can be good or bad; what matters is that everybody knows your name. Whether individuals outside of your immediate social circle know enough to match your face to your name is a different matter.

Sabbat Survivor - 1PT Merit

From the Beginning: Character Creation You've lived through at least one Sabbat attack and/or attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again. You are at -1 difficulty on all Perception rolls when it comes to Sabbat-based matters. This Merit comes into play most frequently as a means of avoiding ambushes and the like.

Boon - (1-6)PT Merit

Someone owes you a favor. The vampire in your debt might be the lowliest neonate in the city or might be the prince herself; it all depends on how many points the Merit costs. You only have that single favor owed you (unless you take the Merit multiple times), so using it properly is of paramount importance. Depending on status and other factors, the vampire who owes you a favor may well resent his debt, and might go out of his way to "settle" it early – even going so far as to create situations from which he must "rescue" you and thus clear the slate.

Bullyboy - 2PT Merit

You're part of the brute squad the local sheriff calls on when he needs some muscle. As a result, you get in on action that others miss entirely, score points with those in power, and occasionally get a chance to act outside of the law. How far outside the law the sheriff is willing to let you go depends on circumstance and how much the sheriff likes you.

Old Pal - 2PT Merit

An acquaintance from your breathing days was Embraced at the same time you were. Fortunately, your friendship has endured even death and unlife, and you find a constant source of support and aid in your old friend. She expects the same of you, which isn't always convenient, but at least you each have someone to hang onto who remembers the good old nights – and days.
Storyteller Note: An Old Pal should be played as a very loyal Ally.

Open Road - 2PT Merit

Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routes and methodologies, not to mention haven space available in any number of destinations. Unless someone out there knows your exact route and is specifically looking for you, you can move between cities unimpeded by random encounters with Lupines, overzealous state troopers and the like.

Scholar of Enemies - 2PT Merit

You have taken the time to learn about and specialize in one particular enemy of the Camarilla. You are aware of at least some of the group's customs, strategies, abilities and long-term goals, and can put that knowledge to good use. This Merit is worth a -2 difficulty for all rolls pertaining specifically to the subject of your specialization. On the other hand, you are at a +1 difficulty when it comes to dealing with other enemies, simply because you're so thoroughly focused on your field.

Scholar of Others - 2PT Merit

This Merit functions identically to Scholar of Enemies, except that it applies to a group that is not necessarily inimical to the Camarilla.

Sheriff's Friend - 2PT Merit

For whatever reason (maybe your winning smile or perhaps just your superb grovelling technique), the local head lawman likes you. He's inclined to overlook your minor trespasses and let you in on things you're not supposed to know about. He even gives you warnings about occasional crackdowns and times when the prince isn't feeling generous. Of course, abusing this connection might well turn a friendly sheriff into an enemy – and the change might not be apparent until it's too late.

Domain - (2-4)PT Merit

The prince has given you exclusive rights to a piece of territory. The size and importance of that territory are in direct proportion to the cost of the Merit. A few blocks' worth of rowhouses might be worth two points, while four square blocks in the city's financial district could be worth four. While the rights to this territory are yours, there are responsibilities that come along with it. If those responsibilities are not met, the prince may well strip you of your holding.

Alternate Identity - 3PT Merit

In addition to your normal identity, you've taken up an alternate role that allows you to run with another group or sect of vampires. This other self has a believable history and backstory that can stand up to at least cursory checks, and he is accepted at face value (more or less) by his associates. However, your sire, Allies, Contacts, etc. don't know that you maintain this second identity, and treat this "stranger" accordingly.

Friend of the Underground - 3PT Merit

While you're not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes and other subterranean passages of your home town. The local Nosferatu (and any other creatures dwelling down in the muck) may not actually like you, but they're not inclined to kill you on sight when they see you in their territory. You are at -1 difficulty on all Sewer Lore rolls, and any rolls involving the subterranean world (sneaking from place to place underground, finding routes into sub-basements and so on). Nosferatu cannot purchase this Merit.

Mole - 3PT Merit

You have an informer buried in the Sabbat (or, less likely, one of the independent clans or the Anarch Free States) who funnels you all sorts of information as to what her peers are up to. What you do with the information is up to you, but abusing the knowledge might be a good way to get your informer killed. The other side has spies too, you know….

Rising Star - 3PT Merit

You're one of the up and comers in your city, a rising star in the Camarilla's firmament. Everyone wants to know you and be your friend, even as those in power groom you for positions of higher responsibility. You are at -1 difficulty on all Social rolls against any Camarilla vampires who aren't actively opposing your ascent.

Holder of Office - (3-5)PT Merit

From the Beginning: Character Creation You currently hold one of the official Camarilla positions in your city. The degree of power you possess depends on the cost of the Merit.

Clan Friendship - 4PT Merit

One particular clan (not your own) has a special liking for you. You might have done the clan as a whole a favor at some point, or perhaps you're just a loud voice in support of their aims. Whatever the case, you're at -2 difficulty on all Social rolls involving members of the clan in question. Of course, the reaction your cozy relationship with another clan is likely to draw from your own clan leaders is an entirely different can of worms.

Broken Bond - 4PT Merit

You were once blood bound but have have secretly slipped the leash, and you are free to act, as you will once more. Your regnant has no idea that you are not in fact bound, and continues to treat you as if you were. At Storyteller discretion, the experience of having been bound once may render you immune to ever being enthralled again.

Primogen Friendship - 4PT Merit

The ruling council of the city values you and your opinions. You are called in to consult on decisions, and your recommendations carry great weight. Your position may not be an official one, but it's powerful nonetheless.

Dynamic Personality - 5PT Merit

People are drawn to you, due to some characteristic appeal you exude. You may purchase additional Backgrounds using your experience points at the end of each story -- two experience points earn you one Background dot from the following group : Allies, Contacts, herd, Retainers.

Harpy - 5PT Merit

You count yourself among the harpies, the vampires who rule the roost in Elysium. Yours is one of the voices that mock, exalt, praise or humble the Kindred of the city. Your opinion is very influential, which means that you're going to face all sorts of attempts – from bribes to threats – to change it. You are at -1 difficulty on all Social rolls when acting in your official capacity.

Primogen - 7PT Merit

You are part of the ruling coterie of vampires in the city in which you reside. Your voice is one of the few to which the prince must listen, and you have tremendous influence in your clan. On the other hand, there are always others plotting to take your place, making your position a precarious one.


Botched Presentation - 1PT Flaw

When your sire presented you to the prince of the city, you flubbed it. Now you're convinced His Majesty hates you (whether he does or not). You need to succeed on a Willpower roll (difficulty 7) just to stand in front of the prince or one of his duly authorized representatives without running, blubbering or otherwise making a fool of yourself.

Expendable - 1PT Flaw

Someone in power doesn't want you around. Maybe she wants territory you possess, or is jealous of the attention you're getting from a prize mortal retainer – the details are irrelevant. What does matter is that she has the power to maneuver you into dangerous situations "for the good of the Camarilla," and has no compunctions about doing so.

Incomplete Understanding - 1PT Flaw

The whole matter has been explained to you, but you're still not quite sure how this whole Camarilla/Masquerade thing works. Your imperfect understanding of the rules and regulations of your new existence means that sooner or later, you're going to make a mistake. It's only a matter of time….

New Arrival - 1PT Flaw

You've just arrived in your new city of residence, and have done so without knowing anyone in the place. Existing factions may try to recruit or eliminate you, while the harpies size you up and take your measure. Meanwhile, your ignorance of the city's current events, history and politics (not to mention the personality quirks of the vampires already in place) may cause you to make a serious blunder.

New Kid - 1PT Flaw

You're the latest Embracee in the city, and everyone knows it. That automatically puts you at the bottom of the social totem pole. Other neonates take every opportunity to demonstrate your inferiority to you, proving that the dynamics of the schoolyard are alive and well in the Camarilla. Even if someone else is added to the ranks of the unliving, you're still regarded as something as a bit of a geek by your peers – a distinction that can have dangerous consequences if bullets start flying. All Social-related rolls are at +1 difficulty when you are dealing with other neonates.

Recruitment Target - 1PT Flaw

The Sabbat wants you, and they want you bad. Every effort is being made to recruit you, willing or no, and the press gangs usually show up at the worst possible time.

Sympathizer - 1PT Flaw

You have publicly expressed sympathy for some of the Sabbat's goals and policies. Your outspoken views on the subject have made you suspect in the eyes of the city's hierarchy, and you may be suspected of (or arrested for) treason.

Bound - 2PT Flaw

You are blood bound to another vampire. Your regnant may not necessarily treat you badly, but the fact remains that your will is not entirely your own. The knowledge gnaws at you, even as you find yourself lost in devotion to your vampiric master.

Catspaw - 2PT Flaw

You've done 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 embarrassment 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.

Escaped Target - 2PT Flaw

The flip side of Rival Sires, Escaped Target means that you had targeted a mortal for the Embrace, but someone else got there first. You cannot stand the humiliation of being cheated of your prize, and fly into a rage (+2 difficulty to avoid frenzy) whenever you see the one who got away. This hatred may lead you into other irrational behaviors, like Embracing enemies of the neonate, creating unauthorized childer or even trying to kill your rival. Furthermore, your petty and irrational behavior is well-known and quite noticeable, and as a result you are at +1 difficulty on all Charisma rolls until the situation is resolved.

Failure - 2PT Flaw

You once held a title in the city, but failed catastrophically in your duties. Now you are branded incompetent, excluded from circles of power and responsibility and generally ostracized by those on their way up. Your exclusion may make you a target for recruitment by the Sabbat (or so the whispers run, making you even more distrusted). Conversely, the consequences of your error – a breach of the Masquerade, an unauthorized Embrace, a lawbreaker allowed to escape – might come back to haunt you.

Masquerade Breaker - 2PT Flaw

In your first nights as a member of the Kindred, you accidentally broke the Masquerade – and were spotted doing so. Someone else covered for your mistake, but holds the favor over you. Now you exist in fear that your error will be revealed. In the meantime, your "savior" takes pitiless advantage of you.

Old Flame - 2PT Flaw

Someone you once cared deeply for is now with the enemy. He still attempts to play on your sympathies "for old times' sake" while working against you. Unless you succeed on a contested Manipulation + Expression roll against your former friend, you do not act against him unless the situation becomes life-threatening.

Rival Sires - 2PT Flaw

Not one, but two vampires wanted to gift you with the Embrace. One succeeded, one failed – and she's not happy about that failure. Either you, your actual sire or both of you have become the target of the failed suitor's ire. Regardless, your persecutor is at +2 difficulty to refrain from frenzy in your presence. In addition, she may well be working actively to discredit or destroy you.

Uppity - 2PT Flaw

You are proud of your new status and clan – so proud that you've shot your mouth off to other Kindred and made some enemies. Wiser vampires laugh at you and chalk your rudeness up to youth, but others regard you as arrogant and insulting. These enemies will take action to embarrass or harm you. Furthermore, you are at +2 difficulty on all Social rolls against any vampires you have alienated through your yammering – and you may not know who they are. At Storyteller discretion, you may also be required to make a Willpower roll (difficulty 6) to keep your mouth shut any time the opportunity presents itself for you to brag about your lineage, your clan or your status.

Disgrace to the Blood - 3PT Flaw

Your sire regards the fact that he Embraced you to be a titanic mistake, and has let everyone know it. You are mocked in Elysium, taunted by your peers and actively despised by the one who should be giving you guidance. Any request or petition you make is likely to be looked down upon by friends of your sire, and your achievements are likely to be discounted.

Former Prince - 3PT Flaw

Once, you held near-absolute power in a city, but those nights are gone now. Perhaps you stepped down, perhaps you were deposed, or perhaps your city fell to the Sabbat; it matters little in your reduced state. What does matter is that the prince in the city where you now dwell is aware of your prior employment, and has concerns that you might be trying to make a comeback. The machinery of the Camarilla in the city where you now make your home is subtly stacked against you, and if the prince sees an opportunity to get rid of you he just might take it.

Hunted Like a Dog - 3PT Flaw

Another sect or group of vampires – be it an independent clan or the Sabbat as a whole – has decided that you're a target for extermination, and pursues you relentlessly. On the bright side, the enemies of your enemy may well wish to help you out, potentially garnering you allies in this one instance.

Narc - 3PT Flaw

You are known to be a snitch, an informer firmly planted in the sheriff's pocket. Those on whom you might yet inform loathe you as a result, feeding you misinformation when they can in an attempt to discredit you. Given the opportunity, they might do you mischief. Regardless, your reputation as a fullfledged weasel precedes you, putting you at +1 difficulty on all Social rolls against those who don't agree with your politics.

Sleeping With the Enemy - 3PT Flaw

You have some sort of intimate connection with a member of an opposing sect or inimical clan. You may have a lover, a childe, a friend or a contact working the other side of the fence, but regardless of politics you retain a friendly (or more than friendly) relationship with your putative foe. Your close ties to someone on the other side would be regarded as treason by your superiors within the Camarilla, and if you are discovered the penalty will surely be death.

Clan Enmity - 4PT Flaw

One clan in particular wants you dead. You have offended the entire clan, from elders to neonates, and as a result every member of that bloodline wants your head on a plate. The effects of the Flaw may manifest as anything from very public snubs and insults to actual attempts on your existence. You are also at +2 difficulty on all Social rolls relating to members of the clan in question.

Loathsome Regnant - 4PT Flaw

Not only are you blood bound, but you are also in thrall to a vampire who mistreats you hideously. Perhaps you are publicly abused or humiliated; perhaps your master forces you to commit unspeakable acts for him. In any case, existence under the bond is a never-ending nightmare, with your regnant serving to conduct the symphony of malice.

Overextended - 4PT Flaw

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. Furthermore, your enemies block every attempt you make to move into new areas of control. You're boxed in, and the box is getting smaller.

Blood Hunted - (4-6)PT Flaw

You have been made the target of a blood hunt, and for you to return to your home city is death. For four points, this Flaw means that only your home city is off-limits to you. For six, it means that the entire Camarilla is howling for your vitae.

Obvious Predator - 2PT Flaw

Either your face or your immediate disposition lets people know that you have nothing good in store for them. Mortals react poorly to people who exude such a blatant air of menace, and all your difficulties for Social rolls increase by two (with the exception of intimidation-related rolls).

Laughingstock - 5PT Flaw

Somehow you've drawn the scorn of the local harpies, who make you their favorite and reflexive target. You are at a +2 difficulty on all Social rolls in Elysium and a +1 anywhere else in the city. In addition, you are at +2 difficulty to use Intimidation or any Dominate powers on anyone who has heard the stories mocking you.

Red List - 7PT Flaw

You are either being considered for or are already on the dreaded Red List, the registry of those vampires the Camarilla most wants extinguished. Any Camarilla vampire will either attack you on sight or, more likely, call in for a great deal of help.

Ward - 3PT Flaw

You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. This character is often a friend or relative from your living days. Retainers do not count as wards, as they "pay their own way." Wards have a talent for getting caught up in the action of stories, and are frequent targets of a character's enemies.

Probationary Sect Member - 4PT Flaw

You are a defector. You turned traitor to the Camarilla, Sabbat, Followers of Set or other vampiric order, and you still have much to prove before you are accepted by the Kindred you have defected to. Elders, ancillae and even neonates treat you with distrust and even hostility, and your reputation might even sully those whom you regularly associate with.

Notoriety - 3PT Flaw

You have a bad reputation among your peers perhaps you violated the Traditions once too often, or you belong to an unpopular coterie. You have a two dice penalty to all dice rolls for social dealings with other Cainites. A character with this Flaw may not take the Reputation Merit.

Sire’s Resentment - 1PT Flaw

Your sire dislikes you and wishes you ill. Given the smallest opportunity, she will actively seek to do you harm. Your sire's allies also work against you, and many elders may resent you.

Diabolic Sire - 2PT Flaw

Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla. She could he wantonly breaking the Masquerade, or hunting down the elders of the city and feasting on their blood. Archons are likely to come to you in order to discover your sire's whereabouts, and they may not believe you if you tell them you do not know.

Infamous Sire - 1PT Flaw

Your sire was, and perhaps still is, distrusted and disliked by many of the city's Kindred. As a result, you are distrusted and disliked as well.

Mistaken Identity - 1PT Flaw

You look similar to descriptions of another Kindred, which cause cases of mistaken identity. This can prompt numerous awkward or even dangerous situations, especially if your "twin" has a terrible reputation or is wanted for some crime.

Enemy - (1-5)PT Flaw

You have an enemy or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of a Methuselah, archmage or other potent supernatural foe).

Hunted - 4PT Flaw

You are pursued by a fanatical witch-hunter who believes (perhaps correctly) that you are a
danger to humanity. All those with whom you associate, be they mortal or Kindred, may be hunted as well.

Twisted Upbringing - 1PT Flaw

Your sire was quite malevolent and taught you all the wrong things about Kindred society. All your beliefs about hovv vampires interact are wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start (the Storyteller will tell you when). But until then, you will continue to believe what you were first told, no matter how others try to "trick" you into thinking otherwise.

Clan Enmity - 4 PT Flaw

One clan in particular wants you dead. You have offended the entire clan, from elders to neonates, and as a result every member of that bloodline wants your head on a plate. The effects of the Flaw may manifest as anything from very public snubs and insults to actual attempts on your existence. You are also at +2 difficulty on all Social rolls relating to members of the clan in question.

Dark Secret - 1PT Flaw

You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah in the local Kindred community. This could be anything from having murdered an elder to being a member of the Sabbat.

Insane Sire - 1PT Flaw

Your sire has completely lost his grip on reality, and has become dangerously insane. Any wrong committed by your sire may affect your standing, and some of your sire's dangerous schemes may somehow involve you. Because their sires are already assumed to be insane, Malkavians cannot take this Flaw.
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