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 Supernatural Merits and Flaws

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

PostSubject: Supernatural Merits and Flaws   Sat Jun 19, 2010 8:40 pm

Supernatural Merits

Medium - 2PT Merit

You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, through pleading or cajoling, draw them to your presence. You may call upon them for aid or advice, but there will always be a price.

Magic Resistance - 2PT Merit

You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other creeds and orders. The difficulty of all such magic, both malicious and beneficent is two higher when directed at you. You may never learn the Discipline of Thaumaturgy.

Oracular Ability - 3PT Merit
You can see and interpret signs and omens. You are able to draw advice from these omens, for they provide hints of the future and warnings of the present. When the Storyteller feels that you are in position to see an omen, you will be required to make a Perception + Occult roll with the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen, the difficulty again relative to the complexity of the omen.

Spirit Mentor - 3PT Merit
You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance.

Unbondable - 3PT Merit
You are immune to being blood bound.

Lucky - 3PT Merit
You were born lucky-or else the Devil looks after his own. Either way, you may repeat any three failed rolls per story, including botches, but you may try only once per failed roll.

Occult Library - 2PT 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.

Deceptive Aura - 1PT Merit
Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura.

Healing Touch - 1PT Merit
Normally vampires can only seal the wounds they inflict by licking them. With but a touch, you can achieve the same effect.

Inoffensive to Animals - 1PT Merit
With rare exceptions, animals usually despise the Kindred. Some flee, others attack, but all dislike being in the presence of a vampire. You have no such problem. Animals may not enjoy being in your company, but they don't actively flee from you.

Hidden Diablerie - 3PT Merit
The tell-tale black streaks of diablerie do not manifest in your aura.

Additional Discipline - 5PT Merit
You can take one additional Discipline (Storyteller discretion) as if it were a clan Discipline. All costs to learn that Discipline are paid out as if it were native to your clan. A character cannot take this merit more than once.

Supernatural Flaws

Cold Breeze - 1PT Flaw

A chill wind follows you everywhere you go. While it may make for dramatic entrances, this effect also discomfits mortals (+1 difficulty on all appropriate Social rolls) and also endangers the Masquerade. Cold winds sweeping through executive offices or crowded nightclubs can raise all sorts of questions.

Beacon of the Unholy - 2PT Flaw
You radiate palpable evil. Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly. Churches and other places of worship are barred to you as well.

Deathsight - 2PT Flaw
Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals look diseased or skeletal, buildings seem decrepit, and your fellow Kindred seem to be walking, moldering cadavers. You are at -2 difficulty to resist all rolls based on Appearance, but by the same token you are at +2 difficulty on all Perception-based rolls. In addition, you find social interaction difficult and are at +1 difficulty on all Social-based rolls.

Lord of the Flies - 2PT Flaw
Buzzing harbingers of decay swirl around you everywhere. Their constant presence makes it difficult for you to interact socially (+1 difficulty when appropriate) and nearly impossible to sneak up on someone or hide effectively. The buzzing of the flies inevitably gives you away – all Stealth rolls are at +2 difficulty.

River of Blood - 3PT Flaw
Violence and death seek you out no matter where you go. Regardless of your intentions, bloody carnage inevitably erupts around you. Your loved ones, friends and associates find themselves caught in the crossfire, and the constant threat forces them to withdraw from you – if they survive. There is no respite for you – no matter where you go or what you are doing, all hell picks your exact location as the perfect place to break loose.
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