Merits
Vampire the Dark Ages
Dark Ages


Back to main Merits and Flaws page

Merits and flaws are divided into four categories: physical, mental, social and supernatural. The physical category describes merits or flaws that deal with a character's physical makeup or abilities, while the mental category addresses intellectual abilities or patterns of behavior. The social category comprises relationships and individual status in Kindred or mortal society, while supernatural merits and flaws concern the paranormal abilities of vampires and the way they interact with the physical world.

Physical Mental Social Super Natural
Face of the Beast (2-pt)
Stench (2-pt)
Plague Bearer (3-pt)
Infested (4/7-pt)
Fierce Bigot (2-pt)
Moon Mad (2-pt)
Wanderlust (4-pt)
Suicidal Beast (6-pt)
UNDER
CONSTRUCTION
UNDER
CONSTRUCTION

Physical
Back to Top
Face of the Beast (2-pt Flaw)
The Beast Within emerges in time of hunger or stress, twisting your visage into a monstrous caricature of human form. Your Appearance rating can never exceed your current blood pool. In addition, you must roll Self-Control (difficulty 6) whenever you are subject to stress. This is in addition to any checks for frenzy. If you fail, your Appearance drops to zero for the rest of the scene. Characters with this Flaw who follow Instinct automatically assume their bestial visage if provoked, as do those who actually succum to frenzy.

Stench (2-pt Flaw)
Even for a society skeptical of bathing, you stink. No one willingly stands downwind of you, and even Nosferatu find you revolting. You lose two dice from most Social and Stealth rolls unless you are standing several yards downwind of your target. In addition, anyone within a yard of you must reflexively roll Stamina at difficulty 6 (or 8 for individuals with a heightened sense of smell). Those who fail lose one die from all actions due to overwhelming nausea until they withdraw from your immediate presence.

Plague Bearer (3-pt Flaw)
Your blood is infected with plague or some equally virulent disease. You might not show symptoms or suffer its ravages, but you can transmit it to all your victims. Even worse, you cannot rid yourself of the disease by purging your blood. Alchemy or thaumaturgy may offer a cure, as may the healing arts of the vanishing Salubri. If your condition is known, you might be forbidden acces to many cities or restricted to feeding from lepers and other diseased wretches. Cainites who drink your blood must check for infection normally, although they may cure themselves by purging.

Infested (4/7-pt Flaw)
Foul creatures live on or inside you; possibilities include worms, maggots, lice, ticks, mosquitoes or something stranger, like bloodsucking fungus. Alternately, a could of buzzing flies or other insects perpetually follows you around. Truly wretched souls may even suffer both versions of this Flaw for seven points, with flying insects crawling in and out of their orifices at inopportune moments. If you play host to hemovores, roll one die when you awaken at dusk. Dive the result by 3, rounding up, and subtract that many blood points from your pool. This blood loss cannot drive you into torpor; the worst that can happen is that you awaken in hunger frenzy. In addition, the constant itching makes you irritable, adding +1 to the difficulty of all Self-Control rolls. If you trail clouds of flies, the insects subtract one die from most Social rolls. Additionally, their constant buzzing announces your presence, adding +2 to the difficulty of all Stealth attempts.



Mental Back to Top
Fierce Bigot (2-pt Flaw)
You hold particular hatred or disdain for a specific class or community of mortals. You make all frenzy checks at +2 difficulty around such individuals, and always attack them first if you do succumb to frenzy.

Moon Mad (2-pt Flaw)
Your temper waxes and wanes with the phases of the moon. Under the crescent moon, difficulties to avoid frenzy increase by one. This difficulty modifier rises to two under a half or gibbous moon, and three under a full moon. There is no difficulty modifier during the new moon.

Wanderlust (4-pt Flaw)
Like Caine himself, you are cursed to wander the Earth, never finding succor or rest until God Himself grants it to you. YOu may only sleep three consecutive days in the same one-mile area. If you surpass this limit, each successive day leads to cumulative halving of all dice pools (to a minimum score of 1 in any pool). You do not suffer this agitation in torpor. Gangrel of the Anda bloodline cannot purchase this Flaw.

Suicidal Beast (6-pt Flaw)
Some part of your withered sould recognizes your damnation. Perhaps your Beast repents its hunger, or your self-destructive impulse overrides its instincts. Whenever you are in a poistion to check for Rötschreck, roll Courage as normal. However, failure does not lead to Red Fear. Instead you seek out the source of danger and embrace destruction - seizing a torch by the flames or dashing into the sunlight. It is possible for characters with this Flaw to develop "normal" survival instincts in play, but never easy.


Social Back to Top
Uncouth (1-pt Flaw)
Even for peasants or foreigner, you have extremely poor manners and equally tarnished reputation. Depending on your Charisma, other lower-class individuals may spit as you pass or laugh at your bawdy humor, but aristocrats and Cainites of the High Clans are not amused. When interacting with your betters, you cannot have more dice in a Social pool than twice your Status Background. The Storyteller may waive this limit if crudeness serves intent (such as Intimidation attempts). This Flaw should be roleplayed.

Former Magus (2-pt Merit or Flaw)
In life you were a mage, able to reshape creation with the force of your will. That power is lost to you now, replaced with the curse of Caine. Yet you have not sundered all ties to your former Fellowship. If this trait is a Merit, a few of your mystical associates still talk to you. They probably won't give you access to their libraries or let you into their sanctums, but they pass along informaion from time to time and exchange favors when it suits them. If this trait is a Flaw, your former associates view you as a liability. They might not actively hunt you  (unless you also take the Enemy Flaw), but they regard you as a monster and traitor and treat you accordingly. This trait is extremely rare outside of Clan Tremere

UNDER CONSTRUCTION

Supernatural Back to Top

UNDER CONSTRUCTION








Make a Free Website with Yola.