Guide to the Low Clans
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 |
| Long Fingers (1-pt) Piscine (1-pt) Supple Joints (1-3-pt) Bloat (1-5-pt) Heart of Bone (1-5-pt) Feeding Tongue (1-6-pt) Immune to Disease (2-pt) Maw (2-pt) Retractable Wings (2-pt) Unmarred Face (2-6-pt) Blood Connoisseur (3-pt) Foul Humors (3-pt) Batagia (4/7-pt) |
Ability Apitude (1-pt) Sanguine Lucidity (1-pt) Flock (3-pt) Enlightened (5-pt) |
Adopted Into Grace (1-pt) Harmless (1-pt) Alternate Identity (1-5-pt) Network (1-5-pt) Pretender to the Blood (1-pt) Scarred (1-pt) Former Magus (2-pt) |
UNDER CONSTRUCTION |
Physical
Back to Top
Long Fingers (1-pt Merit)
Your fingers are hideously long and spidery, perhaps with extra joints,
or rubbery like the tentacles of a squid. You gain one extra die on all
rolls involving fine coordination or grappling.
Piscine (1-pt Merit)
You are unusally comfortable underwater and vastly prefer swimming to
walking. You receive a -1 difficulty to all Physical dice pools related
to underwater movement. This Merit is particularly common among canal-
or harbor-dwelling broods of Nosferatu and the occasional aquatic
Gangrel.
Supple Joints (1-3-pt Merit)
You are unusually lithe. For one point you reduce the difficulty of all
Dexterity rolls involving body flexibility by two (such as escaping
restraints or contorting through tight spaces). For three points, you
can bend most joints backward, dislocate others at will and perform
feats of contortion impossible for a human body (such as turning your
head to look straight back). You can escape most restraints and slither
through small spaces automatically, although the Storyteller may
require a roll for extreme feats.
Bloat (1-5-pt Merit)
You can store more blood than your generation should allow. Every point
invested in this Merit increases your maximum blood pool by one,
although it does not increase the rate at which you can process or
expend vitae. When you exceed your normal limits, your skin blushes red
as though burned, or visibly bulges, giving you a grotesque visage
(lose one die from all Appearance-based pools while in thise state).
Other Cainites (and beings with heightened senses) can smell the blood
trying to squeeze past your pores with a successful Perception +
Alertness roll (difficulty 7). This can incite frenzy in hungry vampres.
Heart of Bone (1-5-pt Merit)
Your heart is protected by a sheath of leathery cartilage or warped
bone. For every point invested in this Merit, you gain one extra soak
die to resist staking attempts or other attacks intended to pierce the
heart. These soak dice do not protect against other forms of damage.
Feeding Tongue (1-6-pt Merit)
Your tongue extends to inhuman lengths as a bizarre instrument of
feeding. It may be delicate and forked like a serpent's or a monstrous
cartilaginous spike, but the effect is the same. You can extend your
tongue six inches per point invested in this Merit, and may drain blood
or inflict aggravated damage without clinching your prey (as long as
you are within range). Unlike traditional feeding, your tongue does not
engender the pleasure of the Kiss. Such feeding is more like a giant
mosquito plunging a dagger-sized needle into flesh and siphoning blood
fast enough to collapse veins.
Immune to Disease (2-pt Merit)
You are preternaturally resistant to disease and may freely gorge on
infected blood without risk of becoming a carrier. Only magical disease
can afflict you, and you gain an extra die to resist these unnatural
maladies. Few Cainites with such resistance are aware of their gift.
Maw (2-pt Merit)
Unlike other vampires, you have a distended maw filled with jagged,
knifelike fangs. Your bite inflicts an extra die of damage, and you may
drain one extra blood point each turn when feeding. Unfortunately, your
teeth are obviously inhuman and cannot retract. Unless you keep your
mouth closed, you suffer +2 difficulty on all Social rolls not
involving Intimidation.
Retractable Wings (2-pt Merit)
A vampire with this Merit may take an action to extend or retract her
wings. Retracted wings collapse and fold tightly against the body,
allowing the character to move through tighter spaces and maneuver
unencumbered. Only Gargoyles and other vampires with wings may puchase
this Merit.
Unmarred Face (2-6-pt Merit)
Even if your body is a leprous husk of pustules or monstrous chimera of
fused animals, your face remains eerily pristine. So long your face is
the only part of you that is visible, your effective Appearance rating
is one dot for every two points invested in this Merit. Nosferatu
characters with this Merit suffer worsened deformities in other parts
of their bodies, gaining at least one physical Flaw for which they gain
no points (as well as the undying scorn of their clanmates). Obviously,
this Merit is useless (and not permissible) to characters without
serious full-body deformity of some kind.
Blood Connoisseur (3-pt Merit)
With a single whiff or tasted drop, you can learn much about a given
sample of blood. Your refined palette can even detect the presence of
foreign substances or taint. Whenever you analyze a sample, roll
Perception + Alertness (difficulty 6). Each success allows you to glean
one fact about the blood, such as its potency, freshness, species, or
wheter it has been poisoned or contaminated with disease. If multiple
successes are spent learning a single fact, additional details may be
unveiled at Storyteller discretion. Note that this Merit does not
confer preternatural awareness like the Rego Vitae power A Taste for
Blood. Characters who have never tasted arsenic or Lupine blood cannot
recognize either -- although they may discern such samples as poisoned
or non-human. In no case may characters discern supernatural properties
like clan or generation. As always, the Storyteller determines what
information a character may learn.
Foul Humors (3-pt Merit)
Your flesh and blood tastes bilious or outright putrescent. Anyone who
bites or feeds from you must make a Willpower roll (difficulty 5 plus
the number of health levels inflicted or blood points consumed). Those
who fail spend the next turn choking, retching or gagging. Any fool who
actually attempts to drink you dry (such as in preparation for
diablerie) must make three consecutive Willpower rolls at difficulty 9
to succeed. If any of these checks fail, the feeding vampire spends the
rest of the scene vomiting his entire blood pool in a fountain of
tainted gore.
Batagia (4/7-pt Merit)
Leathery wings fold into your body like a bat or flying squirrel,
hanging flaccidly like a tattered cloak when not in use unless hidden
beneath bulky clothes. Although you cannot actually fly, you may glide
for short distances at your normal walking speed with the aid of
updrafts or strong wind. Characters with this Merit cannot have an
Appearance greater than 2, and most suffer from the Monstrous Flaw). A
few dedicated infernalists and seriously misshapen Gangrel occasionally
manifest a more potent version of this Merit, conferring strong
bat-like wings extending more than five yards from tip to tip.
Characters with the seven-point version can fly at speeds of 20 miles
per hour and perform aerial maneuvers with their Athletics, although
they cannot carry objects heavier than half their own weight. Wings of
this size can fold back like an elaborate cape, but they cannot be
concealed without supernatural methods. Gargoyles cannot purchase any
form of this Merit.
Mental
Back to Top
Ability Apitude (1-pt Merit)
YOu are particularly gifted with one Ability. Perhaps you are divenely
inspired blacksmith or a peerless scholar of law. Within your specific
apitude, reduce all difficulties by two. Characters may purchase this
Merit more than once, but Storytellers should feel free to veto any
selections that seem too powerful or unbalanced, especially combat
Abilities.
Sanguine Lucidity (1-pt Merit)
In satiation you find sanity. Whenever your blood pool is completely
full, you do not suffer the effects of any derangements. As a result,
you often gorge in the futile hope that you can silence your inner
demons forever. This Merit cannot suppress a Malkavian's core
derangement, although it may alleviate additional madness. Sane
characters may purchase this Merit, although they do not learn of their
resistance unless they gain a derangement.
Flock (3-pt Merit)
You feel strong ties of kinship with a specific community of mortals.
The difficulty to resist frenzy is always two less than normal where
you flock is concerned, enabling you to better withstand the lure of
their blood and forgive their trespasses. If you do succumb to frenzy,
you may spend one Willpower point to recognize members of your flock as
friends. As long as these individuals stay out of your way and do not
directly provoke you, you may ignore them for the duration of the
rampage. This Merit is often coupled with the Prey Exclusion Flaw.
Storytellers should feel free to disallow any communities deemed
unbalancing or too inclusive.
Enlightened (5-pt Merit)
You have detached yourself from the War of Princes and taken the first
step on the bitter journey to Goldconda. The difficulty of all Virtue
rolls is two less than normal. Characters must ascribe to the Virtues
of COnscience and Self-Control and have a Road rating of 8 or higher to
purchase or retain this Merit. If you ever fail to meet these
conditions, you lose your way and the benefits of enlightenment.
Storytellers should feel free to inflict automatic degeneration on
characters who abuse this Merit.
Social
Back to Top
Adopted Into Grace (1-pt Merit)
Despite your lineage, you have been accepted by local members of the
High Clans as a noble, or at least worthy of respect. Unfortunately,
your own clanmates see you as a pretentious toady. The difficulty of
all Social rolls involving other Cainites who know of your reputation
increases or decreases by 1, depending on which class you are
interacting with. Characters must have at least one dot of Status to
purchase this Merit. The benefits of this Merit only extend as far as
the character's reputation -- seldom more than a single city.
Harmless (1-pt Merit)
You are well known to the Cainites of your city as ineffectual and
useless. While this estimation may seem insulting, it also keeps you
safe. No one considers you a threat, and so no one feels the need to
dispose of you. If you start acting in a way that demonstrates you are
competent and no longer harmless, others' reactions to you will swiftly
change.
Alternate Identity (1-5-pt Merit)
You have established a false persona that stands up to scrutiny and
investigation. The quality and detail of this face depends on the
number or points invested in the Merit. For one point, your identity is
new or intended for casual use only. At two points, it takes determined
effort to reveal your ruse. For three points, your identity is widely
known and respected. For five points, you can even deceive the most
paranoid elders. Although the difficulty of any Investigation to
determine your true identity equals your Alternate Identity rating +5,
it is up to you to actively maintain your persona. Characters with more
than one false face must purchase this Merit multiple times.
Network (1-5-pt Merit)
You have an impressive web of contacts and agents that extends beyond a
single city. Better still, they serve you skillfully and subtly beneath
the notice of the High Clans, making you far more formidable than you
appear. Your Network reaches one extra city per point invested in this
Merit. Upon arriving anywhere in the bounds of your Network, you gain
access to your full rating in Allies, Contacts, Herd and Retainers at
the rate of one dot per night (although obviously, any Retainers thus
gained are not initially ghouls, wheter or not the Retainers in your
home city are). You may aslo communicate with agents in other cities
via correspondence, although they can olny serve the role of Contacts.
This Merit is most common among Followers of Set and Nosferatu.
Pretender to the Blood (1-pt Merit)
You have successfully passed yourself off as a member of the High
Clans, at least locally. As such, you receive acceptance from the
aristocracy and suffer none of the stigma associated with you actual
ancestry. You can expect terrible retribution if your ruse is
discovered.
Scarred (1-pt Merit)
Wheter a result of battle wounds or religious practices, your body is
heavily adorned with scars. These scars do not interfere with your
movements or sensation, nor are they ugly enough to reduce your
Appearance. However, anyone who beholds you recognizes you as someone
intimately familiar with pain and violence. You reduce the difficulties
of all Intimidation rolls by two. As a rule, town drunks are less
inclined to quarrel with you and most individuals will assume you know
how to fight (whether or not you actually do). This Merit also reflect
branding, tattooing or other rarer markings at Storyteller discretion.
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.
Supernatural
Back to Top