World of Darkness: Tenebris Raptis

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Posts : 421
Join date : 2010-01-30
Age : 40
Location : Australia

PostSubject: Social....   Sun Feb 07, 2010 10:23 am

Approachable (1 pt Merit)
Theres 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.

Animal Magnetism (1-PT Merit) [no nosferatu] — You are especially attractive to others. You receive a –2 to your Difficulty on Seduction or Subterfuge rolls. However, this will aggravate others of your gender.

Alernate Identity (3-PT Merit)
You have an alternate role that allows you to run with another group or sect of vampires. This other self has a believeable history and backstory, and is accepted at face value.

Born Leader (1-PT Merit)
Others respond to your inherent authority and tend to follow your orders or suggestions. Even if you do not hold a position of leadership, those around you treat you as if you did. You make all rolls involving the Leadership Talent at -1 to your difficulty.

Boon (1-6-PT Merit)
Someone owes you a favor. The vampire in your debt might be the lowliest neonate in a city or might be a Prince; it all depends on how many points the Merit costs. You have only 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.

Broken Bond (4 pt Merit)
You were once blood bound but 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.

Best Friend (2 pt Merit)
You have the good fortune to have a best buddy. He stands with you through thick and thin. Youve shared jokes, tragedies, and all the highs and lows of life over the years, all of which has forged a bond between you that some married couples never achieve. Perhaps you were at school or worked together. Although you are not able to share the details of your new life with your friend, you can rely on him to back you up to the best of his abilities and not to ask too many questions. A best friend is closer to you and more committed to helping you than an Ally but demands far more in return. He goes that extra mile to get you out of trouble, whereas an Ally wouldnt. But remember, your best friend counts on you to do the same for him – if not more.

Corporate Ties (3 pt Merit)
You have both influence over and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time.

Corporation CEO (5 pt Merit)
You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer. Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place in the corporate community, and have the means to wage economic warfare. This Merit provides you with some informal Contacts and Resources, the exact extent of which are determined by the Storyteller.

Corporate Savvy (3 pt Merit)
You've been a warrior on the cubicle battlefields for a long time, and you know how the corporate mind works. You understand the dynamics of money, business, information and power that make up companies, and you can manipulate them to your own ends to a limited degree. Add two dice to any roll involving manipulating a corporate structure or corporate employee.

Clan Friendship (4-PT 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 youre 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 entirely a different can of worms.

Debt of Gratitude (1-3PT. 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.

Entertainment Ties (3 or 5 pt Merit)
You have a degree of fame and influence in the local entertainment scene(music, theatre, dance, S.C.A., etc.). Either you own or manage a good venue or site or you have some notorietyamong both peers and fans. You can exert this influence to ferret out information, or buy favors. For 5 points,this fame can become nationwide.

Early adopter (1 pt Merit)
“Wow! Look at that new palmtop computer. I just gotta have one.” You want to have the latest gadgets and technology. Its a drain on your cash, and your apartment is cluttered with some neat technology that never made it, but you have a solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Not only that, you have a great collection of stuff that can be quite useful. Add two dice to any Technology roll when trying to figure out how to use an unfamiliar device.

Elysium Regular (1 pt. Social Merit)
You are known at Elysium, and all the movers & shakers know who you are.

Funny (1 pt Merit)
You can make people laugh. Your timing and sense of the absurd are second to none. Youre always being invited to parties because you're so much fun. However, you're also very good at judging the appropriateness of your humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. So, you do what you can to make life more bearable for your fellows, even when the situation seems darkest. Lower the difficulty of any Social roll intended to boost morale by two.

Fashion Sense (2 pt Merit)
Your character doesn't just dress well, he has an innate sense of what sort of clothes suit a particular occasion. This isn't a case of slavishly following the latest trends from the hottest designers. Its a matter of knowing when to dress smart and when to be casual, having the know-how to carry it off on a limited budget. Deduct one from the difficulty of Social rolls in situations in which dressing appropriately is important, such as in a business meeting, chatting at a club, or attending an invitation-only function.

Flirt (2 pt Merit)
You claim that you're a terrible flirt, but that quite manifestly isn't true. You're great at it. You're an absolute master of all the subtle signals that give off the particular combination of promise and denial that makes teasing so much fun. At your best, you can make members of the opposite sex, or members of the same sex, putty in your hands. Add two dice to all Social rolls in such circumstances.

Former Ghoul (1-PT Merit)
You used to be a ghoul before the embrace. -1 difficulty to all Social rolls when in the presence of other neonates, and –1 diificulty to rolls relating to Kindred knowledge.

Friend of the Underground (3-PT Merit)
While not a Nosferatu, you know your way around the sewers, and the Nosferatu let you wander. –1 difficulty to Sewer Lore rolls

Good Judge of Character (2 pt Merit)
You have an instinct for reading people. You can make an appraisal of the kind of person someone is after meeting her for a few seconds, based on little more than gut instinct. Youre rarely wrong. Decrease the difficulty of any Perception roll based on assessing someone by two.

Great Liar (2 pt Merit)
Lying comes naturally to you. Even the most involved deception sounds like Gods own truth when it comes tripping off your honeyed tongue. Gain two dice on any social roll that involves lying to or deceiving another person.

Good Listener (1 pt Merit)
You're interested in people, you enjoy hearing what they have to say and you're prepared to hear them out without interrupting their opinion with your own. Others can sense this and open up to you without really meaning to do so. The difficulty of all apparently friendly social rolls that involve people talking to your character is reduced by two.

Good Taste (1 pt Merit)
You have a knack for choosing the right food from the menu, reading the right anecdotes and giving the right presents. You've seen the right films for discussion in cultured company, and you wouldn't know who starred in Dumb and Dumber, let alone have the first clue about the plot. Your taste makes forging social contacts among the similar folk much easier, whatever your origins. Lower the difficulty of any social roll intended to gain acceptance or to impress a like-minded gathering by two.

Gossip (1 pt Merit)
You're an incurable gossip, and other gossips recognize a kindred spirit in you. You're more than happy to spend hours shooting the breeze with others, all the while discussing the minutiae of other peoples lives. Surprising how much information you can pick up that way, isnt it? Lower the difficulty of any Interrogation rolls made in a social situation, without bullying or intimidation, by two.

Harmless (1-PT Merit)
Everyone in the city knows you and knows you are no threat (unless you start acting like you are).

Inn/Motel (2-PT Merit) You own a small inn/motal. This inn brings in enough money to support you in moderate luxury but more important than the money is the prestige and convenience. You may eat and sleep at your inn whenever you like for free. The name of the inn, its style, designs, and its regular patrons are all up to you.

Judicial Ties (2 pt Merit)
You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutors department, and can affect the progress of various cases and trials with limited difficulty. Though it is difficult to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants.

Lovestruck (1 pt Merit)
You've fallen for someone and the feeling is reciprocated. The world seems a better place. Colors are brighter, music is more enchanting and the world seems less desperate. Even the slightest success boosts your confidence. This love may be a transitory thing. If you dont maintain the relationship, you may lose this merit at the Storytellers discretion. Even if it lasts, you dont feel the same deep connection as with a Soulmate. Regain two Willpower instead of one when you wake up each morning.

Laid-Back Friends (2 pt Merit)
Everyone needs pals. You've got a pretty good bunch. They're pretty cool about when they get to see you; they don't get uptight if you're not in contact for a while. They're also great at not interfering with your life. Sure, you've gone through some changes of late, but that's your choice. They'll be there if you want to talk or need help, but they'll otherwise stay out of your hair. If these guys are also your Allies, they'll help you without asking too many difficult questions. Hey, your life, your business, right?

Laughingstock (5-PT Flaw)
You’ve drawn the scorn of the local harpies. +2 difficulty to all Social rolls in Elysium and +1 everywhere else in the city. Also, +2 difficulty to use Intimidate or Dominate on anyone who’s heard the stories.

Media Junkie (1 pt Merit)
TV, radio, newspapers, magazines, films – you love them all and cant get enough. You re a voracious consumer of pop culture and are always up on the latest movies, music, and current affairs. Lower the difficulty of any Social or Research roll that involves pop culture by two.

Mansion (2 pt Merit)
You own a large mansion a home with 25 or more rooms ó as well as the surrounding estate. The servants, if you have any, are provided for if you choose this Merit, though they cannot be used as Herd or Retainers unless you purchase the appropriate Background. The mansion is assumed to have the most current electronic security available, as well as a fence around the perimeter. While the mansion can be in as poor or as good shape as you wish, the more inhabited it appears to be, the more attention it will garner. A ghost house wont attract IRS audits.

Mole (3-PT Merit) (Restricted)
You have an informer buried in the Sabbat (or, less likely, one of the Anarch Free States) who funnels you 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...

Media Savvy (3 pt Merit)
Theres a knack to dealing with the media, and you have it. You've learned what journalists want, and you do your best to provide it in a way that best suits you. You can create, suppress, and redirect stories with a fair amount of effectiveness, just by the spin you put on them. Most of the time, you try to set up situations so that the media reads them the way you want, say by making a hit on a monster look like drug-related violence. Add two dice to any Social rolls in which you deal with journalists or news organizations.

Media Ties (2 pt Merit)
You have both influence over and contacts in the local media. You can suppress and create news stories (though not always with 100 percent efficiency; journalists are an unruly bunch) and you have access to the files and gossip of the staffs of newspapers and TV stations.

Nightclub (2 pt Merit)
You own a moderate-sized nightclub, perhaps one of the hottest nightspots in the city. This club brings in enough money to support you in moderate luxury ($1000 a month, but it can grow), but more important than the money is the prestige. You may use the nightclub as your haven, or you may simply hang out there. The name of the nightclub, its style, design, and its regular patrons are all up to you. Variations on this theme could include: a restaurant, theater, comedy club, sports arena or retail store.

Natural Politician (1 pt Merit)
You're right at home among the devious minds of the political world. Whether its the cut and thrust of office jockeying or the showboating of regional politics, you know how to get what you want. You receive two extra dice on Manipulation rolls in social situations that involve an element of politics, such as an office meeting or gun-club gathering. You must have a Manipulation of 3 or more to have this Merit. Politics and Bureaucracy Abilities have no bearing on the application of this Merit because it represents raw talent, not the knowledge gained through long experience.

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

Old Pal (2-PT Merit)
A friend from your mortal days was Embraced when you were, and you are still friends now. You have a very loyal Ally.

Open Road (2-PT 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.

Pawn (3-PT Merit)
You can manipulate and have some control over another vampire ó one of higher generation than you. Your hold was likely formed through Blood Bond, but can also come from a variety of other sources, such as blackmail, bribes or threats ó you make it up. The pawn does not necessarily know that it is being controlled.

People Person (2 pt Merit)
You're a social animal. You just like being around others. Hell, they like being around you. Your open and gregarious nature makes people warm to you quickly. The difficulty of any Social roll to create a good impression on another is decreased by two.

Pillar of the Community (2 pt Merit)
You're a fine, upstanding person, respected by people around you. Through participation in local events, helping out with community groups or helping others, youve become well-liked and trusted by those who live around you. When you bring them a warning of potential danger or offer an explanation of strange events, they're likely to believe you. You may even be able to call upon their aid in a pinch. You may not get it, however.

Prestigious Sire (1-PT. 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.

Punctual (1 pt Merit)
You're a master of the virtually lost art of arriving on time. If you have a meeting at 10 AM, you're sitting in the reception area at 9:59. If you have an 8 PM dinner date with your beloved, you'll be in the restaurant at 8 on the dot. Barring deliberate interference in your plans, you almost always manage things so you turn up on time. It makes you a great organizer, assuming your allies come through.Church Ties (3 pt Merit)
You have influence and contacts in some local churches, and have the means to create protest rallies and raise money. The more you use your ties, of course, the greater your risk of being found out.

Police Ties (3 pt Merit)
You have both influence over and contacts in the local police department. You can, with a single phone call, cause an APB to be issued. However, the more often you use your ties with the police department, the weaker they become, and the more attention you attract toward yourself. Your influence is not solid (that can be achieved only through game play), and can let you down at times.

Political Ties (3 pt Merit)
You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can shut off the power and water to a building or neighborhood, and can unleash many different means of harassment against your enemies. The more you use your political ties, the weaker they become. Total control can only be achieved through game play.

Pecial Responsibility (1 pt Flaw)
Shortly after your Embrace, you volunteered for some task in order to gain respect and approval from your pack members. Now, you wish you had never opened your damn mouth! While you are not given any special credit for performing this duty, you would lose much respect from this pack if you were to stop. The nature and the details of your duty should be worked out with the Storyteller in advance. Ideas can range from lending money to pack members to acting as pack messenger or possibily gathering victims for Blood Feasts.

Park Department Ties (1 pt Merit)
You have both influence over and contacts in the local park rangers. You can cause certain people to be ejected from thearea and prevent others from entering. Sometimes, your grip over the department may be threatened by new regulations or the comings and goings of high-level staff. These contacts need to be maintained or your holdover them may slip.


Rep (1-5-PT Merit)
Your fame has exceeded the bounds of your sect. Everyone knows who you are, what youve done and what you're supposed to have done (which may not be the same thing). The publicity can be good or bad; what matters is that everyone knows your name. Whether individuals outside of your immediate social circle know enough to match your face to your name is a different matter.

Rising Star (3 pt Merit)
You're one of the up and comers in your city, a rising star in the Camarillas 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.

Scholar of Enemies (2-PT 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 groups 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 (2-PT Merit)
This Merit functions identically to Scholar of Enemies, except that it applies to a group that is not necessarily inimical to the Camarilla.

Sanctity (2 pt Merit)
This Merit is sometimes called the halo effect; everyone considers you pure and innocent, though not necessarily not naive. You have a saint-like quality that is hard to pinpoint but cannot be denied. You are trusted, even if you are not trustworthy. At the Storytellers discretion, you tend to receive lesser punishments for wrongdoing, and you are liked by most.

Smooth (1pt Merit)
You might come from the wrong side of the tracks. You probably don't have a clue which fork to use when eating out. But none of that matters. You present yourself with such an easy grace and carefree attitude that people forgive you most errors. They might not like you much, but they enjoy your company so thoroughly that your rougher edges are quickly forgiven and forgotten. Lower the difficulty of manipulation rolls by two.

Seasoned Traveler (2 pt or 4 pt Merit)
You've visited distant and different places on your own, and you know how to fit in. You don't hit town expecting everyone to think and behave the way you do. With the 2-point version, you're adept at finding accommodation, supplies, and local help wherever you go in your home country. With the 4-point version, the same applies to foreign countries. You might not speak the language of a place well, or at all, but you know how to go about obtaining things and learning about the local culture without offending the natives, through a combination of prior research and general street smarts.

Socially Aware (2 pt Merit)
Social interplay is an open book to you. Youre the first to spot the hidden relationships between people, after only a few minutes of observation. Subtle cues like body language and position, voice tones and choice of words speak volumes to you about the underlying connection between people. Gain two dice on any Perception roll involving interaction between others.

Trivia Champ (2 pt Merit)
Where do you get this stuff? Whether its through plenty of reading, too much TV or just an eclectic bunch of friends, you have the oddest collection of facts stored away in your skull. Once in a while, at the Storytellers discretion, one of them turns out to be just the piece of information your fellows need. You might not actually be very bright, but the sheer amount of knowledge youve picked up makes you appear that way. This Merit doesnt confer knowledge of the enemy or the occult, beyond what is likely to be known in common culture (and may well be dangerously wrong.)

Underworld Ties (3 pt Merit)
You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to large numbers of "soldiers," as well as extensive links to the underworld of crime. The more often you use your

Upright Citizen (2 pt Merit)
Up until the moment of whatever change you may have had, you were a model citizen. Theres never been even a whiff of scandal about you. Your working life has been good without being extraordinary. Your friends would be hard-pressed to come up with any embarrassing secrets about you, and even your ex-lovers are complimentary about you most of the time. You just don't have any dirty secrets to come back to haunt you, and people who know you have a hard time believing anything bad about you.

Vibrant Neighborhood (2 pt Merit)
You live in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things, legal and not so legal. Whenever anything odd happens, people tend to dismiss it as just another part of the daily routine.

Way With Words (1 pt Merit)
Language is a finely honed tool for you, not a blunt instrument. You are able to create exactly the effect you want in both written and verbal communication. Gain two dice on any Expression roll that involves words.


FLAWS

Abusive Partner (2 pt Flaw) (Restricted)
You're married or living with someone who routinely abuses you physically. Make a Stamina roll (difficulty 6) every time you spend a night at home. Failure indicates that your character has suffered one health level of bashing damage. A botch means that you suffer two health levels of bashing damage.

Big Mouth (2-PT Flaw) You talk too much, and it gets you into trouble. You tend to blurt out painful truths at inopportune times. At least once per high-tension social scene, you must speak your mind. You can avoid the pain and embarrassment this costs by spending 1 Willpower point.

Braggart (2-PT Flaw) Your favorite topic of conversation is yourself. You make every attempt to bring conversations around to your achievements and successes and you never fail to take credit for everything you even vaguely affected. You cant avoid reminding others of your deeds and exploits. Consequently, people tire of listening to you blow your own horn for more than a few minutes. You make all Social rolls at a penalty of +1 to your difficulty as a result of others' inattention and boredom with your self-aggrandizing speeches. (If you take this Flaw, you'll be expected to roleplay your sense of pride and over importance.)

Black and White (1-PT Flaw) The world is really a collection of shades of gray, but your character doesn't see it that way. To you, everything is clear as black and white. You think in terms of people being either for or against you, hot or cold, good or evil, easy or impossible, stupid or genius. This closed mindset can cost youdearly in missed opportunities, misunderstandings and under or over stimulation of others. In social situations where your judgmental nature comes to bear which are more often than you might think, you suffer a one-point penalty to difficulties on rolls. This Flaw is particularly suited to pair with things like Code of Honour and other overly focusing Merits

Botched Presentation (1 pt 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.

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 4 points, this Flaw means only that your home city is off-limits to you. For 6, it means that the entire Camarilla is howling for your vitae.

Bound (2-PT 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 your entirely your own. The knowledge gnaws at you, even as you find yourself lost in devotion to your vampiric master.

Cultural Snob (1 Pt Flaw)
You have nothing but disdain for popular music, books, and the like. You couldn't name any of the current top 10 songs, and you think knowledge of tv is a sign of poor taste and incorrigible stupidity. Unfortunately, this means you have a hard time relating to people who aren't equally snobbish about such things. When dealing with strangers who dont share your enlightened views, increase the difficulty of social rolls by two.

Children (1 pt Flaw)
You have children for whom you are a primary emotional, social, and economic provider. You take a lot of joy in your kids and pride yourself on being a good parent. Unfortunately, your life gets in the way of parenting. If you go more than three days without seeing your kids because of work or activities related to your calling, you feel tremendous guilt.

Catspaw (2 pt Flaw)
You're 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 employers concern is to keep you quiet. In the long term, its to get rid of you.

Clannish Family (1 pt Flaw)
Your family is as loving and supportive as anyone elses. They don't take kindly to strangers, however. Your relatives either disapprove of your friends or they like to keep favors within the family. Your kin don't do anything that directly or indirectly helps anyone apart from their own.

Clan Enmity (2-PT Flaw)
For some reason, something about you inspires contempt or hatred in members of a clan other than your own. There is a two-dice penalty to all rolls for social dealings with members of this other clan. Select the enemy clan randomly or choose.

Curiosity (2 pt Flaw) You're a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity easily overrides your common sense. To resist the temptation, make a Wits roll. The difficulty is 5 for simple things ("I wonder what's in that cabinet?") but can rise as high as 9 in intense circumstances.

Dark Secret (1 pt 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 Kindred community. This can be anything from having murdered an elder to having once been a member of the Sabbat. While this secret weighs on you mind at all times, it will only surface in occasional stories Otherwise. it will begin to lose its impact.

Diabolic Sire (2-PT Flaw)
Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla. She could be 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 sires whereabouts, and they may not believe you if you tell them you do not know.

Disgrace to the Blood (3-PT 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.

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).

Errant Mind (1-PT Flaw) You have a deserved reputation for being unreliable. Your mind tends to wander frequently so that you forget meetings you promised to attend, fail to keep promises (although sworn oaths tend to stay in your memory) and otherwise fail short of the expectations of others. You must spend a Willpower point each time that you wish to make a determined effort to keep a promise or attend a gathering.

Expendable (1 pt 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.

Escaped Target (2 pt 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 childe 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 (2 pt 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.

Former Prince (3-PT Flaw) (Restricted)
Once, you held near absolute power in a city, but those nights are gone now. Perhaps you stepped down, perhaps you were disposed, 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 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.

Ghoulish Sense of Humor (1 pt Flaw)
You find humor in situations that make most people uncomfortable or even nauseated. Your questionable taste doesn't make you particularly resistant to the horror of gruesome sights. Your defense mechanism is simply to belittle the situation or those involved in an inappropriate way. When confronted with a horribly gory scene or otherwise uncomfortable situation such as people trying to console each other, you tend to crack jokes and sling insults. The difficulty of any Social you make under such circumstances is increased by two.

Hunted (4-PT. 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.

Hunted Like a Dog (3-PT Flaw)
Another group of vampires - be it an independent clan or the Sabbat as a whole - has decided that you're a target for extermination, and peruses 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.

Incomplete Understanding (1 pt Flaw)
The whole matter has been explained to you, but youre 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, youre going to make a mistake. Its only a matter of time...

Intolerant Neighbors (1 pt flaw)
Your neighborhood is exceptionally placid and people like it that way. Any odd noises or disturbances coming from your place invariably cause someone to call the police.

Insane Sire (1-PT 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 sires dangerous schemes may somehow involve you. Because their sires are already assumed to be insane, Malkavians cannot take this Flaw.

Infamous Sire (1-PT. Flaw)
Your sire was, and perhaps still is, distrusted and disliked by many of the citys Kindred. As a result, you are distrusted and disliked as well.

Loathsome Regnant (4-PT 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 a symphony of malice.

Masquerade Breaker (2 pt 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.

Mistaken Identity (1-PT. 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.

Narc (3 pt Flaw)
You are known to be a snitch, an informer firmly planted in the sheriffs 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 full- fledged weasel precedes you, putting you at + 1 difficulty on all Social rolls against those who dont agree with your politics.

Needy Friends (1 pt Flaw)
Your friends have a pattern of falling into bad situations and turning to you for help. You're the bedrock of their lives. Whether what they need is bail money or advice on dealing with a significant other, they look to you. If you have the Allies Background, this effect is magnified even more at the Storytellers discretion.

New Arrival (1 pt 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 citys 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 (1 pt 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.

Notoriety (3-PT Flaw)
You have a bad reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire. There is a two-dice penalty to all dice rolls for social dealings with the citys Kindred. A character with this Flaw may not take the Merit of Reputation. come from a variety of other sources, such as blackmail, bribes or threats ó you make it up. The pawn does not necessarily know that it is being controlled.

Old Flame (2 pt 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.

Probationary Sect Member (4-PT. 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.

Persistent Parents (2 pt Flaw)
Your parents refuse to let your memory lie, and they actively run a missing persons program to search for you. They also use hired detectives to hunt for you. How close they are to your trailis the Storyteller's decision.

Rival Sires (2-PT Flaw)
Not one, but two vampires wanted to gift you with the Embrace. One succeded, one failed - and shes not happy about that failure. Either you, your sire, or both of you have become the target of the failed suitors 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.

Recruitment Target (1 pt 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.

Red List (7-PT Flaw) (Restricted)
You are either being considered for or are already on the dreaded Red List. Any Camarilla vampire will either attack you on sight or, more likely, call in for a great deal of help.

Special Gift (1-3-PT Merit)
Your sire gave you a valuable gift after the Embrace. The Storyteller should create something suitable or choose one item from the Mystical Items list to give to you (though you can suggest something). The Storyteller will decide how much a particular item is worth.

Sires Resentment (1-PT. Flaw)
Your sire dislikes you and wishes you ill. Given the smallest opportunity, she will actively seek to do you harm. Your sires allies also work against you, and many elders may resent you.

Sleeping With the Enemy (3-PT 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 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 with in the Camarilla, and if you are discovered, the penalty will surely be death.

Sympathizer (1 pt Flaw)
You have publicly expressed sympathy for some of the Sabbats goals and policies. Your outspoken views on the subject have made you suspect in the eyes of the city's

Suspicion Magnet (4-PT Flaw)
For some reason, others mistrust you and attribute all kinds of sinister motives to your every word and deed. You suffer a +2 difficulty to Social rolls, to reflect your problems convincing others of your sincerity or that you are speaking truthfully

Twisted Upbringing (1 pt Flaw)
Your sire was quite malevolent and taught you all the wrong things about Kindred society. All your beliefs about how vampires interact are wrong, and your faulty
beliefs are likely to get you into a great deal of trouble. Over time, after any 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.

Uppity (2-PT Flaw)
You are proud of your new status and Clan - so proud that youve 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. Further more, 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.

Vengeful (2-PT. Flaw)
You have a score to settle, incurred either during your mortal days or after the Embrace. You are obsessed with taking your revenge on an individual or group, and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending a Willpower point.

Ward (3 pt Flaw)
You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. This character may be a friend or relative from your pre-Embrace days, or simply a mortal you admire and consider important. Wards have a way of getting caught up in the action of stories, and are frequent targets of a characters enemies.
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