Merits

Merits are an assortment of strengths that your Character possesses, these strengths might be supernatural but they could also be things learned before the embrace. 

Merits have requirements to them, these requirements are in parentheses next to the name. 

You can only have one of every Merit, unless it says otherwise.

Undying Merits

Any Merit that fits with the mechanics of Disciplines or that doesn’t fit anywhere else.

Malleable(Neonates) – 0 Experience
The beauty of youth is the chances you get.

Lose 1 in a Road that’s 2+, add 1 to another Road.
Bodyguard – 4 Experience
It’s okay sir, remain calm, we will get you out. 

Manipulation: Can be used in a Conflict. Before Prowess is announced, choose another Character participating on your side, they can now escape the Conflict without consequence. You decrease your Prowess by one step and cannot escape yourself until the Conflict is over.
Holier than Thou(Chupacabra, Saint) – 4 Experience
Some Chupacabra Saint are true believers, who can bend faith in their Clan members.

Manipulation: Choose another Chupacabra whose Blood Bonded to you, you can change their Blood Bond by 1 step. This Manipulation can’t be used more than once every 30 minutes.

If you have 3 in Potency, Holier than Thou costs 0 Blood Points.
First-Class(Elder or Ancillae) – 6 Experience
The best of the best.

Add +1 to a Road.
Hunter Training(Nephilim) – 6 Experience
Simply ask yourself what would happen if hunters became vampires?

When you wield a Stake it also counts as a Weapon.
Self-determination – 8 Experience
You have willpower, you might be stubborn or fanatic, but you have a deep understanding of who you are.

You can never be Blood Bonded beyond step 1.

Mortal Merits

Any Merit that fits with the mechanics of Intrigues.

Affluent(Agamemnon) – 4 Experience
You don’t seem to understand, i am rich!”

Increase the maximum Capital of your Personal Fortune by 2.000.000$.
You can learn this Merit up to 10 times.
Clean – 4 Experience
“Make it look like an accident”

When using I Do It Myself! The chance of leaving Evidence is reduced almost completely. Moderate, Minor and Tiny chance becomes no chance of leaving Evidence. Whereas Major chance becomes Minor chance of leaving Evidence.
Connected(Influence 3) – 4 Experience
You know a guy, that knows a guy.

Once per Session you can Contract Humans from The City without paying Blood Points.
Important – 4 Experience
“Do you know who I am?!”

Once per Session you can Bind Humans from your Clan Organization without paying the Blood Point to draw from the deck.
Incognito – 4 Experience
You have an unique understanding of how not to be noticed, how to fade within the crowd and act as any other human would.

When using I Do It Myself! You can simply choose not to breach the Masquerade. 
Manager – 4 Experience
You know how to run a place, how to be efficient with what you’ve been given.

If you are the Custodian of a Domain you start with 1 additional Blood Point, and the Domains Herd is always 1 higher than normal.
Manager, but Better!(Agamemnon) – 4 Experience
It must be hard being poor.”

If you are the Custodian of a Domain you start with full Blood Points instead of rolling the dice at Checkin, even if you have the Flaw “Burdened with Age“.
The Herd of your Domains is added to a Reform Box of your choosing after your Clan Meeting.
Retainers(2+ Influence) – 4 Experience
It takes training and knowledge in order to gain such obedient help around here.

You can own and start with 1 additional Blood Servant.
(This Merit decides how many Blood Servants you can own) 
You can learn this Merit up to 5 times.
The Right Stock(Duskborn) – 4 Experience
Your Clan simply believes that you are exceptional.

Your Clank Rank is 1 higher.
Syndicate Contracts(Revenant) – 6 Experience
Everyone wants a piece of the cake, and i mean everyone.

When you Contract Humans, you can do so from every Deck.
Covert Intelligence – 8 Experience
Knowing is half the battle.

You know the name of every Blood Servant in every Clan Organization and you know if two Blood Servants are owned by the same Domitor, but you do not know the name of that Domitor.
Family Money(Dracul) – 8 Experience
You come from a long line of wealthy aristocrats.

You can own and start with 2 additional Blood Servants.
Professional – 8 Experience
You have skills from when you were human that are still very much useful to you in your vampiric life.

Choose 1 Intrigue.
Once per Session you can use I Do It Myself! With that Intrigue. It costs no Sanity and does not breach the Masquerade.
Evidence works as usual.

Occult Merits

Any Merit that fits with the mechanics of Ritual Paths.

Collector – 4 Experience
You collect items of a rare sort which has led you to gain a keen eye for value.

You can Collect Components as if you had 2+ Occultism.
If you have 2+ Occultism gain +1 to your Collect Components roll.
One with Shadows(2+ Occultism) – 4 Experience
Once you understand the shadow realm, the shadow realm understand you.

Obscuration no longer costs Blood Points.
Crossroad Expert(Nephilim, 2+ Occultism) – 6 Experience
You have fought the greatest of great enemies and have researched extensively on their order, yet secrets still elude you.

You gain access to the Ghul Clanbook.
Diplomat(2+ Occultism) – 6 Experience
You have been trained in the art of foreign affairs and diplomacy.

You gain access to all Clanbooks except the Ghul Clanbook.
Experimenter(Ghul, 2+ Occultism) – 6 Experience
You have an intimate understanding of what is required to change reality.

After Performing an Experiment you know if each parametre (Level, Type, Cost) is exactly where it needs to be, or requires more or less.
Mutated(Ghul, Apprentice or Masters Guild) – 6 Experience
You have access and resources to be a part of numerous blood alchemy experiments, which has granted new avenues of power.

You have been the recipient of Vampiric Catalyst Ritual and therefore have a Discipline on your Character Sheet. You may use Experience on that Discipline even though you do not have 2+ Potency.
Occultist(Occultism 3) – 6 Experience
You have studied the occult for as long as you can remember, and come across many dark secrets in your wake.

You receive 2 additional Dark Knowledge documents.
Sanguine Siphon(Agamemnon, Occultism 3) – 6 Experience
The vitae of the Agamemnon is the strongest of all Vampire clans. Its focus on and malleability can be harnessed for nefarious purposes.

Any Character Blood Bonded to you can Teach you one of their Ritual Paths. At the Completion choose one Ritual Path they have on their Character Sheet and add it unto yours, you can now use Experience to learn levels in that Path as if it were part of your Clan.
Ritual Paths costs 4 Experience per level and 1 Experience per Ritual.
Shadow Dealings(Occultism 3 & Obscuration 1 or Laverna’s Lurking) – 6 Experience
You can trade with something beyond in the Shadowreal, but beware the consequences.

You can trade Components in the Storytellers Room for varied benefits.
Once you have this Merit, contact the Storytellers to get the full rules.
Untapped Potential(Nephilim) – 6 Experience
Some believe it’s because Clan Nephilim doesn’t have access to magic that it can force its way through, others think that some Nephilim have a magical heritage.

You can lose Blood Points during a Ritual that you are participating in, instead of paying for certain Component costs.

2 Blood Points = 1 Trivial Component
3 Blood Points = 1 Uncommon Component
4 Blood Points = 1 Rare Component
5 Blood Points + 1 Sanity = Mythic Component

If you are staked or otherwise restricted someone can force you to pay for these Components during a Ritual, if you are able to lose this Blood or Sanity.
Master of Ceremony(Vampire) – 8 Experience
My will be done.

You can increase the Blood Points Cost of a Blessing or a Curse that you are participating in, to increase how long the Rituals lasts. This has only effect on Rituals that lasts a fixed amount of time.
3 Blood Points = The Ritual lasts double the amount of time.
6 Blood Points = The Ritual lasts until the end of the evening.
9 Blood Points = The Ritual lasts until dispelled.
Notify the Storytellers Room after casting this Ritual.
Master of the Arcane(Ghul) – 8 Experience
A soul beyond, a feast for shadows, a will made manifest.

Choose a Ritual Path in which you are level 4 or above. You no longer require Components when casting level 1-3 Rituals from that Path. Does not help when performing an Experiment.

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