Difference between revisions of "Merits & Flaws"

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* -- [[Nosferatu, Humanity, and abating the Curse.]]
 
* -- [[Nosferatu, Humanity, and abating the Curse.]]
==Kiasyd Merits and Flaws==
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:[[Kiasyd Merits and Flaws]]
===Merits===
 
* Home Library Affinity (1 point Merit)
 
Your obsession with your research has been filed to an edge and you now wield  it like a weapon. When researching in your home library (not just any library,  but when using your own books in your permanent haven, and not when on the  run living out of boxes) the player gains an addition die in all dice pools rolled  for research.  <br>
 
* Dexterous Toes (1 point Merit): From Kithbook: Sluagh  <br>
 
Your toes were so lengthened by the Embrace that they are now prehensile.  You can use them as a second pair of hands, just as well as you could if they  actually were hands.
 
* Prized Collection (1-2pt. Merit) <br> 
 
Kiasyd have appreciation for compilations of books, records, vintages of blood,  and other collectable items among Cainites. You possess a collection that may  not be worth much (1pt.) or could be worth a lot to the right buyer (2pt.).  Importantly, it’s a point of interest for any visiting Kiasyd or expert in the field,  and they’re likely to treat you well just to get access to it.
 
* Long Fingers (2 point Merit)<br> 
 
The Kiasyd’s fingers are nearly unnaturally long and nimble. She gains a -1  difficulty to all Dexterity rolls that require fine or precise work with her fingers.
 
* Alien Perfection <br>
 
(2pt. Merit) You possess beauty unsettling in its perfection. People stand in awe  of your flawless form, while inexplicable nausea subconsciously creeps up. The  difficulty of any Appearance roll is reduced by three. A Stamina roll is required  by anyone in your presence for longer than one scene, if this is the first time  they’ve encountered you. Failure drives them away from you with a sickness  wracking their body
 
* Paranormal Link (2pt. Merit)<br> 
 
You’re linked to another weird species of the world, and unconsciously find  yourself able to understand their parlance, codes, and rituals. Difficulties to  decipher the hidden rites and languages of one society (selected when this  Merit is purchased) are reduced by three.
 
* Cursed Glamour (2 Point Merit) <br>
 
You have an intrinsic ability to influence those around you, but it comes with a  catch. You can use your presence to charm or captivate mortals more easily,  gaining a -2 difficulty to all Manipulation + Social rolls. However, each time you  use this power, there is a chance (Storyteller’s discretion) that you will  inadvertently draw the attention of supernatural entities or mortals who  become obsessively fixated on you.
 
* Prehensile Tongue (2 point Merit) <br>
 
From Kithbook: Sluagh - Your change  during the Embrace had some very strange effects. You grew a two-foot long,  prehensile tongue. While virtually useless in combat (this is not Serpentis two),  this can be used to utterly disgust opponents.
 
* Kiasyd Gigantism (2 point Merit)<br>
 
All Kiasyd are abnormally large, standing well  over 2 meters tall (approximately 6'6" to 7'0"). However, some Kiasyd are even  more massive, and this exceptional size grants certain advantages. Your  character weighs around 130 kg (286 lbs), and this extra mass provides an  additional Bruised health level. Characters with this Merit may also receive  bonuses for actions involving physical strength, such as pushing heavy objects,  forcing open barred doors, or resisting attempts to be knocked down. (This Merit cannot be combined with the Huge Size Merit or any Child-related Merits or Flaws)
 
* Symbiotic Scroll (2 point Merit)<br>
 
The Kiasyd maintains a connection with a small magical scroll (or similar  artifact) that seems to possess a degree of sentience. This artifact provides  minor but valuable hints about surrounding dangers or entities the Kiasyd may  encounter, granting them a +1 die to perception rolls when a threat is present.
 
* Kiasyd tasting (2-3 point Merit) <br>
 
Kiasyd possess an innate ability to discern intricate details through the taste of  blood.
 
(2pt) When you taste blood, you can instinctively tell if it belongs to a vampire  and automatically determine their generation. This ability requires no test or  expenditure of resources. If the blood is not from a vampire, you only recognize  that it isn't Kindred blood; you cannot distinguish between other supernatural  blood types (such as Lupine or faerie) and human blood without additional  testing.
 
(3pt) Your senses are even more finely attuned. You can discern not only the  age and race of the blood's source but also the blood resonance of human or supernatural creatures. Additionally, when drinking vampire blood, you can  identify the clan to which the vampire belongs. Furthermore, if the blood  belongs to another supernatural being, you may recognize the creature’s type,  whether it's a Lupine, faerie, or another entity. This recognition, however, is not  automatic and may require a successful roll, depending on the Storyteller’s  discretion. <br>
 
* Incredible Focus (3 Point Merit)
 
You possess an extraordinary ability to concentrate and maintain focus on a  single task. You gain a +2 bonus to all rolls involving extended actions or tasks  that require prolonged attention. This merit is
 
particularly useful for long-term projects, research, or sustained concentration  during rituals or investigations.
 
* Spirit Mentor (3 point Merit) <br>
 
A friendly wraith has decided that you are worthy of its attention. Whether or  not known to you in life or unlife, the spirit has come to be a mentor figure for  you. While it may employ manifest in the Skinlands if that is allowed by its  Arcanoi, its primary relationship with you is as teacher and advisor. Characters  with this Merit may purchase this spirit as a Mentor. The more dots in Mentor  the spirit has, the more willing it is to do favors for the Kiasyd.
 
* Mythic Aura (3 Point Merit) <br>
 
Your presence emanates an aura of legend and myth. Mortals who encounter  you are inclined to view you as a figure of folklore or destiny, providing you with  a +2 bonus to all rolls involving persuasion or intimidation with those who have
 
an inclination towards mysticism or the supernatural. This aura can also make it  easier to gather followers or admirers in supernatural circles.
 
* Changeling Ties (3 point Merit)  <br>
 
You have a close, personal contact in fae society, someone you can rely on for  assistance, secrets, or favors. This connection might involve sharing forbidden  knowledge about the Shadowlands with Sluagh, working with Redcaps for  mercenary tasks, or leveraging the skills of other fae. These ties provide you  with useful allies in fae courts or access to valuable resources and information.
 
'''System: ''You may call upon your faerie contact for assistance or advice,  especially when dealing with matters involving the fae or supernatural forces.  Your contact can provide insights, carry out specific tasks, or grant access to the  faerie world’s mysteries. However, these favors come with a cost — your fae  allies may also call upon you for aid, and refusing them could damage the  relationship or incur faerie retribution.
 
Example Contacts: The nature of your contact depends on the fae you’re  connected to. Sluagh might share whispers and secrets, Redcaps might offer  muscle and dirty work, and Sidhe may help with political intrigues or magical  lore.
 
Limitations: While this merit grants significant aid, your contact’s power is not  limitless. They may have their own restrictions and priorities within the fae  society. Additionally, over-reliance on this merit could draw the attention of  other fae beings, both friendly and hostile, who may take an interest in your  relationship.
 
* Skin of Porcelain (4pt. Merit)<br> 
 
Through concoctions imbibed or by a fluke of your Embrace, you possess a  ceramic-like coating to your skin. In order for this to have any effect beyond  looking strange, a Stamina roll is required (difficulty 8). Success allows you to  convert up to three points of aggravated damage from a fire source to lethal  damage before attempts to soak. The hardening dissipates for the remainder of  the current story.
 
* Arcane Collector (4 Point Merit)<br>
 
You have a knack for acquiring rare and unusual magical artifacts, either  through trade, theft, or discovery. You possess a collection of such items that  hold significant power or lore. When interacting with supernatural artifacts or  dealing with magic, you gain a +2 bonus to all rolls related to their use,  knowledge, or identification.
 
* Vibes (4 point Merit): From Guildbook: Oracles <br> 
 
You get an instantaneous - and usually accurate - gut feeling about anyone you  meet. There's no detail involved, just a visceral reaction as to whether someone  is good news or not. Obviously, this involves asking your Storyteller for a  reading. Just remember, the Vibes you get on someone are usually correct, but  not always. Over-reliance on this merit can get you in very deep trouble indeed.
 
* Magical touch of Darkness (4 point Merit)<br>
 
The Kiasyd can control small shadows even when not actively using  Obtenebration. They are able to subtly manipulate small objects, such as papers  or pens, with shadows, giving them a +1 die to rolls involving delicate, covert  actions such as sleight of hand or deception. This manipulation is subtle  enough that it often goes unnoticed unless someone is actively looking for it.
 
* Vitae Mutation (5pt. Merit) <br>
 
You’ve drank the liquid essence of entities both strange and powerful. Whether  the vitae of Methuselahs, the boiling blood of lupines, or bottled dreams of fae,  the volume and combination of the brews you’ve consumed have forever  altered you. Each night a Willpower roll is required (difficulty 7) for you to  manifest a single point of Auspex, Chimerstry, or Dementation. This point can  be added to an existing rating in the Discipline, but disappears the following  night
 
* Ravaging (7 point Merit)<br> 
 
The Kiasyd can rip energy from mortals, living off their Glamour instead of  blood. After forming at least a loose relationship with a mortal, the Kiasyd may  roll Willpower (difficulty 6) to rip Glamour from the victim. Each success counts  as one blood point gained (although the victim doesn't lose blood). For days (a
 
number equal to the blood points gained) after the Ravaging, the mortal will be  uncreative, passive and Banal. Seelie fae will not look kindly on a routine  ravager. The Unseelie are a different story, however. The character must choose  the method with which they rip Glamour, such as destroying love or hope, or  causing despair.
 
===Flaws===
 
* Lightweight (1pt. Flaw)  <br>
 
Shamefully, you cannot imbibe the blood of any creatures other than mortals,  ghouls, and vampires. Whenever you attempt to drink from another entity,  you’re forced to purge the contents immediately after and gain no sustenance  from it (Malconian Alchemy is exception for this flaws).
 
* Playful Shadows (1 point Flaw) <br> 
 
The shadows you summon with Obtenebration don't always behave as  intended. While they don’t outright disobey you, they also don't follow your  commands perfectly. Possessed by mischievous chimera, the shadows will act  on their own and perform whatever pranks than can. Tentacles will move  objects or trip up your allies, and cloaks of shadow could muffle your voice  during an important speech. These antics aren't dangerous, but they can be  frustrating. the flaw only occurs when you actively use Obtenebration. A player  can suppress this effect for one scene by spending a point of Willpower.
 
* Rebellious Shadows (1 point flaw) <br>
 
Shadows in the Kiasyd’s presence move of their own accord, and from time to  time, spontaneous Obtenebration effects may manifest. The Storyteller can  introduce these effects at any time, narratively. A player can suppress this effect  for one scene by spending a point of Willpower.
 
* Eldritch Ears (1 point Flaw) <br> 
 
The Kiasyd has obviously pointed ears. In modern nights, this gives her a +2 to  the difficulty of all Social rolls, along with being a fairly obvious breach of the  Masquerade. This can be waived at the Storyteller’s discretion, in situations  where the other character is not alarmed by the eldritch appearance of the
 
Kiasyd. Due to her mark of the fae, the difficulty of rolls to recognize the Kiasyd  as otherworldly decrease by one (more if her mark is particularly obvious).
 
* Ebony Eyes (1 point Flaw) <br> 
 
Although all Kiasyd have black irises, some have entirely black eyes. As with  Eldritch Ears, Ebony Eyes adds +2 to difficulty of all Social rolls. Due to her mark  of the fae, the difficulty of rolls to Intimidation decrease by one (but this is  violation for masquerade) and the difficulty of rolls to recognize the Kiasyd as  otherworldly decrease by one (more if her mark is particularly obvious). If the  player is in the modern nights and in a situation where black tattooed  sclera is not uncommon or his eve are hiden, the social penalties or advantages can be ignored.
 
* Blue Skin (1 point Flaw) <br> 
 
All Kiasyd have a chalky white, nearly albino, complexion, but some rare  Weirdlings take on a slight bluish tinge directly after feeding. This color is most  pronounced in low-light conditions, such as shadowed moonlight. This blue  tinge is more difficult to see under the red-orange sodium lights that illuminate  so many city streets at night, however.
 
Due to her mark of the fae, the difficulty of rolls to recognize the Kiasyd as  otherworldly decrease by one (more if her mark is particularly obvious).
 
The Bard's Tongue (1 point Flaw)From Changeling: the Dreaming 2nd Edition - You speak the truth, uncannily so. Things you say tend to come true. While not  an ability at blessing or cursing, and not under conscious control, you will spew 
 
forth and uncomfortable truth about someone once per story. To avoid this,  you must spend a point of Willpower and take a Health Level of damage from  the strain of resisting.
 
* Kiasyd Giantism (2 point Flaw) <br> 
 
All Kiasyd stretch after their embrace, but only some become giants. In this  case, woman over 6’6” and men over 7’ tall qualify for this Social Flaw. This Flaw  is reserved for those Kiasyd who are not only extremely tall, but feature the  drawn-out, gaunt appearance that sets Weirdlings apart from tall humans.
 
Afflicted Kiasyd add +2 to the difficulty of any Stealth roll, and +1 difficulty to the  difficulty of any Manipulation roll involving Etiquette or Performance, due to  their alien appearance.
 
Surreal Quality (2 point Flaw)From Changeling: the Dreaming 2nd Edition - There is just something alluringly odd about you. Most Kiasyd look odd, but you  seem to draw people to you, even if Obfuscated to look normal. People will walk  over just to start a conversation with you, or choose you over another for a  victim for one form of crime or another...
 
* Wild Tenebrations (2 point Flaw) <br> 
 
Whenever a player botches an Obtenebration, Mytherceria, or Necromancy roll,  she must then make a Willpower check, difficulty 6. If the roll fails, an  uncontrolled and unplanned Darkling Trickery effect is unleashed. This  phenomenon can affect either the Kiasyd or his surroundings, creating  unpredictable and often inconvenient results for the remainder of the scene. 
 
Examples include: milk curdling, people tripping, computers crashing, or lights  flickering ominously. These effects are random and mischievous, reflective of  the chaotic nature of the Kiasyd's dark magic.
 
* Tainted Blood (2 Point Flaw) <br>
 
The blood of supernatural creatures you consume leaves a lingering taint in  your own vitae. This taint occasionally manifests as an aura of corruption or  instability, making you more noticeable to those with supernatural senses.  When engaging in activities that require stealth or concealment, you suffer a +2  difficulty.
 
* Compulsive Counter (2 point Flaw ) <br>
 
If you see a collection of small, identical objects (such as scattered handfuls of  rice or marbles) you feel compelled to pick them up and start counting them. You  can resist with a willpower roll, difficulty based on the absurdity of the task (a  handful of rice, literally hundreds of grains, would be diff 6... however, a dozen  marbles would be diff 9).
 
* Illiterate (1-2pt. Flaw)  <br>
 
Perhaps you communicate best through illustration, dance, or impassioned  speech; but you can’t read or write. This is either a temporary Flaw (1pt.) that
 
can be rectified with a patient teacher, or permanent (2pt.) due to a disability  inhibiting your understanding. This Flaw is enough to get you ostracized by  others of your bloodline if you do not conceal it.
 
* Refined Palate (1-3pt. Flaw)  <br>
 
Many Kiasyd self-impose feeding restrictions: refusing to feed from the poor  and diseased, or even those still wearing skin, or over a certain age. This  manifests akin to the Ventrue Clan weakness (V20, p. 73), due to conditioning  making any blood outside of the Kiasyd’s preference unpalatable. The severity  of the Flaw depends on how narrow the restriction is.
 
* Privacy Obsession (3 point Flaw) <br> 
 
You carry the academic penchant for privacy to an illogical extreme. Most  Kiasyd say, “for better or for worse, research comes first,” but, in your case, it’s  definitely for the worse. Even when you aren’t researching, you demand time to  think alone. You must make a Willpower roll (difficulty 6) before allowing other  to enter your haven, temporary home, or current shelter. When disturbed by an  unwanted guest in your permanent haven (rather than a temporary shelter),  you must make a Self-Control or Instincts check (difficulty 6) to avoid a frenzy.
 
* Dreadful Mara (4pt. Flaw)<br> 
 
You drank something that still lives within you and hates you, exerting alarming  control over your thoughts and actions. Each night, the Storyteller may convert a single rolled success into a 1, potentially leading to a botch. At the Storyteller’s  discretion, the entity may also whisper advice or insults, which can lead to  increased difficulty during attempts to concentrate
 
* Recluse (4 point Flaw) <br> 
 
You are afraid to leave the safety of your haven or temporary accommodations.  Nightly activities that require leaving trigger a Willpower check (difficulty 6). You  are so used to being alone that, at the Storyteller’s discretion, you suffer +1 to the difficulty of your skill checks that requires a social attribute. This penalty is  often limited to your first interaction once leaving your haven and goes away  once you spend enough time amongst “people.”
 
* Fleeting Humanity (4 Point Flaw) <br>
 
You are losing touch with your human emotions and values. This emotional  detachment affects your ability to empathize or relate to others. You suffer a -2  penalty to all rolls involving emotional connection, persuasion, or empathy. This  flaw may also cause difficulties in forming meaningful relationships with both  mortals and Kindred.
 
* Echoes of the Bell (4 point Flaw) <br>
 
The Kiasyd’s connection the Wyld through her knowledge of Mytherceria has  affected her as if she were True Fae. The sound of the faithful can be extremely  painful to the Kiasyd. The sound of church bells, or other religious music, such  as a Jewish chant or Muslim adhan, forces the Kiasyd to roll for Rötschreck  (difficulty 6). Only players with at least one dot in Mytherceria can take this  Flaw.
 
* Sidhe's Curse (4 point Flaw) <br>
 
Kiasyd with this flaw are closer to their fae natures than their fellows, but  instead of gaining power, they gain a susceptibility to Banality (see Changeling:  the Dreaming). You have a Banality rating like any other changeling and can  gain Banality in just the same way (killing fae, destroying chimera of faerie  treasures, spending too much time with other old vampires) and if you ever  reach 10 permanent Banality, your faeries soul dies and you lose all ability are  Mytherceria. Then things really get bad when all your pent-up "karmic balance"  from ages of fate manipulation comes back to haunt you, with a vengeance.
 
* Geasa (1-5 point Flaw)<br>
 
You begin the game with a geasa of some sort (and not the 6th-7th level  Mytherceria powers). Either a Ban or a long-term quest, it may be a family debt  or a duty imposed upon you (fairly or not). The difficulty or imposition of the  geasa depends upon the level of the flaw. Something minor (a ban against
 
harming animals, a requirement to give to charity) would be worth only one  point. More difficult geasa (a ban against sleeping in the same place twice, a  quest requiring you to help everyone who asks for aid) are worth more points  and affect your entire life.
 
* Dark Fate (5 Point Flaw) <br>
 
You are fated for a terrible and unavoidable end. Whether it is through  prophecy, curse, or supernatural insight, you know that your demise is  inevitable and will be tragic. You may try to fight it, but nothing can prevent the  ultimate outcome. The Storyteller will determine how and when this fate  manifests, but it will hang over your character’s head throughout the chronicle.
 
* Alien to Modern Night (5 point Flaw) <br>
 
In modern nights, the Kiasyd’s eldritch features are not just unsettling—they  are a blatant breach of the Masquerade. This Flaw combines and intensifies the  effects of Blue Skin, Eldritch Ears, and Ebony Eyes into a single, powerful Flaw. If  the Storyteller allows, this Flaw requires a Willpower check from any human  who witnesses your character's appearance. The number of successes on this  roll determines the level of fear the mortal experiences:
 
Botch: The mortal is consumed by immediate panic and can act rationally only  with self-preservation as the primary focus. They might lock doors, grab a  weapon, flee the area, or otherwise try to protect themselves. Failure: The mortal is overcome with fear. They may plead, bargain, or react  irrationally, likely believing the Kiasyd to be a demon or other terrifying being 1+ Successes: The mortal experiences a sudden fright but manages to stay  calm, avoiding panic, flight, or attack. Characters with this Flaw are a walking breach of the Masquerade, similar to  the Nosferatu. The combination of blue-tinged skin, pointed ears, and entirely  black eyes makes it nearly impossible to blend into mortal society without  significant effort.
 
* Elder Insanity (5 point Flaw)<br>
 
Your age weighs heavily on you mind, body, and spirit. You long for torpor. The  days are you spend awake are anhedonistic. Your lack of pleasure and  satisfaction drives you to indulge yourself in increasingly dangerous and radical  activities. When you aren’t concocting a selfish new plan to entertain yourself,  you sleep deeply in torpor. So few of these endeavors provide your with relief,  so you become increasingly frustrated with the material world, and the times  spent in torpor become longer and longer. Kindred afflicted in this way will  sleep for years, decades, even centuries. And when they wake, they are just as  bored and aggravated with their unlife as when they went to sleep. It is thought  that the Kiasyd have a remedy, but they are also affected by it…
 

Latest revision as of 13:10, 19 October 2024