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 Mental Merits & Flaws

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Isamary White
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Join date : 2008-10-01

PostSubject: Mental Merits & Flaws   Thu Oct 02, 2008 12:57 pm

Common Sense (1-PT. Merit)
You have a significant amount of practical, everyday wisdom. Whenever the character is about to act in a way contrary to common sense, the Storyteller can make suggesstion or warnings about the implications of said action. This is a very useful Merit to give to beginning players unfamiliar with the game.

Concentration (1-PT. Merit)
You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, hanging upside down).

Time Sense (1-PT. Merit)
You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device.

Code of Honor (2-PT. Merit)
You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower or Virtue rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.

Eidetic Memory (2-PT. Merit)
You remember, with perfect detail, things seen and heard. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect.

Light Sleeper (2-PT. Merit)
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity/Path restricts the number of dice available during the day.

Natural Linguist (2-PT. Merit)
You have a flair for languages. You may add three dice to any dice pool involving written or spoken languages.

Calm Heart (3-PT. Merit)
You are naturally calm and do not easily fly off the handle. You receive two extra dice when attempting to resist a frenzy. Brujah may not take this Trait.

Berserker (2-PT Merit)
The Beast is in you, but you know how to direct and make use of it. You have the capacity to frenzy at will, and are thus able to ignore your wound penalties. However, you must pay the consequences of your actions while in frenzy just as you normally would. Your chance of entering an unwilling frenzy is also unaffected.

Dual Nature (2-PT Merit)
You have two distinct Natures, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Natures. You may still choose a Demeanor, and it can be as different from the character' Natures as the player desires.

Iron Will (3-PT. Merit)
When you are determined and your mind is set, nothing can thwart you from your goals. When you are affected by a Dominate power, you may spend a point of Willpower to shake off the effects. In addition, you receive three extra dice to resist the effects of any mind-altering magic, spell or Thaumaturgy path. This Merit does not affect Presence or other powers dealing with the emotions.

Self-Confident (5-PT Merit)
When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. You do not lose the point when you spend it, unless you end the roll with only one success, i.e. you do not gain any additional successes from the dice you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. This means you can use it only when the difficulty of your roll is six or higher. You may spend Willpower at other times; however, if the difficulty is five or less, the Willpower will be spent no matter what you roll.

Coldly Logical (1-PT. Merit)
While some might refer to you as a 'cold fish', you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all Sense Deception and related rolls).

Deep Sleeper (1-PT. Flaw)
When you sleep, it is very difficult for you to awaken. The difficulty of any die roll to awaken during the day is increased by two.

Nightmares (1-PT. Flaw)
You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you are locked in a nightmare.

Phobia (2-PT. Flaw)
You have an overpowering fear of something. Spiders, snakes, crowds and heights are examples of common phobias. You must make a Courage roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller, and if you fail the roll you must retreat from the object.

Prey Exclusion (1-PT. Flaw)
You refuse to hunt a certain class of prey. You might refuse to feed upon drug dealers, or policemen, or accountants, or rich people - if you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller's discretion. Ventrue, owing to the limitations imposed on their feeding by their clan weakness, may not take this Flaw.

Confused (2-PT Flaw)
You are often confused, and the world seems to be a very distorted and twisted place. Sometimes you are simply unable to make sense of things. You need to role-play this behavior all the time to a small degree, but your confusion becomes especially strong whenever stimuli surround you (such as when a number of different people talk all at once, or you enter a nightclub with loud pounding music). You may spend Willpower to override the effects of your confusion, but only temporarily.

Shy (1-PT. Flaw)
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Difficulties for all rolls involving social interaction with strangers are increased by two. If the character becomes the center of attention in a large group, difficulties are increased by three.

Soft-hearted (1-PT. Flaw)
You cannot stand to watch others suffer. You avoid any situation that involves causing someone physical or emotional pain, unless you make a Willpower roll (difficulty Cool. You must have a Humanity rating of 7 or above to take this Flaw.

Speech Impediment (1-PT. Flaw)
You have a stammer or other speech impediment that hampers verbal communication. The difficulties of all die rolls involving verbal communication are increased by two. You must roleplay this Flaw whenever possible.

Short Fuse (2-PT. Flaw)
You are easily angered. Difficulties to avoid frenzy are two greater. Brujah vampires cannot take this Flaw, as they already suffer from a similar malady.

Territorial (2-PT. Flaw)
You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory uninvited, you must make a frenzy roll. If you fail, you immediately attack the interloper and continue attacking until the intruder is dead or has left your hunting grounds. You are reluctant to leave your territory except in desperate circumstances.

Low Self-image (2-PT Flaw)
You lack self-confidence and don't believe in yourself You have two fewer dice in situations where you don't expect to succeed (at the Storyteller's discretion, though the penalty might be limited to one die if you help the Storyteller by pointing out times when this Flaw might affect you ). At the Storyteller's option, you may be required to make Willpower rolls to do things that require self confidence, or even to use a Willpower point when others would not be obliged to do so.

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.

Amnesia (2-PT. Flaw)
You are unable to remember anything about your past, yourself or your family, though your past might well come back to haunt you. Your origins and the circumstances behind your amnesia are for the Storyteller to determine, and she is encouraged to make it as interesting as possible.

Lunacy (2-PT. Flaw)
You are affected by the phases of the moon, increasing your chances to frenzy. Under the crescent moon, difficulties to avoid frenzy increase by one. Under the half or gibbous moon, difficulties rise by two. When the moon is full, difficulties increase by three.

Absent-Minded (3-PT Flaw)
This Flaw may not be taken with the Merit Concentration. Though you do not forget such things as Knowledges or Skills, you do forget names, addresses, and when you last ate. In order to remember anything more than your own name and the location of your haven, you need to make a Wits roll or, as a last resort, spend a Willpower point.

Weak-willed (3-PT. Flaw)
You are highly susceptible to Dominate and intimidation by others; Dominate attempts automatically affect you unless the Discipline wielder is of higher generation, and your difficulties to resist Social abilities such as Intimidation or Leadership, as well as mind-altering spells or magic, are increased by two. Your Willpower Trait may never rise above 4.

Conspicuous Consumption (4-PT. Flaw)
It is not enough for you to draw nourishment from the blood of mortals - you believe you must also consume your victim's heart, liver and other blood-rich tissue. Of course, this will necessitate the deaths of all of your victims (unless you are extremely creative), which might lead to numerous problems with the Masquerade and maintaining Humanity. Characters with this Flaw must additionally purchase the Eat Food Merit.

Impatient (1-PT. Flaw)
You have no patience for standing around and waiting. You want to do things NOW and the Devil take the hindmost. Every time you are forced to wait around instead of acting, a Self-Control roll is required to see if you go haring off on your own instead.

Unconvinced (1-PT. Flaw)
You fail to see the need for the Masquerade and have gone on record as saying so. Taking your stand has made you suspect in the eyes of your elders, and may have attracted the Sabbat's attention as well.

Stereotype (2-PT Flaw)
You buy heavily into all the vampire legendry you've read and heard. You wear a cape, speak with an accent and otherwise act in a cartoonish fashion. Such behavior is embarrassing in the extreme to other Kindred, who are likely to ostracize or mock you (+2 difficulty to Social rolls with other vampires who don’t share your habits). Also, you stand out to hunters, and run the risk of violating the Masquerade every time you take to the streets.

Thirst for Innocence (2-PT Flaw)
The sight of innocence - of any sort - arouses in you a terrible bloodlust. Roll Self-Control, or else frenzy and attack the source of your hunger.
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