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 Social Merits & Flaws

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Isamary White
Isamary White

Posts : 60
Join date : 2008-10-01

Social Merits & Flaws Empty
PostSubject: Social Merits & Flaws   Social Merits & Flaws Icon_minitimeThu Oct 02, 2008 12:58 pm

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.

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.

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.

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.

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.

Rep (1-5-PT Merit)
Your fame has exceeded the bounds of your sect. Everyone knows who you are, what you've 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.

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.

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 group's 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.

Mole (3-PT Merit)
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...

Broken Bond (4-PT Merit)
You were once blood bound but have secretly slipped the leash, and 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.

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 you're 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.

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 local Kindred community. This could be anything from having murdered an elder to being a member of the Sabbat.

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.

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 sire's 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 city's Kindred. As a result, you are distrusted and disliked as well.

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.

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.

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.

Sire's 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 sire's allies also work against you, and many elders may resent you.

Reputation (2-PT Merit)
You have a good reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire. Add three dice to all Dice Pools for social dealings with the city's Kindred. A character with this Merit may not take the Flaw of Notoriety.

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).

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.

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.

Expendable (1-PT Flaw)
Someone is power doesn’t want you around. Maybe she wants territory you possess, or is jealous of the attention you are 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.

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 sire's whereabouts, and they may not believe you if you tell them you do not know.

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 city's 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.

Incomplete Understanding (1-PT Flaw)
The whole matter has been explained to you, but you're still not quite sure how this Camarilla/Masquerade thing works. Your imperfect understanding of the rules and regulations of your new existence means that sooner or later, you're going to make a mistake. It's only a matter of time...

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.

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.

Failure (2-PT Flaw)
You once held a title in a 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.

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

Uppity (2-PT Flaw)
You are proud of your new status and Clan - so proud that you've 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.

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.

Former Prince (3-PT Flaw)
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.

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.

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.

Clan Enmity (4-PT Flaw)
One Clan in particular wants you dead. You have offended the entire Clan, from neonates to elders, and as a result every member of that bloodline wants your head on a plate. The effects of this Flaw may manifest as anything from very public snubs and insults to actual attempts on your existence. You are also at +2 difficulty on all Social rolls relating to member of the Clan in question.

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.

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.

Red List (7-PT Flaw)
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.
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