Camarilla Setting Merits and Flaws
Contents
- 1 Setting-Specific Merits
- 1.1 Antiquities (1 point merit)
- 1.2 Architect of the Tower (2 point merit)
- 1.3 Emissary to the Camarilla (1 point merit)
- 1.4 Machiavellian Prodigy (1 point merit)
- 1.5 Master of Puppets (2 point merit)
- 1.6 Monopoly (1 point merit)
- 1.7 Prestigious Sire (1 point merit)
- 1.8 Social Nobility (3 point merit)
- 2 Setting-Specific Flaws
Setting-Specific Merits
Antiquities (1 point merit)
Either you’ve been undead long enough to have collected a veritable storehouse of antique odds and ends, or you had a windfall when some other vampire met his Final Death. You can expend a downtime action to apply the Antique item quality to a piece of non-combat equipment. This quality does not count against the item’s two-quality limit. At your Storyteller’s discretion, some of the items in your antiquities vault may be of historical value; these may draw attention from various mortal agencies, if discovered.
Architect of the Tower (2 point merit)
You fought for the Camarilla during the Anarch Revolt and were present at the signing of the Treaty of Thorns. You are considered one of the founding members of the Camarilla, and as such, are granted the innate status trait Architect.
Emissary to the Camarilla (1 point merit)
Not everyone at a Camarilla gathering is a member of the sect. You’re not Acknowledged, but you understand the rules of the Ivory Tower’s political game, and you use them to best advantage. Perhaps you are a Giovanni liaison, or a local Setite priest, eager to assist the Camarilla…and capitalize on its internal struggles. So long as you are not Accepted by any sect, you can hold one fleeting status from the Camarilla. This is an exception to the rule that prevents non-Accepted individuals from holding sect status.
Machiavellian Prodigy (1 point merit)
You are exceptional at presenting yourself, manipulating others, and rising to the top of your social environment. This talent has served you well since your Embrace. Socially, you are treated as though you are one social class higher than your true generation. If you are a neonate, you are socially considered to be an ancilla (and gain the abiding status allocated to an ancilla); if you are an ancilla, you are considered an elder of the sect (and gain the status allotted to an elder). Elders receive no benefit from the purchase of this merit.
Master of Puppets (2 point merit)
You have gained control of an influence network that has proven to be particularly adroit and capable. Each week you regain one spent influence action in an influence of your choice.
Monopoly (1 point merit)
You have your fingers in almost everything that happens within your city, and your clout extends much further than most. You receive a second specialization for every dot of influence you purchase.
Prestigious Sire (1 point merit)
Your sire is an impressive elder or holds an important position in the Camarilla. You possess the innate status trait Loyal so long as both you and your sire avoid scandal. Should either of you gain the negative status Disgraced, you lose the benefit of this merit until the Disgraced status trait is removed.
Social Nobility (3 point merit)
In your past, you held a prestigious social position: perhaps as a long-ruling prince, an Archon, or a famous Harpy. Although you don’t necessarily hold the position at this time, your name has become synonymous with the upper echelons, and you are treated with an extraordinary amount of respect. When someone satisfactorily repays a boon owed to you, you may give them the fleeting status Gallant.
Setting-Specific Flaws
Accused of Heresy (2 point flaw)
Though accused of heresy in your past, you were allowed to survive. You might have been in possession of forbidden tomes, such as the Book of Nod, the Cainite Heresy’s Euagetaematikon, or the Gospel of Laodice (and your copy was seized and burned by Josian Archons); you might have shown kindness to a Caitiff; shared information about Golconda; or done something similarly prohibited. Because of this error in judgment, your name is on the Camarilla’s list of dangerous individuals, and you are closely watched by agents of the Justicars. You are treated as though you are one social class lower than your actual generation, and lose the abiding status possessed by your actual generation in favor of the one below. In this manner, an elder is treated as an ancilla, and an ancilla is treated like a neonate. If this flaw is possessed by a neonate, she is treated as though she were a Caitiff and gains the Greater Status Ban applied to Caitiff.
Forgiven Diablerie (1 point flaw)
You either committed diablerie during a blood hunt as a result of a Trophy or committed diablerie before the formation of the Camarilla. You have a writ of approval signed by a Prince or a Justicar. Although you cannot be openly punished for this past indiscretion, you have undoubtedly made enemies, and there are many elders who would delight in your ultimate downfall. Members of the Camarilla with this flaw suffer the sect’s Greater Status Ban, but cannot be openly executed, banished, or given negative status for their forgiven diablerie.
Sectarian (2 point flaw)
You earnestly believe Camarilla propaganda, and no evidence can convince you otherwise. There are no End Times, the Antediluvians are nothing to worry about, Golconda is infernalism, there was no city of Enoch, and the biblical Caine is a myth. You’ve heard some of the rumors, but you know that the Camarilla is eminently correct. Whatever happens, you do all you can to ensure that others toe the party line. You cannot possess the Lore skill above 2, nor may you purchase the Loremaster merit.
Tainted Embrace (2 point flaw)
You were Embraced by a prestigious member of the Sabbat, and the Camarilla is aware of your origin. Although your sire tried to force you into that sect, you rejected the Sabbat and escaped to swear allegiance to the Camarilla. Unfortunately, your reputation will forever be marred by your foul origin. Your maximum fleeting status is 1 less than usual while you have this flaw. This penalty adds to that imposed by any status ban.
Untrained Combatant (3 point flaw)
You may be an exceptional social manipulator or a keen investigator, but you were never particularly good at weapons finesse. As the Camarilla has many other avenues through which to gain power, you’ve never even bothered to learn such trivial things. As a result, you cannot perform combat maneuvers. Further, you cannot gain the benefit of a combat maneuver from the assist attacker tactic while you have this flaw.