Clan-Specific Merits

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Clan-Specific Merits

Each clan has a list of merits that are available only to vampires Embraced into that clan. These merits are not available to adopted members, allies, revenants, or ghouls, even if the ghoul’s domitor is a member of the clan.

Greater Clans

Assamite Clan Merits

Surprise Attack (1 point merit)

You are skilled at attacking from surprise. You receive a +3 bonus to your Physical test pools when attacking an opponent who is unaware of your presence. You only receive this bonus once per combat, as your first attack reveals your presence and ruins any further surprise.

Bloodline: Vizier (2 point merit)

You are a member of the Vizier bloodline, scholars and philosophers who defied the Eldest and refused to worship Haqim above Allah. The Viziers fled the mountain of Alamut and no longer serve the Eldest of the clan. Your in-clan disciplines are Auspex, Celerity, and Quietus.

Awakening the Steel (3 point merit)

You possess a melee weapon that has been given a magical name, as part of an enchantment by a member of the Sorcerer caste. If you spend 1 Blood and use a simple action to call the weapon’s name, it appears in your hand. This occurs regardless of the weapon’s original location. You must have room to hold the weapon when it appears in your hand; the weapon cannot appear inside of a solid object. If your weapon is broken or destroyed, it will reform (as good as new) when you activate this power. If this power is used to reform your weapon, it appears exactly as it was first forged. If the weapon was modified or coated with blood, those modifications are removed when the weapon is reformed.

Bloodline: Sorcerer (4 point merit)

You are a member of the Assamite Sorcerer caste, which obeys the will of the Eldest and also seeks vengeance on the Tremere and Viziers. Your in-clan disciplines are Obfuscate, Quietus, and Thaumaturgy: Lure of Flames. You can also purchase one other path of Thaumaturgy of your choice. This additional path of Thaumaturgy can be learned without a teacher and is purchased at in-clan costs, but is not considered an in-clan discipline. This additional path may be taught to someone else; this is an exception to the requirement that a discipline be In-Clan to be teachable.

Brujah Clan Merits

Brotherhood (1 point merit)

Brujah are known for two things: their fiery tempers and their intense clan loyalty. As a member of Clan Brujah, you gain a +2 bonus to Brawl, Melee, and Ranged attacks when attacking an individual who was targeted by another Brujah’s Physical attack (Brawl, Melee, or Ranged) earlier in the same combat round, or when another Brujah is using the Assist Attacker tactic to aid your attack. Members of the True Brujah bloodline cannot purchase this merit.

Burning Wrath (2 point merit)

A Brujah’s heart is ablaze with emotion, spurred by anger, and filled with righteous fury. By channelling this anger, you can expend a simple action to unleash your Burning Wrath, thus turning your fists into supernatural weapons. When this power is invoked, the character’s fists glow red with a dull, contained heat (you cannot actually start fires with this power). For the next hour, when you attack a foe with a bare-knuckled punch, you gain a +2 wild card bonus on this attack, and if successful, you inflict aggravated damage. You may end Burning Wrath at any time by expending a simple action.

Scourge of Alecto (3 point merit)

When another character spends 1 or more points of Willpower to ignore your Awe, or attempts to overcome your Majesty, your Beast responds with spiteful rage. The sheer force of its anger rips into your rival’s spirit, tearing her apart. The target of Scourge of Alecto takes 1 point of aggravated damage; this damage cannot be reduced or negated. This effect does not require an action or a challenge to activate, and does not break your Majesty.

Bloodline: True Brujah (4 point merit)

You are a member of an ancient Brujah bloodline that reviles its tempestuous ancestors and dedicates itself to intellectual studies and passionless pursuits. Your in-clan disciplines are Potence, Presence, and Temporis.

Follower of Set Clan Merits

Personal Cult (1 point merit)

Setites enjoy developing cults and herds of worshippers. Whether these devotees are fanatic slaves, adoring followers, or sex-crazed groupies, your cult serves without question. These mortals adore their vampiric master — whether or not they know your true nature. You may define this cult in any way you choose. Perhaps they worship Set, or Caine, or even you. They may have ecstatic parties and orgies, run drug laboratories, or participate in any rituals you choose. You gain 5 free dots in one of the following backgrounds: Haven, Herd, or Resources. If you’ve previously purchased dots of that background, all XP is refunded. If you assigned creation points to that background, you may move those points to another background in which you currently have no points. In addition to this background, you have a temple in which your personal cult worships; this temple is considered holy ground. If you have any merits or flaws that are affected by holy ground, this temple does not affect you negatively. If you spend 3 Blood and rest the day in this temple, you can heal 2 points of aggravated damage instead of 1. This temple may be further defined by the Haven merit.

Bloodline: Tlacique (2 point merit)

You are a member of the Tlacique bloodline, which is comprised of broods of South American vampires and claims descent from Tezcatlipoca, the Aztec god of night, war, and sorcery, whom they consider analogous to Set. Your in-clan disciplines are Presence, Obfuscate, and Protean.

Bloodline: Vipers (2 point merit)

You are a member of the Viper bloodline, the holy warriors of the Setite clan. This heritage comes with a great deal of responsibility, and you are expected to protect the clan’s temples and priests. To ensure you are capable of this task, you have been blessed with a powerful strength to use in Set’s service. Your in-clan disciplines are Potence, Presence, and Serpentis.

Addictive Blood (3 point merit)

Anyone foolish enough to taste a point of your Blood becomes addicted to it. The next time this creature has the chance to drink from you, she must spend 1 Willpower to turn down the opportunity. This expenditure allows the victim to resist her addiction for the next 10 minutes without further expenditure. After resisting your Blood in this manner five times consecutively, the addiction is broken. If you have the Presence power Entrancement, anyone who drinks a point of your Blood also becomes Entranced by you for the rest of the night.

Setite Sorcery (4 point merit)

Sorcery is a gift granted only to the most faithful, and Set’s children revere this ability as a mark of faith among their kind. When you acquire this merit, you gain the discipline Thaumaturgy. You can purchase the Path of Corruption and one other Thamaturgical path of your choice. These paths are learned without a teacher and are considered out-of-clan powers for all purposes (including purchase costs). These paths may be taught to someone else; this is an exception to the requirement that a discipline be In-Clan to be teachable.

Gangrel Clan Merits

Protean Blood (1 point merit)

Once per hour, you can activate a Protean power without paying the costs (Blood and action) normally required to activate that power. Protean Blood’s effects happen on your initiative and cannot be combined with effects that allow you to take actions before or after your initiative in the round. This merit cannot be used with elder powers or Protean-based techniques, but may be used with the merit Shape of Beast’s Wrath.

Bloodline: Coyote (2 point merit)

You are a member of the Coyote bloodline. Sometimes known as “City Gangrel,” Coyotes were once seen only among the Sabbat, but in recent nights have been found as Autarks, Anarchs, and even the occasional member of the Camarilla. Unlike most Gangrel, Coyote are comfortable in city-based environments and consider themselves the ultimate urban predator. Your in-clan disciplines are Celerity, Obfuscate, and Protean.

Bloodline: Noiad (2 point merit)

You are a member of the Noiad bloodline, which hails from Finland, Sweden, and other parts of Scandinavia. These primitive seers and oracles disdain technology and modern culture, and prefer to remain in the undeveloped areas, holding tightly to the ancient traditions of their kind. Your in-clan disciplines are Animalism, Auspex, and Protean.

Shape of Beast’s Wrath (3 point merit)

When assuming the fight form granted by Protean, you can choose instead to turn into an enormous half-wolf, half-man monster. When you utilize Shape of Beast’s Wrath, your Brawl test pool increases by +5, and you do aggravated damage with your unarmed brawling attacks. While in this form, all of your defensive pools (Physical, Mental, and Social) suffer a -2 penalty. Shape of the Beast’s Wrath is considered a transformative power and cannot be combined with other transformative powers. Attribute bonuses or focus benefits that would normally be gained from Shape of the Beast do not apply to a character who has assumed the form granted by Shape of the Beast’s Wrath.


Bloodline: Ahrimanes (4 point merit)

You are a member of the all-female bloodline known as the Ahrimanes. These Gangrel are extremely shamanistic, and they have an unusual bond with spirits of all kinds. They are secretive and violent. Your in-clan disciplines are Animalism, Presence, and Thaumaturgy: Path of Elemental Mastery. Male characters cannot possess this merit.

Giovanni Clan Merits

Necromantic Expertise (1 point merit)

You can purchase an additional path of Necromancy in addition to the Sepulchre Path (any path except the Mortis Path, which is excluded from this merit). This additional path is learned without a teacher and is purchased at in-clan costs, but is not considered an in-clan discipline. For example, when using the Dominate power Possession, these Necromantic paths cannot be brought along. This additional path may be taught to someone else. This is an exception to the requirement that a discipline be In-Clan to be teachable. You can purchase this merit multiple times, allowing you to learn multiple paths of Necromancy.

Mook (2 point merit)

You were Embraced for your physical prowess, and the Giovanni clan elders have called in favors to make sure you have ample instruction in combat without hindering your loyalty to the clan with the annoyance of a minimal blood bond. You can learn the disciplines Celerity and Fortitude without a teacher, although you must still pay out-of-clan costs to purchase these powers. This merit may be used to learn elder powers (assuming you meet the Generation requirements).

Ghostly Retainer (3 point merit)

A loyal Retainer serves you from beyond the grave. This ghostly spirit is typically a departed family member who, for whatever reason, was never Embraced. Build this NPC as a level 5 Retainer, using the wraith rules in the Allies and Antagonists section. If you possess Necromancy: Sepulchre Path, you may spend 1 Blood to sorcerously summon your ghostly retainer, allowing her to teleport to your current location.

Bloodline: Premascine (4 point merit)

You are a throwback to an older lineage of the clan. You suffer from a ghastly pallor reminiscent of the Cappadocians, and you can learn Necromancy: Mortis Path. Other Giovanni (especially old ones) are extremely suspicious of characters who demonstrate the ability to harness the Mortis Path, believing that such an individual may still be loyal to the Cappadocians. Necromancy: Mortis Path is learned without a teacher and does not require the purchase of the Necromantic Expertise merit, but is not considered an in-clan discipline for any purpose (including purchase costs). This merit is an exception to the rule that prevents non-Cappadocians from learning Mortis Path.

Lasombra Clan Merits

Angelic Visage (1 point merit)

Your innate connection to the Abyss shows in every movement of your body and every shadow of your face, lending you an unnatural grace and sexual attraction. You gain the Social attribute Appearance or Charisma focus in addition to the normal Social attribute focus selected during character creation. Additionally, you always appear attractive and dignified, even when you are injured, dirty, or have low Humanity. Even if you are on a path or at low Humanity, your moral degradation lends you a porcelain, alien beauty rather than a monstrous, feral visage. Adherance to a path is still unmistakably visible, despite this exceptional beauty, but rather than evoking fear or disgust, your dark radiance is intense and sexually compelling.

Born in Shadow (2 point merit)

Your spirit is particularly attuned to the dark depths of the Abyss. Once per turn, you can activate one of the first 2 dots of Obtenebration without spending Blood, though you must meet all other requirements. Alternately, once per turn you may use this merit to increase the radius of your Shroud of Night without spending Blood up to 12 steps. Afterwards, you may continue to increase your Shroud of Night, but you must spend blood to do so.

Walk the Abyss (3 point merit)

(Abyss Mysticism) Occult scholars among the Lasombra claim that Obtenebration rises from a different realm, a dark and primordial void known as the Abyss. These mystics constantly search for terrible truths and philosophical answers as they attempt to unlock the secrets of its depths. Unlike Thaumaturgy, Abyss Mysticism is not blood magic. It is, a form of communion, a spiritual portal between the practitioner and the Abyss.

You are trained in one of the arts of Abyss Mysticism. By focusing on a familiar destination, chanting for five full turns, and then stepping through a pool of shadow, you can travel into and through the Abyss. You may bring up to three willing companions with you on this journey. Time and distance are subjective in the Abyss, and there’s no predicting when you will arrive at your destination, no matter how nearby or far away.

Anytime you utilize Walk the Abyss, you must make a test with your Storyteller (no test pool is used). If you win the test, you spend one hour in the Abyss before arriving at your destination. If you tie, you spend three hours in the Abyss, and if you lose, you spend six hours in the Abyss before you arrive. Traveling through the Abyss is dangerous and terrifying, even for those experienced in such things. Each hour spent in the Abyss inflicts 1 level of aggravated damage, which cannot be reduced or negated. Further, this damage cannot be healed until you are once more on the physical plane.

This is an Abyss Mysticism merit. Characters possessing this merit are considered Abyss Mystics and can purchase items which require Abyssal Mysticism.

Bloodline: Kiasyd (4 point merit)

You are a member of the Kiasyd bloodline, a freakish, alien brood that prefers to maintain an isolated, studious existence. The Kiasyd have connections with the fae and are extremely fascinated with ancient or forbidden lore. Your in-clan disciplines are Dominate, Mythreceria, and Obtenebration.

Malkavian Clan Merits

Expanded Consciousness (1 point merit)

You have special insight into the universe, and your consciousness has expanded beyond the understanding of more limited minds. You gain a second Mental attribute focus in addition to the normal Mental focus selected during character creation.

Bloodline: Ananke (2 point merit)

You’re a member of the Ananke bloodline, the keepers of the ancient temples. These Malkavians are obsessed with haruspexy, the art of divining the future through the entrails of recently dead creatures (and humans). Your in-clan disciplines are Auspex, Dementation, and Presence.

Bloodline: Knights of the Moon (2 point merit)

You’re a member of the Knights of the Moon bloodline, who do not manifest Dementation. Your in-clan disciplines are Auspex, Dominate, and Obfuscate.

Labyrinthine Mind (3 point merit)

Your mind is a twisted nest of madness and disconnected ideas, and any character who attempts to non-consensually pull information out of your mind risks driving herself insane. Firstly, you receive a +3 bonus to your defense test pool when resisting Dominate, Dementation, and Thaumaturgy: Path of Corruption. Secondly, characters who attempt to pull information from your mind gain one of your Derangement flaws (of your choice). The invader receives this flaw as though she had purchased it; if you believe you are Julius Caesar, the invader now believes she is Julius Caesar (not that you are). Derangements inflicted by Labyrinthine Mind last for one hour.

Sophistry (4 point merit)

You see the flaws and fallacies of the universe, the broken edges and shattered reflections that ripple out from every action. You occasionally remember things that didn’t happen or have alternate-timeline impressions of people you know. This gives you a distorted perception of the world, but it can be useful when your life is in danger. You side-step blows before they are thrown; you move out of the radius of explosions, or away from falling objects, before they strike. Even Mental and Social powers have a difficult time invading your mind, as you are fortified within these strange ripples of insanity. Once per game session, when you are called upon to resist a Physical, Mental, or Social challenge, or when you are required to make a test that could result in injury, you may spend 1 Blood to automatically win the challenge or avoid the situation entirely. Sophistry can be invoked at any time, even before your turn in the initiative order. When Sophistry is used to avoid an attack, your opponent is considered to have failed to affect you. In the case of Mental and Social challenges, this result may prevent you from being immediately targeted again by the same power.

Nosferatu Clan Merits

Unseeing Eye (1 point merit)

You cannot be targeted by supernatural powers that track or identify you at range, unless you are already within the user of the power’s line of sight. This includes tracking powers, such as the ritual Illuminate the Trail of Prey, and observation powers such as Clairvoyance and Scry. Note that this merit doesn’t block normal uses of Auspex, only those that allow a viewer to watch over you remotely. If a remote-viewing power (such as Clairvoyance or Scry) is used to spy on your location, rather than on you directly, the power functions normally for everything in that area except you. Although the user can see the location and anyone else within it, you are inaudible and invisible to the user of the remote-viewing power.

Hidden Advantage (2 point merit)

Your Nosferatu heritage grants exceptional talent with the powers of Obfuscate. Individuals using Auspex (or similar powers) do not automatically realize there is an Obfuscated person nearby when they are near you. Additionally, your Unseen Presence remains active even if you are asleep or in torpor. For this aspect of Hidden Advantage to function, you must activate Unseen Presence before going to sleep (or before falling into torpor). Your Unseen Presence can be penetrated with Auspex (or similar powers) without awakening you.

Pliable Blood (3 point merit)

While other clans often reject members of their lineage whose blood mutates into strange or different native powers, the Nosferatu never cast away family. The bond between Nosferatu is so close-knit that there is no distinction between bloodline and parent clan. You may choose one common or uncommon discipline to possess as a fourth in-clan discipline. You cannot create your character with a free dot (or dots) of this fourth in-clan discipline, but you can teach this discipline, and it is considered in-clan for all other powers or effects. You pay in-clan XP costs to purchase this discipline. You may choose from these common and uncommon disciplines: Auspex, Celerity, Dementation, Dominate, Fortitude, Presence, Protean, Quietus, and Serpentis. This merit cannot be combined with other merits that give your character additional in-clan disciplines.

Unnatural Adaptation (4 point merit)

Your Embrace left you horribly mutated, more so than most of your clanmates. Because of this revolting mutation, you may choose two of the following special abilities:

• Patagia: A thick membrane stretches between your arms and your torso. If you fall from a damaging height, you can spread your arms and use these proto-wings to glide safely to the ground. If you have 2 or more dots of Potence, you can fly three steps per turn by spending both your simple and standard actions.

• Webbed Fingers: Your fingers and toes are overlong and have a thick membrane between them, allowing you to swim extremely fast. You may spend a simple action to swim at normal speeds (walking or running). You gain an additional step to this movement rate for each dot of the Athletics skill you possess.

• Gaping Maw: Your mouth is overlarge and filled with large, pointy teeth (or tusks, or otherwise menacing features). You can bite to inflict damage without first grappling your opponent. When you drain Blood, you drain 2 points per standard action instead of the standard 1 point.

• Slimy: Your body is coated with a thick layer of slime. You can use a simple action to automatically escape from a Grapple even when pinned by a supernatural power (such as Thaumaturgy: Movement of the Mind).

• Grappling Appendages: Your arms are elongated, strangely jointed, or covered with horrific suckers. You do not need to spend Willpower to perform the Grapple combat maneuver, and you receive a +2 bonus when attempting to Grapple.

Toreador Clan Merits

Artist’s Blessing (1 point merit)

The potential maximum level of all of your Craft and Performance skills is increased by 2 (normally this raises your potential maximum to 7). Additionally, you gain the first 3 dots of any one Craft or Performance skill for free. If you already purchased this skill, your XP for that purchase is refunded. If you assigned creation points to the chosen skill, you may reassign those points to a skill in which you have no points assigned.

Bloodline: Ishtarri (2 point merit)

You’re a member of the Ishtarri bloodline, which devotes itself to the perfection of movement, whether in dance or battle. Ishtarri are extremely passionate and have difficulty resisting their vices. Your in-clan disciplines are Celerity, Fortitude, and Presence.

Bloodline: Volgirre (2 point merit)

You’re a member of the Volgirre bloodline, a secret lineage of depraved, darkly creative artisans. These vicious, licentious creatures give the other Toreador a bad name, indulging in cruel works of art, which are beautiful beyond mortal comprehension. You have the default Toreador in-clan disciplines, and you can purchase the first 2 dots of Vicissitude as an out-of-clan discipline, without a teacher.

Absent Sway (3 point merit)

Whether you dance, paint, sing, or practice any type of art, your work invokes true emotion. When you create art or undertake a performance, you can choose one appropriate emotion or state of thought to be reflected in that endeavour. Anyone viewing the art or observing the performance feels that emotion. If an individual wishes to take an action that runs contrary to the chosen emotion, such as attacking someone in the presence of a painting that invokes calm, she may spend 1 Willpower. If she does so, she ignores all Absent Sway effects for the next hour.

The effects of Absent Sway are passive, not aggressive, and encourage observers to feel emotion or enter a certain state of mind. The emotion encouraged by the art is felt by the victim, but Absent Sway does not force the victim to act in any specific manner. You might paint a picture that provokes viewers to feel the emotion “anger.” The manner in which the individual responds to feeling anger is up to the player of that character. However, if the character wishes to act in some manner that is diametrically opposed or contradictory to the emotion encouraged by the Absent Sway, she must spend 1 Willpower. For example, if she was in the presence of the painting that evoked “anger,” she would not have to punch the person beside her, but she would be forced to spend a point of Willpower if she wanted to start peace negotiations, or announce she has forgiven her enemies for their past slights.

Absent Sway cannot affect individuals in combat and has no effect once combat starts, but the power can make it difficult for characters to start combat in the first place. Absent Sway only functions when placed on art that is of significant size or easy to observe. Only characters who can plainly see the art or performance are affected by Absent Sway.

A character does not have to spend a point of Willpower to overcome Absent Sway if acting upon the emotion caused by the art would cause the character harm or prevent the character from acting in self-preservation.

Dancer’s Grace (4 point merit)

You have an athletic body and were Embraced at the height of your physical prowess. Once per turn, you gain a free retest when defending against an attack that allows you to resist with your Physical attribute + Dodge test pool. This retest can be used before or after the normal Willpower retest, and is an exception to the rule limiting retests to one per challenge. This effect can be used during Celerity rounds, but can only be used once in a given turn.

Tremere Clan Merits

Thaumaturgic Expertise (1 point merit)

You can purchase a path of Thaumaturgy in addition to the Path of Blood. This additional path is learned without a teacher and is purchased at in-clan XP costs, but is not considered an in-clan discipline. For example, when using the Dominate power Possession, these Thaumaturgic paths cannot be brought along. This additional path may be taught to someone else; this is an exception to the requirement that a discipline be in-clan to be teachable. You can purchase this merit multiple times, thus allowing you to learn multiple paths of Thaumaturgy.

Bloodline: Telyav (2 point merit)

You are a member of the Telyav bloodline, a group of Lithuanian pagan Tremere believed to be extinct by the majority of the parent clan. Your in-clan disciplines are Auspex, Presence, and Thaumaturgy: Path of Blood.

Talisman (3 point merit)

You possess a magical talisman. Your talisman must be a straight, rigid item between five inches and six feet long. Ancient Tremere sometimes carry staves and wands, while a more modern or subtle Tremere may carry a cane, a drum stick, or a baton. As long as you are holding it in or touching it with your hand, you receive a +2 bonus to all Thaumaturgy test pools. If your talisman is broken, lost, or stolen, it is unavailable until you remake it, a process which takes four game sessions or two months, whichever is greater. Only you can use your talisman; other characters gain no benefit from your talisman.

Many talismans may be wielded as melee weapons, but that is not their primary purpose. If a talisman is sturdy enough to be wielded in melee, it should be built using the improvised weapon rules (giving it one weapon quality). Telyavetic Tremere who buy this merit can choose their talisman to be an Athame (or other bladed implement appropriate to a pre-Christian religion). Some religions scorn the use of an Athame as a weapon, but if wielded in combat, an Athame has the weapon qualities Concealable and either Fast, Silver, or Cold Iron.

Countermagic (4 point merit)

You are extraordinarily adept with magic and can pull apart the threads of a spell as well as you can weave them. You gain a +3 bonus to defensive test pools when resisting Thamaturgy. Additionally, you can use a standard action and spend 1 Blood to target an individual or area and attempt to dispel active thaumaturgical effects. If you target an individual, you must make a challenge (Mental attribute + Occult versus the target’s (Mental attribute + Willpower). If successful, all active thaumaturgical powers affecting your target end, and all magical items on the target become defunct for one hour. If you target an area, you can make a test (using your Mental attribute + Occult, difficulty 12) to dispel all rituals within five steps of you. Targeting an area has no effect on magic directly affecting another individual, but it does dispel rituals, wards, and items that are not in an individual’s direct possession.

Tzimisce Clan Merits

Blood of the Tzimisce (1 point merit)

You share your clan’s connection to the land and, through the spirits of the land, you hear tales and whispers of lore dating as far back as the days of legendary Enoch. These spirits serve and protect you, guarding the place where you sleep. You receive a +3 bonus to all attack test pools (Physical, Social, and Mental) when you are in your haven. This bonus applies to all pools except defense pools.

Additionally, the spirits teach you ancient knowledge and share long-lost tales. You gain 2 free dots of the Lore skill (including specializations as per purchasing dots of that skill), and your maximum level of the Lore skill is increased by 2. If you’ve previously spent XP on the first 2 dots of the Lore skill, that XP is refunded. If you used creation points to purchase the first 2 levels of Lore, you may reassign those points to a skill in which you have no points assigned.

Szlachta (2 point merit)

Each time you purchase a Retainer, you can choose for that Retainer to be either a hellhound (if crafted from an animal) or a szlachta (if crafted from a human). You must pay all XP costs to gain this Retainer, as per usual. A character must have at least 3 dots of Vicissitude in order to use this merit, and your loyal monstrosities may be further modified by your Vicissitude powers.

When you purchase this Retainer, assign one of the following benefits to them, due to this merit:

• Armored: This creature’s skin has been toughened and hardened with spikes, chitinous plating, or other natural protection. The Retainer gains 2 additional Healthy wound levels.

• Over-Muscled: You have given this creature additional musculature, raising its physical strength and capacity. The Retainer has a free Potence specialization.

• Lithe: You have lengthened this creature’s bones, given it additional joints, and narrowed its physique, making it far more dexterous. With a simple action, this creature can automatically break free from any Grapple. Additionally, Lithe creatures have a +2 bonus to Dodge-based defense test pools and a +2 bonus to initiative.

• Acid Spit: You have done terrible things to this creature’s organs, mutating and contorting its internal chemistry. Once per turn, your Retainer can use a Ranged attack to inflict 2 points of aggravated damage. Ghouls with an Athletics specialization get a bonus to their Ranged attack pools.

• Built for Combat: Your creation is built to fight. It has claws, and its limbs are arranged for maximum efficiency. Your ghoul has a free Brawl specialization and inflicts aggravated damage with brawling attacks.

• Flight: Your beast has leathery wings, capable of carrying it awkwardly aloft. Your creation can fly at normal speeds (three steps per simple action). Only hellhounds (animal creations) may receive this option.

Bloodline: Carpathian (3 point merit)

Long ago, when the Tzimisce joined the Sabbat, some members of the clan resisted. These archaic nobles refused to cultivate the use of Vicissitude, calling it a corruption of their pure blood. They rule small domains in Eastern Europe and rarely venture out into the modern world. Your in-clan disciplines are Animalism, Auspex, and Dominate. Carpathians can never learn Vicissitude, but may learn Protean as an out-of-clan discipline, without a teacher.

Bloodline: Koldun (4 point merit)

Those Tzimisce who practice the rare art of koldunic sorcery, or koldunism, claim to be the original creators of blood magic. These vampires are deeply connected to the land, enslaving ancient earth spirits to do their bidding. The kolduns rarely teach their blood magic to outsiders, even others of their clan, preferring to exist in small lineage-broods, considering themselves superior to other vampires. Your in-clan disciplines are Animalism, Auspex, and Thaumaturgy: Path of Elemental Mastery. You can also purchase one other path of Thaumaturgy of your choice. This additional path of Thaumaturgy can be learned without a teacher and is purchased at in-clan costs, but is not considered an in-clan discipline. For example, when using the Dominate power Possession, this additional path is not considered in-clan and cannot be brought along. This additional path may be taught to someone else; this is an exception to the requirement that a discipline be In-Clan to be teachable.

Ventrue Clan Merits

Aura of Command (1 point merit)

As the royalty of vampire society, the clan of Kings brooks no disobedience from mere peons. Mortals and ghouls cannot resist your Presence and Dominate powers. When targeting a mortal with Presence or Dominate, you automatically succeed; the mortal cannot form a defense test pool. This effect also applies to techniques with prerequisites that include Dominate or Presence.

Bloodline: Crusader (2 point merit)

You are a member of a stern, demanding bloodline of the Ventrue clan. Once reviled as aberrant, the Crusaders have begun to earn more respect from the elders in modern nights. Your in-clan disciplines are Auspex, Dominate, and Fortitude.

Paragon (3 point merit)

You are either an established leader within the Ventrue or an up-and-coming star in the clan. The line of Kings looks to you to be an example, and many younger members of the clan seek your approbation and approval. This provides the following benefits:

• The amount of money available to you from the Resources background is doubled.

• You receive one additional action per Influence you control (Elite or Underworld).

• Additionally, you have attracted the attention of a lesser Ventrue who wishes to ride your coattails towards greatness. This lieutenant is a low-ranking Ventrue neonate NPC, perhaps your childe or some distant lineage relation, and is built as a level 6 Retainer. Unlike normal Retainers, this lieutenant has access to three of the following backgrounds: Resources, Haven, Herd, or Influence (Elite or Underworld). Your lieutenant has 3 dots in one of these backgrounds, 2 in a second, and 1 in a third. This lieutenant cannot learn techniques or elder powers. If the lieutenant dies, you lose access to this merit for four game sessions or two months (whichever is greater), reflecting your search for a suitable replacement.

Regal Bearing (4 point merit)

As the dictates of the kings and queens of old were instantly obeyed, you can unleash the force of your personality in a magnificent flash. Once per game session, you can use any one Presence power instantly, without expending an action. You can activate this merit even before your initiative. You must pay the normal cost and make the normal tests involved in activating the Presence power. Regal Bearing can be used to augment standard powers, but cannot be used in conjunction with elder powers or techniques.

Caitiff Merits

Auspicious (1 point merit)

You may have been born under a lucky star, or perhaps your genetics simply adapted to the Embrace more naturally than others. Whatever the case, the Embrace had an auspicious effect on your state of being. This merit replicates any other general merit with a cost of 3 points or less. For example, you can purchase Auspicious and choose that it will duplicate the Rugged merit, which ordinarily costs 3 XP. Auspicious then provides you the benefits of the Rugged merit for only 1 XP. Remember that a character cannot purchase the same merit twice. This not only means you cannot buy Auspicious twice, but also means that you cannot purchase Auspicious to duplicate Rugged and then also purchase the Rugged merit at its original cost in order to double that merit’s effects. Auspicious only replicates general merits and cannot be used to purchase clan merits or rarity merits.

Eclipsed Blood (2 point merit)

Your blood is thinner than most, even among vampires of your generation. Because of this, you never fully adapted to your undead state. You have no trouble staying awake during the day and regain 1 point of Willpower per day, even if you do not spend any time resting. Additionally, you take normal damage from sunlight, as opposed to aggravated damage. Damage from sunlight cannot be reduced or negated, but can be healed as per the normal rules for healing damage.

Vestiges of Greatness (3 point merit)

By default, Caitiff choose three in-clan disciplines from the following list: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Presence, or Potence. Characters who purchase this merit choose two in-clan disciplines from that list and one from the following list of disciplines: Dementation, Protean, Serpentis, Quietus, Obtenebration, Vicissitude, or Chimerstry. This merit can only be purchased at character creation.

Lesser Clans

Baali Clan Merits

Infernal Heritage (1 point merit)

The Baali prefer to Embrace individuals who already possess demonic blood; those whose ancestors, somewhere among their family line, had intercourse and begat a child upon a demon. Such souls, already tainted by their heritage, easily fall into infernalism and usually become particularly powerful. This merit duplicates the mechanics of both the Infernal Power merit and the Path of Evil Revelations merit. Baali can purchase both the Infernal Power merit and the Infernal Heritage merit, if they so choose. A character cannot purchase the Infernal Heritage merit and the Path of Evil Revelations merit; a character with this merit has already converted her Morality to that path.

Bloodline: Angellis Ater (3 point merit)

You are a member of the Azaneali bloodline, also known as the Angellis Ater or “Black Angels.” This bloodline began among the Lasombra, but was poached (and its blood altered) by the infernal magic of a Baali named Azaneal. These satanic shadow-weavers delight in corrupting and tormenting earnest followers of faith, and will do anything they can to tear down such an individual’s belief. Your in-clan disciplines are: Daimoinon, Dominate, and your choice of either Potence, Presence, or Obfuscate.

Cappadocian Clan Merits

Necromantic Insight (1 point merit)

You can purchase an additional path of Necromancy in addition to the Mortis Path. This additional path is learned without a teacher and is purchased at in-clan costs, but is not considered an in-clan discipline. For example, when using the Dominate power Possession, these Necromantic paths cannot be brought along. This additional path may be taught to someone else. This is an exception to the requirement that a discipline be In-Clan to be teachable. You can purchase this merit multiple times, allowing you to learn multiple paths of Necromancy. Members of the Samedi bloodline who purchase this merit may select Mortis Path, but may not teach it.

Bloodline: Samedi (2 point merit)

You are a member of the Samedi bloodline, an independent group of repugnant, rotting vampires who practice voudon. Your in-clan disciplines are Fortitude, Obfuscate, and Thanatosis.

Pierced Shroud (3 point merit)

You draw power from the energy of death. Anytime a sentient creature (mortal or supernatural) dies within your line of sight, you immediately gain 3 Blood. This Blood acts in all ways like normal Blood points. This effect does not allow you to hold more Blood than your normal maximum. The death of non-sentient beings, such as animals, and the death of constructs, such as golems, does not provide this benefit.

Bloodline: Lamia (4 point merit)

You are a member of the Lamia bloodline, which consists of women once sworn to protect their Cappadocian masters. There are very few male Lamia, but they have been known to exist. Your in-clan disciplines are Fortitude, Necromancy: Mortis Path, and Potence.

Ravnos Clan Merits

Waking Dream (1 point merit)

You are deeply in touch with the realm of dreams from which Chimerstry springs. Once per session, you may utilize a simple chimerical illusion as though it were real. This temporary personal reality lasts for one full turn. During this turn, you could run up a chimerical staircase, cut a real rope with an illusory knife, or use a chimerical bar to lever a heavy object aside. This effect only applies to the Ravnos or inanimate objects the Ravnos attempts to affect. Waking Dream cannot be used to directly harm or help any other character.

Bloodline: Brahman (2 point merit)

In India, the Ravnos clan was once organized in a rigid, caste-like system. In theory, one’s place in the castes (called jati) was inherited from one’s sire, and these jati were immutable. In modern nights, only one jati still exists. These Ravnos, known as Brahman, are philosophers and gurus tasked with discovering the truth behind reality’s illusion. Your in-clan disciplines are: Animalism, Auspex, and Chimerstry.

Escape Artist (3 point merit)

Notorious tricksters, Ravnos often find themselves trapped in sticky situations. Over the centuries, the clan has developed methods of escaping the consequences of their actions. Ravnos with this merit have the ability to slip away when no one is looking, escaping even the most stalwart prison or restraint. Physical attacks do not prevent the character from fair escaping, unless the attack successfully does damage or unless the Ravnos is grappled. Characters who are physically restrained or imprisoned (not grappled) may study their surroundings for three turns, after which they find a way to escape their bonds. This merit only affects the Ravnos and does not allow the Ravnos to escape from a situation with no logical exit, to escape mental restraints like Dominate, or to move through solid objects.

Salubri Clan Merits

Righteous Fury (1 point merit)

Your faith and the fury of your spirit, when unleashed, is a palpable thing. You receive a +3 bonus to Brawl and Melee attack test pools when you are targeting a character who possesses demonic powers, infernal merits or investments, or the Daimoinon discipline. Additionally, you receive a +1 to your Brawl and Melee attack test pools when you are targeting diablerists or members of Clan Tremere. These bonuses do not stack; if more than one bonus applies, you receive the greater bonus. Righteous Fury requires a conscious act of faith, you must declare that you are using Righteous Fury when you announce the target of your character’s attack. If that target doesn’t meet the qualifications, this merit provides no bonus. All characters are aware of a successful use of this merit; brilliant white light erupts from the Salubri’s fist (or weapon), radiating through the blow with the terrifying radiance of faith. Vampires who see this effect may not recognize it, but they feel a perceptible fear wash over them at the sight. This light does nothing to reduce the Salubri’s reputation as an infernalist; on the contrary, faith could evince from any number of sources — including evil ones. The successful use of this power does not differentiate, so it is not possible to tell what aspect of the target (diablerist, demonist, Tremere or all of the above) has triggered Righteous Fury’s effect.

Spiritual Armor (2 point merit)

Centuries of faith and dedication are carried within Salubri blood. As long as you have no Beast traits, you can spend 1 Blood when you are targeted by a demonic power, abilities granted by infernal merits or investments, or the Daimoinon discipline. If you do, you automatically resist the use of that power. This effect can be used at any time, even before your initiative in a combat round. A character with this merit cannot learn demonic powers, purchase infernal merits, utilize infernal investments, or learn the Daimoinon discipline.

Bloodline: Healer (3 point merit)

When the Salubri clan was first founded, the members of this clan were peaceful healers and mystic visionaries. Only after Saulot returned from the East did the clan evince the fury of its blood. You are a throwback to that more peaceful time: a member of the Healer bloodline. Your in-clan disciplines are Auspex, Fortitude, and Obeah.

Rare Bloodlines

The following bloodlines are not associated with clans, but rather occurred independently, usually through unusual circumstances. They are considered clans for the purposes of character creation; you do not need to purchase them with a bloodline merit, but may choose one for your character as if it were a clan. Be sure to check your chronicle’s settings guide, as most of these vampiric offshoots are uncommon or rare. You may be required to purchase a rarity merit to portray these vampires in your game.

Daughter of Cacophony Merits

Supernatural Aria (1 point merit)

Your voice is unparalleled, and you have been trained well in order to use it to best advantage. With the purchase of this merit, your potential maximum level of the Performance: Singing skill is increased by 3 dots; if your original cap was 5, then your new potential maximum becomes 8. Further, the XP cost to purchase Performance: Singing is halved (round up).

Soaring Octaves (3 point merit)

The sheer beauty of your song attracts attention and causes rapture in even the coldest heart. If you have the Presence power Entrancement, you can use it on any individual who is listening to you sing. You may do so even if the target is not within your line of sight and even if the target is not focused on you and does not consciously realize that you are singing. This effect cannot be used through remote means, such as the Melpominee power Phantom Speaker, an audio recording, or over a telephone; the target must hear your voice first-hand.

Gargoyle Merits

Flight (1 point merit)

Vampiric Gargoyles are as unique and different-looking as their architectural namesake. Among their number you may see a variety of horns, spikes, twisted features, dog-like faces, or a varying number of fingers. A few among this bloodline even sprout wings. Some Gargoyles’ wings are small and purely ornamental. Your wings, however, are fully functional. With this merit, you can fly at the same speed you can move (three steps per action). This is true flight, such as a bird or other aerial creature, and is not limited to mere gliding. If your wings are broken or removed, you must heal them before you can again use the power of flight.

Dark Statue (3 point merit)

Your Embrace did not merely give you the appearance of stone, it also granted you some of that stone’s resilience and passivity. You can use your standard action to transform into a statue of yourself, made from solid stone. While in this form, you can perceive the area around you and spend Blood to heal, but you cannot use disciplines, and you are completely immobile. You are also immune to damage from sunlight and fire, and you automatically resist fear frenzy triggered by sunlight. While this effect is active, you gain three additional health levels. Dark Statue lasts as long as you’d like, and may persevere through sleep or torpor. You can end the Dark Statue effect with a simple action.


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