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 Social Merits/Flaws

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Havoc

Havoc


Posts : 111
Join date : 2010-03-19
Age : 42
Location : Ottawa

Social Merits/Flaws Empty
PostSubject: Social Merits/Flaws   Social Merits/Flaws EmptySat Mar 27, 2010 5:28 pm

Approachable (1 pt Merit)
there's something very inviting and nonthreatening about you. People find you very easy to start a conversation with. Even distrustful creatures tend to put aside their instinctive wariness of mortals in regard to you. Reduce the difficulty of any Empathy rolls involving other people by two, and by one where human-seeming monsters (such as vampires) are concerned.

Early adopter (1 pt Merit)
“Wow! Look at that new palmtop computer. I just gotta have one.” You want to have the latest gadgets and technology. Its a drain on your cash, and your apartment is cluttered with some neat technology that never made it, but you have a solid sense of how to use the latest gadgets. You quickly understand and use most new consumer-level technology. Not only that, you have a great collection of stuff that can be quite useful. Add two dice to any Technology roll when trying to figure out how to use an unfamiliar device.

Funny (1 pt Merit)
You can make people laugh. Your timing and sense of the absurd are second to none. you're always being invited to parties because you're so much fun. However, you're also very good at judging the appropriateness of your humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. So, you do what you can to make life more bearable for your fellows, even when the situation seems darkest. Lower the difficulty of any Social roll intended to boost morale by two.

Good Listener (1 pt Merit)
you're interested in people, you enjoy hearing what they have to say and you're prepared to hear them out without interrupting their opinion with your own. Others can sense this and open up to you without really meaning to do so. The difficulty of all apparen'tly friendly social rolls that involve people talking to your character is reduced by two.

Good Taste (1 pt Merit)
You have a knack for choosing the right food from the menu, reading the right anecdotes and giving the right presents. you've seen the right films for discussion in cultured company, and you wouldnt know who starred in Dumb and Dumber, let alone have the first clue about the plot. Your taste makes forging social contacts among the similar folk much easier, whatever your origins. Lower the difficulty of any social roll intended to gain acceptance or to impress a like-minded gathering by two.

Gossip (1 pt Merit)
you're an incurable gossip, and other gossips recognize a kindred spirit in you. you're more than happy to spend hours shooting the breeze with others, all the while discussing the minutiae of other peoples lives. Surprising how much information you can pick up that way, isnt it? Lower the difficulty of any Interrogation rolls made in a social situation, without bullying or intimidation, by two.

Lovestruck (1 pt Merit)
you've fallen for someone and the feeling is reciprocated. The world seems a better place. Colors are brighter, music is more enchanting and the world seems less desperate. Even the slightest success boosts your confidence. This love may be a transitory thing. If you don't maintain the relationship, you may lose this merit at the Storytellers discretion. Even if it lasts, you don't feel the same deep connection as with a Soulmate. Regain two Willpower instead of one when you wake up each morning.

Media Junkie (1 pt Merit)
TV, radio, newspapers, magazines, films – you love them all and cant get enough. you're a voracious consumer of pop culture and are always up on the latest movies, music, and current affairs. Lower the difficulty of any Social or Research roll that involves pop culture by two.

Natural Politician (1 pt Merit)
you're right at home among the devious minds of the political world. Whether its the cut and thrust of office jockeying or the showboating of regional politics, you know how to get what you want. You receive two extra dice on Manipulation rolls in social situations that involve an element of politics, such as an office meeting or gun-club gathering. You must have a Manipulation of 3 or more to have this Merit. Politics and Bureaucracy Abilities have no bearing on the application of this Merit because it represents raw talent, not the knowledge gained through long experience.

Punctual (1 pt Merit)
you're a master of the virtually lost art of arriving on time. If you have a meeting at 10 AM, you're sitting in the reception area at 9:59. If you have an 8 PM dinner date with your beloved, you'll be in the restaurant at 8 on the dot. Barring deliberate interference in your plans, you almost always manage things so you turn up on time. It makes you a great organizer, assuming your allies come through.

Smooth (1pt Merit)
You might come from the wrong side of the tracks. You probably don't have a clue which fork to use when eating out. But none of that matters. You present yourself with such an easy grace and carefree attitude that people forgive you most errors. They might not like you much, but they enjoy your company so thoroughly that your rougher edges are quickly forgiven and forgotten. Lower the difficulty of manipulation rolls by two.

Way With Words (1 pt Merit)
Language is a finely honed tool for you, not a blunt instrument. You are able to create exactly the effect you want in both written and verbal communication. Gain two dice on any Expression roll that involves words.

Best Friend (2 pt Merit)
You have the good fortune to have a best buddy. He stands with you through thick and thin. you've shared jokes, tragedies, and all the highs and lows of life over the years, all of which has forged a bond between you that some married couples never achieve. Perhaps you were at school or worked together. Although you are not able to share the details of your new life with your friend, you can rely on him to back you up to the best of his abilities and not to ask too many questions. A best friend is closer to you and more committed to helping you than an Ally but demands far more in return. He goes that extra mile to get you out of trouble, whereas an Ally wouldnt. But remember, your best friend counts on you to do the same for him – if not more.

Fashion Sense (2 pt Merit)
Your character doesnt just dress well, he has an innate sense of what sort of clothes suit a particular occasion. This isnta case of slavishly following the latest trends from the hottest designers. Its a matter of knowing when to dress smart and when to be casual, having the know-how to carry it off on a limited budget. Deduct one from the difficulty of Social rolls in situations in which dressing appropriately is important, such as in a business meeting, chatting at a club, or attending an invitation-only function.

Flirt (2 pt Merit)
You claim that you're a terrible flirt, but that quite manifestly isnt true. you're great at it. you're an absolute master of all the subtle signals that give off the particular combination of promise and denial that makes teasing so much fun. At your best, you can make members of the opposite sex, or members of the same sex, putty in your hands. Add two dice to all Social rolls in such circumstances.

Good Judge of Character (2 pt Merit)
You have an instinct for reading people. You can make an appraisal of the kind of person someone is after meeting her for a few seconds, based on little more than gut instinct. you're rarely wrong. Decrease the difficulty of any Perception roll based on assessing someone by two.

Great Liar (2 pt Merit)
Lying comes naturally to you. Even the most involved deception sounds like Gods own truth when it comes tripping off your honeyed tongue. Gain two dice on any social roll that involves lying to or deceiving another person.

Laid-Back Friends (2 pt Merit)
Everyone needs pals. you've got a pretty good bunch. they're pretty cool about when they get to see you; they don't get uptight if you're not in contact for a while. they're also great at not interfering with your life. Sure, you've gone through some changes of late, but thats your choice. they'll be there if you want to talk or need help, but they'll otherwise stay out of your hair. If these guys are also your Allies, they'll help you without asking too many difficult questions. Hey, your life, your business, right?

People Person (2 pt Merit)
you're a social animal. You just like being around others. Hell, they like being around you. Your open and gregarious nature makes people warm to you quickly. The difficulty of any Social roll to create a good impression on another is decreased by two.

Pillar of the Community (2 pt Merit)
you're a fine, upstanding person, respected by people around you. Through participation in local events, helping out with community groups or helping others, you've become well-liked and trusted by those who live around you. When you bring them a warning of potential danger or offer an explanation of strange events, they're likely to believe you. You may even be able to call upon their aid in a pinch. You may not get it, however.

Seasoned Traveler (2 pt or 4 pt Merit)
you've visited distant and different places on your own, and you know how to fit in. You don't hit town expecting everyone to think and behave the way you do. With the 2-point version, you're adept at finding accommodation, supplies, and local help wherever you go in your home country. With the 4-point version, the same applies to foreign countries. You might not speak the language of a place well, or at all, but you know how to go about obtaining things and learning about the local culture without offending the natives, through a combination of prior research and general street smarts.

Socially Aware (2 pt Merit)
Social interplay is an open book to you. you're the first to spot the hidden relationships between people, after only a few minutes of observation. Subtle cues like body language and position, voice tones and choice of words speak volumes to you about the underlying connection between people. Gain two dice on any Perception roll involving interaction between others.

Trivia Champ (2 pt Merit)
Where do you get this stuff? Whether its through plenty of reading, too much TV or just an eclectic bunch of friends, you have the oddest collection of facts stored away in your skull. Once in a while, at the Storytellers discretion, one of them turns out to be just the piece of information your fellows need. You might not actually be very bright, but the sheer amount of knowledge you've picked up makes you appear that way. This Merit doesnt confer knowledge of the enemy or the occult, beyond what is likely to be known in common culture (and may well be dangerously wrong.)

Upright Citizen (2 pt Merit)
Up until the moment of whatever change you may have had, you were a model citizen. there's never been even a whiff of scandal about you. Your working life has been good without being extraordinary. Your friends would be hard-pressed to come up with any embarrassing secrets about you, and even your ex-lovers are complimentary about you most of the time. You just don't have any dirty secrets to come back to haunt you, and people who know you have a hard time believing anything bad about you.

Vibrant Neighborhood (2 pt Merit)
You live in a part fo the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things, legal and not so legal. Whenever anything odd happens, people tend to dismiss it as just another part of the daily routine.

Corporate Savvy (3 pt Merit)
you've been a warrior on the cubicle battlefields for a long time, and you know how the corporate mind works. You understand the dynamics of money, business, information and power that make up companies, and you can manipulate them to your own ends to a limited degree. Add two dice to any roll involving manipulating a corporate structure or corporate employee.

Media Savvy (3 pt Merit)
there's a knack to dealing with the media, and you have it. you've learned what journalists want, and you do your best to provide it in a way that best suits you. You can create, suppress, and redirect stories with a fair amount of effectiveness, just by the spin you put on them. Most of the time, you try to set up situations so that the media reads them the way you want, say by making a hit on a monster look like drug-related violence. Add two dice to any Social rolls in which you deal with journalists or news organizations.

Supportive Family (3 pt Merit)
Sure, you're acting strange. there's something going on that you cant or wont tell them about, but its important to you. That much is clear. But, they're your family, they love you and they'll be there for you. they're sure you'll get around to telling them the whole truth sooner or later. Until then, they choose to trust you. Unless you have also taken your kin under the Allies Background, your family wont go out of their way to help you. They just don't ask the questions that you cant answer.

Rising Star (3 pt Merit)
you're one of the up and comers in your city, a rising star in the Camarillas firmament. Everyone wants to know you and be your friend, even as those in power groom you for positions of higher responsibility. You are at -1 difficulty on all Social rolls against any Camarilla vampires who aren't actively opposing your ascent.

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.

Broken Bond (4 pt Merit)
You were once blood bound but have secretly slipped the leash, and you 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. At Storyteller discretion, the experience of having been bound once may render you immune to ever being enthralled again.

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 groups 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.

Botched Presentation (1 pt Flaw)
When your sire presented you to the prince of the city, you flubbed it. Now you're convinced His Majesty hates you (whether he does or not). You need to succeed on a Willpower roll (difficulty 7) just to stand in front of the prince or one of his duly authorized representatives without running, blubbering or otherwise making a fool of yourself.

Expendable (1 pt Flaw)
Someone in power doesnt want you around. Maybe she wants territory you possess, or is jealous of the attention you're 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.

Incomplete Understanding (1 pt Flaw)
The whole matter has been explained to you, but you're still not quite sure how this whole 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. Its only a matter of time...

New Arrival (1 pt Flaw)
you've just arrived in your new city of residence, and have done so without knowing anyone in the place. Existing factions may try to recruit or eliminate you, while the harpies size you up and take your measure. Meanwhile, your ignorance of the citys current events, history and politics (not to mention the personality quirks of the vampires already in place) may cause you to make a serious blunder.

New Kid (1 pt Flaw)
you're the latest Embracee in the city, and everyone knows it. That automatically puts you at the bottom of the social totem pole. Other neonates take every opportunity to demonstrate your inferiority to you, proving that the dynamics of the schoolyard are alive and well in the Camarilla. Even if someone else is added to the ranks of the unliving, you're still regarded as something as a bit of a geek by your peers - a distinction that can have dangerous consequences if bullets start flying. All Social-related rolls are at +1 difficulty when you are dealing with other neonates.

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.

Sympathizer (1 pt Flaw)
You have publicly expressed sympathy for some of the Sabbats goals and policies. Your outspoken views on the subject have made you suspect in the eyes of the citys

Catspaw (2 pt Flaw)
you've done dirty work for someone high up in the citys hierarchy in the past the sheriff, the primogen or even the prince. However, instead of granting you favor, your deeds have made you an embarrassment or a liability. For the moment, your former employers concern is to keep you quiet. In the long term, its to get rid of you.

Narc (3 pt Flaw)
You are known to be a snitch, an informer firmly planted in the sheriffs pocket. Those on whom you might yet inform loathe you as a result, feeding you misinformation when they can in an attempt to discredit you. Given the opportunity, they might do you mischief. Regardless, your reputation as a full- fledged weasel precedes you, putting you at + 1 difficulty on all Social rolls against those who don't agree with your politics.

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 a 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 within the Camarilla, and if you are discovered the penalty will surely be death.


Escaped Target (2 pt Flaw)
The flip side of Rival Sires, Escaped Target means that you had targeted a mortal for the Embrace, but someone else got there first. You cannot stand the humiliation of being cheated of your prize, and fly into a rage (+2 difficulty to avoid frenzy) whenever you see the one who got away. This hatred may lead you into other irrational behaviors, like Embracing enemies of the neonate, creating unauthorized childe or even trying to kill your rival. Furthermore, your petty and irrational behavior is well-known and quite noticeable, and as a result you are at +1 difficulty on all Charisma rolls until the situation is resolved.

Failure (2 pt Flaw)
You once held a title in the 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.

Masquerade Breaker (2 pt Flaw)
In your first nights as a member of the Kindred, you accidentally broke the Masquerade and were spotted doing so. Someone else covered for your mistake, but holds the favor over you. Now you exist in fear that your error will be revealed. In the meantime, your "savior" takes pitiless advantage of you.

Old Flame (2 pt Flaw)
Someone you once cared deeply for is now with the enemy. He still attempts to play on your sympathies "for old times sake" while working against you. Unless you succeed on a contested Manipulation + Expression roll against your former friend, you do not act against him unless the situation becomes life-threatening.

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 sires 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 citys 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.

Sires 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 sires 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 citys 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 doesnt 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 sires 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 citys 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. Its 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 shes not happy about that failure. Either you, your sire, or both of you have become the target of the failed suitors 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.

Low Alcohol Tolerance (1 pt Flaw)
Alcohol goes straight to your head. While this can be an advantage when you try to enjoy a night out on the cheap, it can be deadly in other situations. Double any penalties you suffer for consuming alcohol.

Motion Sickness (1 pt Flaw)
You become queasy and nauseous on board boats, when travelling long distances by car or on amusement park rides. Increase the difficulty of all actions you take by two when dealing with these conditions.

Nonswimmer (1 pt flaw)
You never learned to swim, and you have no natural talent for it. If you ever find yourself in a position where you must try to swim, you can manage a pitiable dog paddle. Increase the difficulty of any Athletics rolls involving swimming by two.

Sickly (1 pt Flaw)
You are constantly coughing and wheezing, and you have trouble shaking colds. You suffered almost every childhood disease imaginable, and you've only become worse as an adult. When making checks to avoid catching a disease or developing an infection, increase the difficulty of the roll by two.

Youthful Appearance (1 pt flaw)
You look like you're still in high school. You always get carded at bars and often have to produce identification even to buy cigarettes. In order to gain entry to clubs, concerts, bars or to purchase alcohol, you need to present a valid-looking ID.

Insomniac (2 pt Flaw)
For whatever reason, you have tremendous trouble getting more than a few hours of sleep. You are often groggy and slow as a result. Increase the difficulty of any Alertness, Awareness, or Intuition rolls by two.

Low Pain Tolerance (2 pt Flaw)
You have a very low capacity for pain. You turn into a whimpering, blubbering ball of misery at the first sight of it. Although you soak damage normally, you suffer an additional -1 die-pool penalty whenever you are injured.

Obese (2 pt Flaw)
You are seriously overweight and large enough that you have trouble using the seats in most theaters. Add two to the difficulty of any Dodge or Athletics rolls that you make. You move at half the normal rate.

Old Injury (2 pt Flaw)
You hurt yourself pretty badly in your younger days and now pay the price with chronic pain and tenderness. Increase the difficulty of any Athletics roll by two.

Poor Night Vision (2pt Flaw)
Your eyesight is poor in low-light conditions. Increase the difficulty of any action attempted in dim light, such as what a flashlight might provide or under starlight alone, by two.

Shaky Hands (3 pt Flaw)
You have a lot of trouble keeping yourself composed under pressure. In any extremely stressful situation such as combat, your hands shake so badly that you have trouble completing any tasks that require a delicate touch and intense concentration. Examples include picking a lock, loading bullets into a revolver or typing a t a computer. Increase the difficulty of any rolls for such demanding activities by two.

Chronic Illness (4 pt Flaw)

You suffer from a debilitating illness such as chronic fatigue syndrome or even caner. You frequently feel weak and you are easily injured. Add two to the difficulty of any Athletics or soak rolls.
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