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Merits are special capabilities or knacks that add individuality to your character. They’re purchased during character creation or with experience points over the course of your chronicle.

The Merits in this chapter are organized alphabetically into three broad categories: Physical, Mental and Social. Some apply to your character’s basic traits to enhance them in particular situations. Some have prerequisites that must be met before they can be purchased. For example, a character with the Gunslinger Merit must have a Dexterity of 3 and Firearms of 3 or higher to be able to accurately fire two weapons at the same time. By the same token, some Merits apply drawbacks that balance out their inherent advantages. A character with the Fame Merit, for example, is treated like a star wherever he goes — but has a hard time blending into the crowd when he wants to.

Each Merit has a number of dots (•) associated with it. These dots represent the number of points that must be spent to purchase the Merit. Some Merits allow for a range of dots (say, • to •••). These allow you to purchase a low rating if it’s appropriate to your character concept, or you can start with a low level and increase it over time with experience points.

A character is born with some Merits or develops them early in life, while others can be acquired through trail and error, training and effort later in life.

The first kind can be acquired at character creation only and are labeled as such. The second kind can be acquired during play with experience points.

Merit dots must be purchased sequentially with experience points. You have to buy • and then •• before your character can have ••• or more.

House Membership
• - •••
Inv, p.187
Reflects membership in a dynastic house, granting social bonuses equal to merit dots when interacting with others of the House.

Prerequisite: Vampire or ghoul

This Merit measures your character’s involvement in a cyclical House. This Merit reflects his commitment to, and influence with, the other members of the House and is a prerequisite for all other Dynastic Merits. Each level of this Merit represents a different relationship to the character’s House.

Trusted (•): Your character, whether Kindred or ghoul, is trusted by the members of the dynasty, possibly being groomed for eventual participation. For all purposes of House law, your character is a participant in the House. Your character can purchase some other Dynastic Merits and enjoy minor benefits of membership, but he does not have access to the House’s full assets and is not yet honored or protected by a successor. This level of the Merit confers a +1 bonus to Social dice pools involving members of the same House, similar to Status.

Successor (•••): As above, except your character is a full (though perhaps not equal) participant in the dynasty. This level of the Merit confers a +3 bonus to Social dice pools involving members of the same House, similar to Status.

Speaker for the Eclipsed
• - •••••
Inv, p.188
May telepathically commune with a torpid fellow, at a distance of up to five miles per dot in this merit.

The connection between members of a House may become so strong that verbal communication is the least of the benefits they enjoy. At times, the link between House members is so strong that torpid Kindred can passively project their feelings or wishes onto others of their House. This ability would certainly be invoked if something happened to catastrophically impact the House’s holdings or if the waking participant wanted to take another talented Kindred into the House.

The effects of this Merit can only be felt by a character with a Torpor Connection to a vampire that is currently torpid. By spending one Willpower and making a successful Wits + Empathy roll, the character briefly connects with his torpid fellow and becomes aware of his instinctual, emotional reactions to things knowingly perceived by the character. The range of this ability is five miles per dot purchased.

Tap the Torpid Mind
• - •••••
Inv, p.188
May briefly use the skill or discipline of the target of Speaker for the Eclipsed

As the boundaries between the psyches of Kindred in a House blur, the Kindred may develop a truly remarkable ability to channel one another’s personalities — and powers of the blood. This very rare benefit of the House connection takes a great deal out of the Kindred who uses this Merit, but it can allow a vampire to pull a trick or two out of his hat that his enemies would never have anticipated. A character with this Merit can gain brief access to one Skill or non-physical Discipline possessed by his House’s slumbering member. To invoke the psycho-sanguine connection, the character must spend one Vitae and one Willpower point as an instant action while within range of the torpid member (as determined by his dots in the Speaker for the Absent Merit).

To use a torpid member’s Skill, the character then simply forms a dice pool using his own Attribute paired with the Skill and Specialty (if any) of his torpid partner. Notice that this may allow a character to temporarily access a Skill with more than six dots. For the rest of the scene, the character may take a number of actions using that Skill equal to his dots in this Merit.

To use the Discipline of a torpid partner, the character must use the dice pool of the vampire whose power he is tapping, with a –5 penalty imposed by the murky conduit of the blood. This penalty is reduced by one for each dot the invoker has in this Merit. Only a single Discipline power may be invoked in this way before the connection must be invoked again. Only the Disciplines of Animalism, Dominate, Majesty, Nightmare and Obfuscate can be used in this way. The Discipline power’s cost in Vitae or Willpower must be paid separately from the cost for invoking this Merit.

Torpor Connection
• - •••••
Présence 2 & House Membership 1
Inv, p.187
Commune with a specific torpid fellow.

The connection between the vampires of a dynastic House allows torpid members to perceive the trusted and familiar voice of fellow House Kindred, even through the rush of frightening visions and memories that come with torpor, like drowned-out shouts through a waterfall of blood. Torpid Kindred are not truly aware of the vague communication they participate in through this connection — the words they hear are swallowed by the shadows of cursed sleep — but they may respond by “talking in their sleep” all the same. Only the voice of a character with this Merit can penetrate the dead ears of a torpid vampire; witnesses to the consultation go unheard by the subject.

A character who purchases this Merit is presumed to have a torpor connection with another vampire, but the connection is one-sided. For a shared connection, both vampires must purchase this Merit. Two-sided torpor connections do not have to be balanced.

Without this Merit, speaking to a torpid vampire has little reliable effect. With it, your character may consult with his trusted, slumbering kin to gain advice, facts and other bits of information. In many cases, this consultation is awkward and imprecise, but straightforward questions may be heard and answered without an action, at the Storyteller’s discretion. Generally speaking, the more dots in the Torpor Connection, the clearer the messages whispered by the torpid vampire.

If it becomes necessary to gauge this connection mechanically, the questioning character should make a Presence + Empathy roll. This dice pool suffers a –5 penalty due to the fog of torpor, but each dot the character has in his Torpor Connection reduces the penalty by one. Each success on this roll allows the character to receive the answer to one question asked of his torpid ally.

A character with this Merit also has a chance to rouse a partner in involuntary torpor without donating Vitae of the correct potency. To do so, the character must feed two Vitae of vampire blood to the torpid subject and attempt a Presence + Empathy roll. This dice pool gains a +2 bonus if the character and his subject share a blood bond. If the result is an exceptional success, the torpid vampire can choose to awaken or remain in his dead sleep. Anything less than an exceptional success merely invokes the benefits described above.

This Merit may be purchased multiple times to gain a connection with other Kindred, one per purchase.

Virtue's Twin
•••
Inv, p.188
Torpor duration uses the Humanity of the highest house member with this merit.

All members of a House must purchase this Merit for it to be effective. For purposes of determining torpor duration, all vampires of the House are considered to share the Humanity rating of the Kindred with the highest Humanity. If, for example, the vampires of the Tremalions have Humanity ratings of 4, 5 and 7, all of them are considered to have Humanity 7 for the purposes of determining the length of a voluntary or involuntary torpor.

If the highest Humanity of the participants drops while one member is torpid, the length of that torpor must be recalculated using the new highest Humanity in the House. Determine the torpid vampire’s new torpor duration and subtract the time already spent in torpor; that is the Kindred’s rough remaining time to spend in torpor.

Will of the Dynasty
•••
Inv, p.188
Any attempts to compel the character with this merit to act against their house is resisted as if they had spent a willpower point.

This Merit reflects the degree to which identities begin to merge when Kindred become part of a cyclical dynasty. Telling (or forcing) the Kindred to do anything that would harm or betray a member of his House is tantamount to asking him to perform that same action against himself. Telling him to kill a member of his House is equivalent to telling him to commit suicide, for example. All rolls to compel the Kindred to take an action that threatens or endangers his House allies (through Skills, Disciplines, magic or any other means) are automatically modified as though the character had spent a Willpower point. That is, either the character’s dice pool to resist such compulsions gets a +3 bonus or the character’s Resistance Trait is temporarily increased by 2. Likewise, the character gains these bonuses when a member of his House attempts to betray, mislead or lie to him.