Retour

Atouts

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.

Bad Breeding
• - •••
Vent, p.105
May gain a social bonus up to the dot rating amongst those who would underestimate the Kindred due to their background. Also, Kindred from "low society" respect your background and Kindred from "high society" shun you.

Prerequisite: Cannot have dots in Good Breeding. Only certain bloodlines and clans in the city qualify as “ill bred” for the purposes of this Merit, but the precise identity of the scorned varies from city to city. The Storyteller has final say on what clans or bloodlines make a character eligible for this Merit in the local city.

Your character is part of a bloodline or family line regarded as brutish, crass, pedestrian, dirty, or otherwise ignoble to Ventrue tastes (and the customs they promote throughout Kindred society). This peculiar counterpart to the Good Breeding Merit carries with it a distinct negative connotation to those Lords who concern themselves with ancestry and parentage, but that negativity is subjective – this trait is still a Merit, after all.

This Merit represents your character’s ability to use traditional preconceptions of his social worth to his own advantage. As scum, your character can get away with rudeness that would not be tolerated from a more civil monster. It isn’t considered crass or shameful for your character to be seen in the presence of prostitutes or common hoods. Your character may be able to admit (or fake) a degree of ignorance without losing face, because, after all, how would a Kindred of such poor breeding know anything about the Bishop’s plans for the city?

In game terms, this Merit grants a bonus to Social dice pools when, at the Storyteller’s discretion, the reputation of your character, his sire, his clan, or his bloodline influences the Kindred or ghoul he is trying to affect. You may choose to invoke a bonus up to the number of dots your character has in this Merit, depending on how aggressively your character takes advantage of other’s preconceptions. Remember, though, that this is a Social Merit – a white-trash reputation doesn’t actually grant your character any special knowledge or training with cars or guns.

The bonus from this Merit is useful only against characters who care about lineage, reputation, and breeding among the Damned. Even then, it is limited by the overriding importance of Status. While your character (through your clever play) may be able to balance a reputation from Bad Breeding with the respect he’s due through Covenant Status, Kindred of great rank are likely to care about their authority, not your character’s breeding. A character with more dots of Status than you have in this Merit is not subject to your Bad Breeding bonus. (For example, the Prince doesn’t find your character’s lowly behavior intimidating – everyone is lowly compared to him.)

Drawback: When you choose to make use of the Bad Breeding bonus in a given scene, your character is taking advantage of stereotypes and preconceptions. Those same preconceptions can work against him. Later, the Storyteller may penalize a dice pool by imposing a modifier equal to the bonus you invoked earlier, depending on how other characters in the scene regard yours. The bonus to Intimidation you drew from your reputation as an ill-tempered Savage might penalize a Persuasion roll later.

A Note on the Breeding Merits

This is important: The Good Breeding and Bad Breeding Merits do not describe any actual quality of your character’s blood. They do not represent any predisposition to a particular behavior in the way that the Inherited Skill Merit does. They do not measure how well bred or how trashy your character is thought to be, to any degree. These Merits reflect a binary state – good or bad – but do not measure how far from center your character’s reputation is, either way. What these Merits describe is your character’s capacity for taking advantage of that good or bad reputation.

It is not somehow more scandalous for a character of Good Breeding to be caught with a hooker, for example. It may be scandalous for a character of good or bad breeding, but a character with the Good Breeding or Bad Breeding Merit knows how to spin his reputation to protect himself from scandal. With these Merits, your character is better able to escape some of the consequences of his actions by hiding behind his breeding.

“What do you expect,” they say about the Gangrel with Bad Breeding, “they eat dogs.” Meanwhile, when the Ventrue with Good Breeding is caught doing the same thing, they say, “Those fops slum it down here just to see what it’s like, I think.

Good Breeding
• - •••
Vent, p.106
May gain a social bonus up to the dot rating amongst those who respect your background. Also, Kindred from "high society" respect your background and Kindred from "low society" shun you.

Prerequisite: Cannot have dots in Bad Breeding. Only certain bloodlines and clans in the city qualify as “well bred” for the purposes of this Merit, but who is esteemed varies from city to city. The Storyteller has final say on what clans or bloodlines make a character eligible for this Merit in the local city.

Your character is part of a bloodline or family line regarded as admirable, classy, refined, dutiful or otherwise noble according to Ventrue tastes (and the customs they promote throughout Kindred society). This counterpart to the Bad Breeding Merit carries with it a distinct connotation of poise and excellence to those Lords who concern themselves with ancestry and parentage, but that connotation is subjective – Kindred expect a certain decorum from a well-bred vampire.

This Merit represents your character’s ability to use traditional preconceptions of his social standing to his own advantage. As a creature of fashion and taste, your character might be able to pass off an exposed lie as a polite gesture, present his opinion as something more valuable than it is, or explain away his secrecy as discretion. It isn’t considered rude for your character to miss appointments or excuse himself from difficult situations.

In game terms, this Merit grants a bonus to Social dice pools when, at the Storyteller’s discretion, the reputation of your character, his sire, his clan, or his bloodline influences the Kindred or ghoul he is trying to affect. You may choose to invoke a bonus up to the number of dots your character has in this Merit, depending on how aggressively your character takes advantage of other’s preconceptions. Remember, though, that this is a Social Merit – a white-collar reputation doesn’t actually grant your character any special knowledge of politics or finance.

The bonus from this Merit is useful only when dealing with characters who care about lineage, reputation, and breeding among the Damned. Even then, it is limited by the overriding importance of Status. While your character (through your clever play) may be able to use Good Breeding to distract from his lack of useful Covenant Status, Kindred of great rank are likely to care more about their authority than your character’s breeding. A character with more dots of Status than you have in this Merit is not subject to your Good Breeding bonus. (For example, the Priscus doesn’t find your character’s parentage impressive if you can’t back it up with actual authority.)

Drawback: When you choose to make use of the Good Breeding bonus in a given scene, your character is taking advantage of preconceptions. Those same preconceptions can work against him. Later, the Storyteller may penalize a dice pool by imposing a modifier equal to the bonus you invoked earlier, depending on how other characters in the scene regard yours. The bonus to Socialize you gained from your reputation as a prestigious social accessory might penalize a Subterfuge roll later on, when you try to claim you weren’t at that party.

A Note on the Breeding Merits

This is important: The Good Breeding and Bad Breeding Merits do not describe any actual quality of your character’s blood. They do not represent any predisposition to a particular behavior in the way that the Inherited Skill Merit does. They do not measure how well bred or how trashy your character is thought to be, to any degree. These Merits reflect a binary state – good or bad – but do not measure how far from center your character’s reputation is, either way. What these Merits describe is your character’s capacity for taking advantage of that good or bad reputation.

It is not somehow more scandalous for a character of Good Breeding to be caught with a hooker, for example. It may be scandalous for a character of good or bad breeding, but a character with the Good Breeding or Bad Breeding Merit knows how to spin his reputation to protect himself from scandal. With these Merits, your character is better able to escape some of the consequences of his actions by hiding behind his breeding.

“What do you expect,” they say about the Gangrel with Bad Breeding, “they eat dogs.” Meanwhile, when the Ventrue with Good Breeding is caught doing the same thing, they say, “Those fops slum it down here just to see what it’s like, I think.

Inherited Resistance
•• - ••••
Vent, p.106
Gains a bonus to resist Animalism and Dominate Disciplines from other Ventrue; four dot variant provides resistance from all clans

Your character is the childe of a Ventrue sire with unusually potent blood or a phenomenally strong will. Some degree of her power has been passed on to you through the Blood – not genetically or through training, but through a kind of mystical reverberation. You are simply predisposed to have a greater resistance to certain powers of the Blood.

In game terms, your character enjoys an increased resistance to the powers of Dominate and/or Animalism when those powers are used against him by other vampires.

With two dots in this Merit, you gain a +2 bonus to resist or contest any power of Dominate or Animalism used against your character by another Ventrue vampire, if your character has dots in the same Discipline as that power.

With four dots in this Merit, you gain the +2 bonus regardless of the clan of the opposing vampire.

Thus, with two dots in this Merit and one dot in Dominate, you gain a +2 bonus to resist or contest all powers of Dominate used against your character by other Ventrue, but your character gains no special benefit against powers of Animalism or any Discipline used by non-Ventrue. With four dots in this Merit and one dot each in Dominate and Animalism, you gain a +2 bonus to resist or contest all powers of Dominate and Animalism, no matter what clan your opponent calls family.

Lordly Palette
• - •••
Vent, p.106
May discern information about a subject through the consumption of their blood.

Your character possesses a keen palette for blood, either through training or raw talent. She is able to discern details about kine and Kindred through nuances in the taste of their Vitae. When your character attempts to discern parentage, power, or other details about a subject by tasting its blood, add your dots in this Merit to the dice pool.

You also gain this bonus on perception rolls that would otherwise involve scent or taste if your character is able to taste blood from the area. At the Storyteller’s discretion, characters with two or more dots in this Merit may make a Wits + Medicine + Lordly Palette roll, with a –2 penalty (or greater), to detect known toxins or diseases in sampled blood. The character swishes the sample about like wine and then, hopefully, spits it out. Other unusual perception rolls may also be possible through this Merit on a case-by-case basis, as the Storyteller sees fit. A vampire machinist may be able to use a Wits + Crafts dice pool to detect the presence of industrial toxins in a subject’s blood. Not just anything can be sampled and analyzed through the lordly palette, however – this Merit reflects only a knack for discerning things present in blood.

Despite its name, and the Ventrue reputation for well-honed palettes, this Merit is available to Kindred of any clan.