Post by Phsycodelic on Jun 3, 2016 22:22:50 GMT
Custom Merits / Flaws
General
Alternate Form (7 point Merit): You were born with or have learned a method of traveling unseen through the realms of another race. You may choose a single form from another race that you may shapeshift into and out of at will, but keep in mind however that this is purely cosmetic. You still have all of your original race's inborn Merits and Flaws and may not learn race-specific skills or magics. You must concentrate with great effort in order to change into and out of both forms, so you may sleep and conduct yourself without worry of accidentally changing between forms. In order to change, you must roll Willpower at difficulty 8. You need five successes in order to change, and a botch means that you strained yourself trying to change to quickly and may not change for the remainder of the scene, as well as resets the number of successes gained back to zero. This Merit may be taken multiple times by someone who already possesses it at least once, although this is extremely rare and indicates something dark about the wielder's heritage.
Language Acquisition (3 point Merit): You can exchange the normal training time to learn a standard non-magical language by making 3 turns of skin contact with a speaker of that language. You still must purchase the Language Merit with experience points, which is a 1 point Merit, which reflects you simply not having enough "mental room" at the moment to learn a new language that quickly. You may also instead simply devote two days to the learning of a language if you have no experience points to spend, as long as you are verbally learning from the individual throughout the process while making frequent skin contact, followed by the three turn duration at the end of the two days.
Vampire
Jaws of Caine (3-5 point Flaw): The power of Caine flows within your blood, but your bite carries the taint all too well. Mortals become an imp (a feral ghoul) if three or more points of blood are taken from them. The full course of the effect is also unlikely to be realized if the mortal is in sunlight at the time of infection, but it may or may not resume its course once sunlight no longer protects the mortal. For the 4 point version your bite turns the mortal after only one point of blood is taken, and sunlight only slows down the process rather than stops it. At the 5 point version drawing blood from a mortal's body in any fashion (not only biting) will turn them, as well as any of your bodily fluids entering an open wound or orifice. Your fluids may also turn somebody upon touching non-wounded flesh (stamina roll, difficulty 6), and sunlight now does nothing but aggravate the quickly turning individual. Also, the illness may be healed once the mortal restores the lost blood or attempts to find a cure, at storyteller discretion. Be careful not to infect too many as imps are often territorial against Vampires, and are normally quite aggressive specifically towards the one that turned them. If you possess any level of the Vampire Lord Merit, this Flaw does not prevent those that you turned, and those that your imps turned if they are able, from actively seeking to harm you.
Vampire Lord (3-5 point Merit): You exude the rightful dominance inherent in your blood over your lesser cousins. Imps (feral ghouls) will simply hiss at and avoid you and your blood. Your ghouls are likewise protected, though to a lesser degree. You may also mark your territory by placing one blood point onto an inanimate object or plant, that will stay there for one week so long as the weather does not wash it away. If your blood is placed on the corners of your property or even in an open doorway, imps will avoid crossing it unless in peril or in a state of great rage. For the 4 point version, imps will still avoid you, but if you corner them they will submit to you and may be trained as if they were dogs. They may be issued small one to two word commands as if you had used the discipline of Animalism, and will carry the task out to the best of their ability. At this level there is no guarantee that they will return if your orders take them a fair distance away or they see a chance to escape, but there is no guarantee that they will not return either. At the 5 point version, imps will actively seek you out as their rightful master and attempt to submit to you. At this rank they also possess the relative intelligence of a monkey within your presence, although this quickly degrades back to that of a dog while you are not nearby. This Merit must either be purchased at character creation, or as long as you have at least as many dots in generation as the version of the Merit that you are attempting to purchase.
Werewolf
Wrath of Gaia (3-5 point Flaw): The power of Gaia flows within your blood, and your bite likewise carries the full force of the Litany imposed upon you. Mortals become a lycanthrope (a feral half-werewolf), also known as a hellion or mutt, if any Aggravated or Lethal damage is dealt to them via a bite in any of your non-original forms. The full course of the effect is also unlikely to be realized if the mortal is in possession of silver at the time of infection, but it may or may not resume its course once the charm no longer protects the mortal. For the 4 point version your wrath turns the mortal after any Aggravated or Lethal damage is dealt to them via a bite or your claws in any of your non-original forms, and silver only slows down the process rather than stops it. At the 5 point version your harming of a mortal in any fashion in any of your forms will turn them, as well as any of your bodily fluids entering an open wound or orifice. Your fluids may also turn somebody upon touching non-wounded flesh (stamina roll, difficulty 6), and silver now does nothing but aggravate the quickly turning individual. Also, the illness may be healed once the mortal heals from the damage done or attempts to find a cure, at storyteller discretion. Be careful not to infect too many as lycanthropes are often territorial against Shifters, and are normally quite aggressive specifically towards the one that turned them. If you possess any level of the Pack Alpha Merit, this Flaw does not prevent those that you turned, and those that your lycanthropes turned if they are able, from actively seeking to harm you.
Pack Alpha (3-5 point Merit): You exude the dominance needed to watch and care for those cursed as lycanthropes (feral half-werewolves), which are also known as hellions or mutts. Lycanthropes will simply growl at and avoid you and your scent, allowing you to keep them away from where they should not be. Those carrying a bit of your fur are likewise protected, though to a lesser degree. You may also mark your territory by urinating on an inanimate object or plant, that will stay there for one week so long as the weather does not wash it away. If placed on the corners of your property or even in an open doorway, lycanthropes will avoid crossing it unless in peril or in a state of great rage. For the 4 point version, lycanthropes will still avoid you, but if you corner them they will submit to you and will behave as if they were pack wolves or wild dogs rather than savage beasts when they turn. While turned they may be issued small one to two word commands as if you had used the Gift of Bug Lord, Beast Life, or Forest Lord, and will carry the task out to the best of their ability. At this level there is no guarantee that they will return if your orders take them a fair distance away or they see a chance to escape, but there is no guarantee that they will not return either. At the 5 point version, lycanthropes will actively seek you out as a shepherd of Gaia and attempt to submit to you. At this rank they also possess the relative intelligence of a monkey while turned and within your presence, although this quickly degrades back to that of a dog while you are not nearby. This Merit must either be purchased at character creation, or as long as you are at least the same rank as the version of the Merit that you are attempting to purchase.
Modifications / Clarifications
Immunity is never allowed as a, "Screw you, I'm immortal!" ticket. Also I may up the price cost if you pick something ridiculous or if the price listed doesn't seem right for what you're asking, so tread lightly. Consider it a "banned, but on parole" Merit that the Storyteller may choose to say yes or no to at their leisure.
Wild Talent only applies to either your psychic or mystic powers as a Sorcerer, and must be purchased a second time in order to affect the other category.
General
Alternate Form (7 point Merit): You were born with or have learned a method of traveling unseen through the realms of another race. You may choose a single form from another race that you may shapeshift into and out of at will, but keep in mind however that this is purely cosmetic. You still have all of your original race's inborn Merits and Flaws and may not learn race-specific skills or magics. You must concentrate with great effort in order to change into and out of both forms, so you may sleep and conduct yourself without worry of accidentally changing between forms. In order to change, you must roll Willpower at difficulty 8. You need five successes in order to change, and a botch means that you strained yourself trying to change to quickly and may not change for the remainder of the scene, as well as resets the number of successes gained back to zero. This Merit may be taken multiple times by someone who already possesses it at least once, although this is extremely rare and indicates something dark about the wielder's heritage.
Language Acquisition (3 point Merit): You can exchange the normal training time to learn a standard non-magical language by making 3 turns of skin contact with a speaker of that language. You still must purchase the Language Merit with experience points, which is a 1 point Merit, which reflects you simply not having enough "mental room" at the moment to learn a new language that quickly. You may also instead simply devote two days to the learning of a language if you have no experience points to spend, as long as you are verbally learning from the individual throughout the process while making frequent skin contact, followed by the three turn duration at the end of the two days.
Vampire
Jaws of Caine (3-5 point Flaw): The power of Caine flows within your blood, but your bite carries the taint all too well. Mortals become an imp (a feral ghoul) if three or more points of blood are taken from them. The full course of the effect is also unlikely to be realized if the mortal is in sunlight at the time of infection, but it may or may not resume its course once sunlight no longer protects the mortal. For the 4 point version your bite turns the mortal after only one point of blood is taken, and sunlight only slows down the process rather than stops it. At the 5 point version drawing blood from a mortal's body in any fashion (not only biting) will turn them, as well as any of your bodily fluids entering an open wound or orifice. Your fluids may also turn somebody upon touching non-wounded flesh (stamina roll, difficulty 6), and sunlight now does nothing but aggravate the quickly turning individual. Also, the illness may be healed once the mortal restores the lost blood or attempts to find a cure, at storyteller discretion. Be careful not to infect too many as imps are often territorial against Vampires, and are normally quite aggressive specifically towards the one that turned them. If you possess any level of the Vampire Lord Merit, this Flaw does not prevent those that you turned, and those that your imps turned if they are able, from actively seeking to harm you.
Vampire Lord (3-5 point Merit): You exude the rightful dominance inherent in your blood over your lesser cousins. Imps (feral ghouls) will simply hiss at and avoid you and your blood. Your ghouls are likewise protected, though to a lesser degree. You may also mark your territory by placing one blood point onto an inanimate object or plant, that will stay there for one week so long as the weather does not wash it away. If your blood is placed on the corners of your property or even in an open doorway, imps will avoid crossing it unless in peril or in a state of great rage. For the 4 point version, imps will still avoid you, but if you corner them they will submit to you and may be trained as if they were dogs. They may be issued small one to two word commands as if you had used the discipline of Animalism, and will carry the task out to the best of their ability. At this level there is no guarantee that they will return if your orders take them a fair distance away or they see a chance to escape, but there is no guarantee that they will not return either. At the 5 point version, imps will actively seek you out as their rightful master and attempt to submit to you. At this rank they also possess the relative intelligence of a monkey within your presence, although this quickly degrades back to that of a dog while you are not nearby. This Merit must either be purchased at character creation, or as long as you have at least as many dots in generation as the version of the Merit that you are attempting to purchase.
Werewolf
Wrath of Gaia (3-5 point Flaw): The power of Gaia flows within your blood, and your bite likewise carries the full force of the Litany imposed upon you. Mortals become a lycanthrope (a feral half-werewolf), also known as a hellion or mutt, if any Aggravated or Lethal damage is dealt to them via a bite in any of your non-original forms. The full course of the effect is also unlikely to be realized if the mortal is in possession of silver at the time of infection, but it may or may not resume its course once the charm no longer protects the mortal. For the 4 point version your wrath turns the mortal after any Aggravated or Lethal damage is dealt to them via a bite or your claws in any of your non-original forms, and silver only slows down the process rather than stops it. At the 5 point version your harming of a mortal in any fashion in any of your forms will turn them, as well as any of your bodily fluids entering an open wound or orifice. Your fluids may also turn somebody upon touching non-wounded flesh (stamina roll, difficulty 6), and silver now does nothing but aggravate the quickly turning individual. Also, the illness may be healed once the mortal heals from the damage done or attempts to find a cure, at storyteller discretion. Be careful not to infect too many as lycanthropes are often territorial against Shifters, and are normally quite aggressive specifically towards the one that turned them. If you possess any level of the Pack Alpha Merit, this Flaw does not prevent those that you turned, and those that your lycanthropes turned if they are able, from actively seeking to harm you.
Pack Alpha (3-5 point Merit): You exude the dominance needed to watch and care for those cursed as lycanthropes (feral half-werewolves), which are also known as hellions or mutts. Lycanthropes will simply growl at and avoid you and your scent, allowing you to keep them away from where they should not be. Those carrying a bit of your fur are likewise protected, though to a lesser degree. You may also mark your territory by urinating on an inanimate object or plant, that will stay there for one week so long as the weather does not wash it away. If placed on the corners of your property or even in an open doorway, lycanthropes will avoid crossing it unless in peril or in a state of great rage. For the 4 point version, lycanthropes will still avoid you, but if you corner them they will submit to you and will behave as if they were pack wolves or wild dogs rather than savage beasts when they turn. While turned they may be issued small one to two word commands as if you had used the Gift of Bug Lord, Beast Life, or Forest Lord, and will carry the task out to the best of their ability. At this level there is no guarantee that they will return if your orders take them a fair distance away or they see a chance to escape, but there is no guarantee that they will not return either. At the 5 point version, lycanthropes will actively seek you out as a shepherd of Gaia and attempt to submit to you. At this rank they also possess the relative intelligence of a monkey while turned and within your presence, although this quickly degrades back to that of a dog while you are not nearby. This Merit must either be purchased at character creation, or as long as you are at least the same rank as the version of the Merit that you are attempting to purchase.
Modifications / Clarifications
Immunity is never allowed as a, "Screw you, I'm immortal!" ticket. Also I may up the price cost if you pick something ridiculous or if the price listed doesn't seem right for what you're asking, so tread lightly. Consider it a "banned, but on parole" Merit that the Storyteller may choose to say yes or no to at their leisure.
Wild Talent only applies to either your psychic or mystic powers as a Sorcerer, and must be purchased a second time in order to affect the other category.