Post by Triple 7 on Feb 24, 2019 14:14:28 GMT -8
MERITS & FLAWS
Merits and Flaws represent inherent weakness or aptitudes of a person's greater character. You can discover obvious Merits and Flaws characters have on their sheets when you access a Player's profile on the DISCORD server. Doing this will reveal things your character would notice about them or be effected by in character.
Since JBN tends to promote court positions being filled by PCs, most of the merits that would give you a benefit for a court position are inappropriate for play in a player character driven setting. The following Merits/Flaws are not used: Lawman's Friend, Primogen/Bishop Friendship, Bully Boy.
VAMPIRE: THE MASQUERADE (20TH ANNIVERSARY EDITION)
Physical
- Ambidextrous: Not applicable for this Chronicle. We do not penalize for off-handed actions (as I rarely remember to enforce it).
- Huge Size: Large individuals are typically stronger; the bonus the description discusses will be +2 Dice to Strength related rolls.
- Bad Sight: Ranged combat maneuvers are effected by this +2 Difficulty penalty as it involves your eye sight.
- Glowing Eyes: The level required for fully concealing this Flaw would be similar to welding goggle/face shield. If only using sunglasses; opponents must succeed in a Perception + Alertness, Difficulty 7 - 3 Successes needed. If nothing is used to conceal this Flaw, anyone may notice it due to the overt nature of it.
- Permanent Fangs: To notice these fangs in casual conversation will be Perception + Alertness, Difficulty 7 with 3 Successes needed. You will need Kindred Lore to confirm your suspicions of their Vampire nature rather than a Mortal imitating the undead.
- Early Riser: In addition to the write up on Pg. 480, V20; this Merit gives a character 1 additional downtime per month.
- Infertile Vitae: Rebalanced for Camarilla online play. This was originally a Sabbat Flaw and comes up much more frequently in that Sect. As Camarilla Vampires need to undergo a lengthy approval process in order to secure the rights to Embrace a Childe and then rear that Fledgling within society, the frequency that this comes up is dramatically reduced. It is impossible to police the meta-game aspect of this Flaw (your character not knowing they have it, for instance, and gaining Right of Progeny only to lose their favored Retainer to exsanguination), and is often seen as 'free points' in a game of this type. Therefore, this flaw will only award a single point to those that purchase it to account for its reduced visibility.
- Blind: Use of Auspex 1 will remove the +2 Difficulty penalty on actions (Pg. 274, V20).
- Blush of Health: While this helps you appear more human, it does not cover other physiological behaviors like blinking or breathing. You will still need to imitate life as defined on Pg. 269, V20.
- Child: NOTE: Absolutely no sexual content will be portrayed from a concept with this flaw. A single example of this rule being broken will result in Character/Player removal from the Chronicle.
Mental
- Common Sense: All new Players creating their first character receive this Merit, free of charge, and it does not counts against your 7pt. Merit cap. With the Chronicle operating consistently, it will be the Player's responsibility to raise questions whenever you are about to act in a way contrary to common sense. Storytellers may or may not be available when you're about to act contrary to common sense.
- Eidetic Memory: Not applicable to this Chronicle. This Merit causes more problems than it is worth for a Storyteller.
- Language: Does not count against your maximum 7 points of Merits cap.
- Precocious: Since we don't have waiting times for Abilities with the exception of Level 4 and 5; this Merit will only apply for up to 3 Abilities maximum that must be chosen at character creation.
- Phobia: Players will roll Courage, Difficulty 6 when faced with their particular phobia.
- Territorial: You will need to choose somewhere in the setting that represents your territory. The roll for discovering an uninvited Kindred upon your territory is Self-Control, Difficulty 4. As usual, you will need 5 Successes over extended actions to resist the Beast. Failure at any time means you immediately Frenzy. You will continue to hound them until they're out of your designated territory. Botch!? will indicate that not only you Frenzy, you run them beyond your territory until they're not moving anymore or you managed to lose them.
- Flashbacks: For the strict purposes of this Flaw; a "story" or "session" is to be considered each time you enter play for the day. We go by U.S. West Coast Time, Google accordingly. (Daylight Savings Time: UTC−07:00 | Standard UTC−08:00) The roll is Willpower, Difficulty 7.
Social
- Former Ghoul: We take the intention of this Merit to be used only by Neonates who have had experience as a Ghoul prior to the embrace. Found on Pg. 19, V20; a Neonate is a Vampire in existence for 30 years or less post-mortem. Only a Character meeting this criteria may take this Merit.
- Prestigious Sire: Will be used to break ties in social/status challenges.
- Protégé: As a locally centered Merit, Protégé will need the help of another Player to accept you as a Childe and talk about how amazing you are prior to the Embrace. This also means that you are playing a fresh concept literally Embraced yesterday (this may also mean that your Sire has to gain permission for the embrace in some cases).
- Open Road: This Merit is only applicable toward travel related events outside of what is considered the "Emerald Domain" setting. Travel is difficult outside the Domain; you don't have the jurisdiction of the Prince and her enforcers to protect you. This Merit covers your travel outside the Domain.
- Scholar of Enemies: Can only be taken once, and must have the applicable Lore Merit you chose as the enemy you are knowledgeable with.
- Scholar of Others: Can only be taken once, and must have the applicable Lore Merit you chose as the "other" you are knowledgeable with.
- Infamous Sire: Will be used to break ties in social/status challenges.
- New Arrival: Only available to new Players first Character to JBN.
Supernatural
- Lucky: For the strict purposes of this Merit, "story" is considered to bee "month". You may repeat any three failed rolls per month. These rolls will be annotated in your Character Sheet thread. When this happens in a scene, Players need to use the "Storyteller" tag to alert their Storyteller so we can annotate it. If we don't get to it, please out it in Sheet Request.
- Oracular Ability: Costs permanent willpower to use as well as a downtime. We understand the cost for forcing a vision is high; so we will work very hard to answer your question directly and as non-confrontational as possible. However, some questions are well beyond the scope of this ability and we will tell you that at the time you ask the question, but before you have spent the Willpower.
- Spirit Mentor: The Spirit in question is considered a Wraith, and it falls under our rules and mechanics used for the Background: Spirit Slaves. It will do what it can to passively help your character in situations involving the things it is exceptionally good at.
- Additional Discipline: The additional Discipline must be chosen from the following list; Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence and Presence.
- True Faith: As a Merit for Vampires, it will be treated like Numina for the purpose of advancement. It has the potential to be carried over from Mortals provided they have room to purchase it within their Merits. If they don't, it will be lost in the embrace.
- Cast No Reflection: This Flaw will be used to show the obvious flaw listed for Clan Lasombra in Discord. To notice someone without a reflection in appropriate locations that might reveal a reflection, the Player will need to roll Perception + Alertness, Difficulty 7 with 3 Successes needed.
- Haunted: Wraiths fall under our rules and mechanics for the Background: Allies. The Storyteller will determine what they are exceptional at based on the Player's input with the history of why they chose this Flaw.
LORE OF THE CLANS
- All Clans
- Setite Initiate: A character with this Merit has passed the gates and is considered a full member of the Follower of Set faith and Clan. As such should their faith not falter they are given access to have a teacher for Serpentis Note: Serpentis is still considered out of clan for them despite their new faith.
- Setite Initiate: A character with this Merit has passed the gates and is considered a full member of the Follower of Set faith and Clan. As such should their faith not falter they are given access to have a teacher for Serpentis Note: Serpentis is still considered out of clan for them despite their new faith.
- Assamite
- Thousand-Meter Club: Only available to Clan Assamite Characters.
- Broken Antitribu: Only available to Clan Assamite Characters.
- Multiple Curses: Only available to Clan Assamite Characters.
- Brujah
- Fury's Focus: Only available to Clan Brujah Characters.
- Dynamic Personality: Brujah with this merit can purchase Allies, Contacts, Herd and Retainers at the Current Rating in experience points instead of Current Rate x2. These can be purchased at any time, not only at the end of the story.
- Obvious Predator: Only available to Clan Brujah Characters.
- Caitiff
- Personal Masquerade: Only available to Caitiff Characters. Gives the character an Alternate Identity 3 rating, free of charge. Players may spend Freebies or XP to raise Alternate Identity past this rating, but you get Alternate Identity 3 for free with the purchase of this Merit.
- Clan Weakness: Only available to Caitiff Characters.
- Followers of Set
- Addictive Blood: Only available to Clan Setite Characters.
- Aura of the Typhon: Only available to Clan Setite Characters.
- Gangrel
- Skald: Because of how our house rules work, this Merit will also apply to applicable rolls for Academics and Politics in accordance with the description.
- Lesser Mark of the Beast: Only available to Clan Gangrel Characters.
- Giovanni
- Consanguineous Resistance: Only available to Clan Giovanni Characters.
- Mortuario: Only available to Clan Giovanni Characters.
- Sanguinary Incongruity: Only available to Clan Giovanni Characters.
- Inbred: Only available to Clan Giovanni Characters.
- Shadow Walker: Only available to Clan Giovanni Characters.
- Lasombra
- Court Favorite: Only available to Clan Lasombra Characters. Not appropriate for Camarilla vampires.
- Eyes of Shadow: Only available to Clan Lasombra Characters. Requires eye contact to effect others. If the target is attempting to avoid eye contact with the Vampire, they must roll Willpower, Difficulty equal to the provoking Vampire's Manipulation + Intimidation.
- Controllable Night Sight: Only available to Clan Lasombra Characters. Does not allow Lasombra to see through other applications of Obtenebration. This Merit applies only to normal means of darkness and not applications of the Abyss.
- Secret Stash: Only available to Clan Lasombra Characters. May only be used to create a number of Background points equal to the Merit rank, and then the Merit expires, having been transferred into the background points permanently. Only the backgrounds listed in the Merit can be created this way. The backgrounds created in this way may never exceed 5.
- King or Queen of Shadow: Only available to Clan Lasombra Characters.
- Long-term Planning: For the purposes of an online Chronicle, a "session" as written in this Merit will be considered a "month". So, you may use this Merit once per month and must be documented on your Actions in Private thread.
- Uncontrollable Night Sight: Only available to Clan Lasombra Characters.
- Insubordinate: While the Failure discussed on Pg. 123, LotC's has you do the exact opposite of what is asked of you, a Botch will cause you to go out of your way to go against the one asking you to do something.
- Unproven: Only available to Clan Lasombra Characters.
- Malkavian
- Prophetic Dreams: Because our Willpower system doesn't gain 1WP during rest; this mechanic will cost 1TWP to activate.
- Cold Read: Only available to Clan Malkavian Characters.
- Stigmata: Because of the nature regarding this Flaw, Stigmata 2 will require a Perception + Alertness, Difficulty 7 roll with 3 Successes acquired to notice unless the target isn't taking steps to hide their Flaw. Stigmata 4 cannot be hidden from casual view.
- Nosferatu
- Spawning Pool: Only available to Clan Nosferatu Characters. As written doesn't make a lot of sense for me in a fictional setting on how we document our blood. For that reason we will make the following changes; you will offer a nightly tithe of 1BP upon awakening to the spawning pool to be annotated upon awakening as usual. The rating can be improved after initial purchase representing maintenance to the pool.
- Sleep Unseen: Due to the nature of our Chronicle, we don't regularly annotate what Character's do before they drift on to sleep for the day. With that in mind, this Merit will always be assumed to be active and cost the user 1BP upon awakening. Only available to Clan Nosferatu Characters.
- False Reflection: Only available to Clan Nosferatu Characters.
- Rugged Bad Looks: Only available to Clan Nosferatu Characters. This will protect your Appearance 0 rating unless contested (direct lighting that would reveal your horrible appearance or a Perception + Alertness, Difficulty 7 roll needing at least 3 Successes to scrutinize the features are more than just a skin condition). Without this, Nosferatu fall under the limitations found under the Clans house rules. (0 of 1 Slots Filled)
- Dangerous Secret: Only available to Clan Nosferatu Characters.
- Bestial: Only available to Clan Nosferatu Characters.
- Enemy Brood: Only available to Clan Nosferatu Characters.
- Spawning Pool: Only available to Clan Nosferatu Characters. As written doesn't make a lot of sense for me in a fictional setting on how we document our blood. For that reason we will make the following changes; you will offer a nightly tithe of 1BP upon awakening to the spawning pool to be annotated upon awakening as usual. The rating can be improved after initial purchase representing maintenance to the pool.
- Ravnos
- Brahman: Only available to Clan Ravnos Characters.
- Kshatriya: Only available to Clan Ravnos Characters.
- Vaishya: Only available to Clan Ravnos Characters.
- Chandala: Only available to Clan Ravnos Characters.
- Lost Svadharma: Only available to Clan Ravnos Characters.
- Tremere
- Embraced Without the Cup: Only available to Clan Tremere Characters.
- Keys to the Library: Not appropriate, we have a PC run Chantry.
- Outside Haven: Not having this Merit at Character Creation will require residency at the Chantry.
- Unmarked Antitribu: Only available to Clan Tremere Characters.
- Quartermaster: Not appropriate, we have a PC run Chantry.
- Arcane Curse: Only available to Clan Tremere Characters.
- Betrayer's Mark: Only available to Clan Tremere Characters.
- Bound to the Clan: Only available to Clan Tremere Characters.
- Thaumaturgically Inept: Only available to Clan Tremere Characters.
- Tzimisce
- Dracon's Temperament: Only available to Clan Tzimisce Characters.
- Ancestral Soil Dependence: Only available to Clan Tzimisce Characters.
- Faceless: Only available to Clan Tzimisce Characters.
- Revenant Disciplines: Only available to Clan Tzimisce Characters. For the purposes of playing at JBN; this includes teaching and advancing Disciplines beyond Level 3.
- Consumption: Only available to Clan Tzimisce Characters.
- Ventrue
- Connoisseur: Only available to Clan Ventrue Characters.
- Blessed by St. Gustav: Only available to Clan Ventrue Characters.
- Uncommon Vitae Presence (Ventrue): Only available to Clan Ventrue Characters.
THE HUNTERS HUNTED II
Physical
- Hemophiliac: Mortals do not ever experience Aggravated Damage.
Social
- Research Grant: Adds +2 to your Resources rating, free of charge (Example: Resources 5 becomes Resources 7).
- Thugs: Not appropriate, anyone can have this already using our House Rules on Allies.
- Legacy: Does not effect the Artifact Background.
Mental
- Combat Novice: We consider anything that deals 7HL's or more in damage as a gory show of violence and will reset the character's total for the evening.
- Addicted to Vampire Blood: Players will roll Self-Control, Difficulty 8 if they're looking to resist the urge to drink Kindred blood.
- Sense Influence: Works against Disciplines (Animalism, Dominate, Dementation, Necromancy, Presence, Thaumaturgy) and the Blood Bond.
Asset
- Occult Library: This Merit effects Research/Mastery rolls for character advancement. Anyone other than Mortals may only take this Merit at 2pts.
- Science Laboratory: This Merit will effect appropriate Medicine rolls at -1 Difficulty (in addition to the standard as defined on Pg. 43, HH2). It will not effect Research/Mastery of Lores.
- Backup Identity: Gives the character an Alternate Identity 3 rating, free of charge. Players may spend Freebies or XP to raise Alternate Identity past this rating, but you get Alternate Identity 3 for free with the purchase of this Merit.
Supernatural
- Clear Sighted: This is a reflexive action, and is not contested. It effects Chimerstry, Daimonion, Dementation, Obfuscate, and Thaumaturgy. There are two point costs in HH2, we will go with 5pts.
- Psychic Feedback: For the purposes of the 1pt. Flaw; stressful or taxing situations include, but are not limited to, combat.
- Fist of God: Ghouls are not effected by this Merit; only "children of the elder night", Kindred, and other Supernaturals. Wraiths will only be effected if they are manifested in the Skinlands.
- Paradise Lost: Botching this Willpower roll will consume a temporary point of Willpower.
- Dead Zone: Works exactly as if the character had Obfuscate 1, found on Pg. 184, V20.
DREAD NAMES, RED LIST
Supernatural
- Methuselah's Thirst: Due to our hunting rules, we cannot represent Vampires and their blood you're able to hunt down and consume. This Flaw is meant to be serious, and you will not be able to roll for standard hunting in this regard. You're only able to feed from Vampires, which means you must regain blood points in active scenes. The additional effect of this is that without being able to roll for hunting, you do not gain the benefits of a Herd. You may still purchase Herd, but they will not grant additional bonuses toward blood. They can give you all the Mortal blood you want, but none of it will slake your thirst!
- The Scourge: Not appropriate, only one NPC is effected by this per Dread Name, Red List.
LANGUAGES ARE MERITS
According to Pg. 484, V20; Languages are purchased per Language at the cost of a 1 point Merit per language. Multiple languages may be purchased and this Merit does not count against your 7 point Merit cap.
BUYING NEW MERITS OR BUYING-OFF OLD FLAWS WITH EXPERIENCE POINTS
Merits and Flaws will not be purchasable (or bought off) after initial character creation without exceptional effort and Storyteller approval. NOTE: We consider significant physiological changes such as the Embrace or becoming a Ghoul enough justification for adding or subtracting Merits and Flaws (you will still need to figure out a suitable explanation as to why you Character has been changed in this incredible manner). Though it is rare to buy Merits after character creation, learning new languages simply require a teacher, and the appropriate amount of XP. Learning a new Lore requires Research and Mastery as defined in the Character Advancement section.
As a very general rule, Social Flaws may be bought off with an appropriate narrative if the verbiage of the Flaw represents a way to end it (Probationary Sect Member is possible, Former Prince is not). Mental and Physical Flaws can be bought off if the Players spends an appropriate amount of time countering the affects of their affliction (one month worth of DTA's per point level of the Flaw spent rehabilitating themselves is enough). This is a case by case basis requiring Storyteller approval. Not everything makes sense to be bought off given the narrative.