Post by Andrei on Jun 14, 2007 20:49:33 GMT
Acute Hearing: (1 pt) (VPG)
You have exceptionally sharp hearing, even for a vampire.
Acute Sense (1pt)(VtM 3rd)
One of your senses in exceptionally sharp.
Acute Sense of Smell: (1 pt)
You have an exceptionally keen sense of smell. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman olfactory acuity.
Acute Sense of Taste: (1 pt) (VPG)
You have an exceptionally keen sense of taste. To spot the taint of poison in blood or another substance are You are able to make precise distinctions in taste. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman taste acuity.
Acute Vision: (1 pt) (VPG)
You have exceptionally keen eyesight. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman visual acuity.
Additional Discipline (5pt) (GC)
You can take one additional Discipline as if it were a clan Discipline. All costs to learn that Discipline are paid out as if it were native to your clan. A character cannot take this more than once.
Ambidextrous: (1 pt) (VPG)
You have a high degree of off-hand dexterity and can perform tasks with the 'wrong' hand. Can use both hands at the same time.
Alternate Identity (3 pt) (GC)
In addition to your normal identity, you've taken up an alternate role that allows you to run with another group or sect of vampires. This other self has a believable history and backstory that can stand up to at least cursory checks, and he is accepted at face value (more or less) by his associates. However, your sire, Allies, Contacts, etc. don't know that you maintain this second identity, and treat this "stranger" accordingly.
Attuned Taste (2) (Cbk Trem Rev)
For whatever reason, your character finds blood magic instinctive--more so than for most Tremere. When your Tremere tastes blood, she naturally tastes the subtle current and occult correspondences in the vitae. To her, its not even magic; it's just a heightened sense of taste. The character automatically gleans one fact about the source of the blood. This affinity is not always beneficial--your character may accidentally taste undercurrents of fear, extraordinary power or poison in vitae, and such tastes can cause nausea or incapacitation.
Baby Face (2pt) (VPG)
You look more human than other vampires, enabling you to fit in the human world much more easily. Your skin is pink, you never really stopped breathing (even though you don't need to), and even sneezing comes naturally. You can make your heart beat as long as you have at least one Blood Point. This Merit cannot be taken by Nosferatu.
Berserker: (2pt) (VPG)
The Beast is in you, but you know how to direct and make use of it. You have the capacity to frenzy at will.
Blooding by the Code: (7) (Cbk Salubri)
For some reason, you were fortunate enough to receive a blooding by the Code of Samiel in the prescribed way. Consequently you may learn the abilities granted by this blooding if you can find a teacher. You must have an excellent reason for possessing this Merit, and your good fortune may rouse some suspicions both in and out of clan. Only warrior Salubri may take this Merit.
Blush of Health (2pt)(VtM 3rd)
You look more healthy and hale in appearance then other vampires. Although you have the skin-colour of a mortal, you are still cold to the touch.
Boon: (1-6 pt) (GC)
Someone owes you a favor. The vampire in your debt might be the lowest neonate in the city or might be the Prince herself; it all depends on how many points the Merit cost. You only have that single favor owed to 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--even going so far as to create situations from which he must "rescue" you and thus clear the slate.
Broken Bond (4) (GC)
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.
Bruiser (1)(GC)
Your appearance is sufficiently thuglike to inspire fear or at disquiet in those who see you. While you're not necessarily per se, you do radiate a sort of quiet menace, to the point where people cross the street to avoid passing near you.
Bullyboy (2) (GC)
You're part of the brute squad the local sheriff calls on when he needs some muscle. As a result, you get in on action that others miss entirely, score points with those in power, and occasionally get to act outside the law. How far outside the law the sheriff is willing to let you go depends on circumstances and how much the sheriff likes you.
Calm Heart: (3pt) (VPG)
You are naturally calm and well-composed, and do not easily fly off the handle.
Catlike balance (1pt)(VtM 3rd)
All balance related acts are half as hard as it would be for normal vampires.
Charmed Existence: (5pt) (VPG)
Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky.
Church Ties: (3pt) (VPG)
You have influence and contacts in some local churches, and have the means to create protest rallies and raise money. The more you use your ties, of course, the greater your risk of being found out.
Clan Friendship: (4 pt) (VPG)
For any number of different reasons, your appearance, bearing, background or demeanor or something about you appeals to members of a clan other than your own (your choice ). This can be a two-edged sword; you are also marked by others as a sympathizer with that clan, whether you like it (or deny it! ) or not.
Code of Honor: (1 pt) (VPG)
You have a personal code of ethics to which you strictly adhere. Even when you are in frenzy, you will attempt to obey it. You can automatically resist most temptations that would bring you in conflict with your code.
Coldly Logical (1) (GC)
While some might refer to you as a "cold fish," you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings.
Common Sense: (1pt) (VPG)
You have a significant amount of practical everyday wisdom.
Compassionate (4pt) {Cbk Brujah Rev}
You have the moral character of the Brujah of old, the proud warrior-poets who did what they did because their hearts called to them.
Computer Aptitude (2pt): (GC)
You have a natural affinity with computers.
Concentration: (1pt) (VPG)
You have the ability to focus your mind and shut out any distractions or annoyances.
Controllable Night Sight (2) (Cbk Las Rev)
You can choose to invert the effects of light and darkness on yourself. Spend one turn in concentration to turn Night Sight on or off. While Night Sight is active, pitch-black darkness seems brightly and uniformly lit to you. Any light brighter than a hundred-watt bulb creates a zone of pure darkness. This Merit doesn't allow you to see through Obtenebration-created darkness, which glows with pure white light that obscures all details.
Corporation CEO: (5pt) (VPG)
You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer. Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place in the corporate community, and have the means to wage economic warfare.
Corporate Ties: (3pt) (VPG)
You have both influence over and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time.
Crack Driver: (1pt)
You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors.
Danger Sense: (2pt) (VPG)
You have a sixth sense that warns you of danger. This Merit is more reliable and specific than the Level One Auspex power; the two can be combined to create an even more potent warning system.
Daredevil: (3 pt) (VPG)
You are good at taking risks, and are even better at surviving them.
Deceptive Aura (1) (GC)
You aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura.
Destiny: (4pt) (VPG)
You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the chronicle continues. Prophecies and dreams guide your way, and grant you clues to your ultimate goal. The sense of direction and security granted by this feeling of destiny helps you overcome fear, depression and discouragement caused by anything not relevant to your destiny. Until your destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently.
Domain (2-4) (GC)
The prince has given you exclusive rights to a piece of territory. The size and importance of that territory are in direct proportion to the cost of the Merit. A few blocks' worth of rowhouses might be worth two points, while four blocks in the city's financial district could be worth four. While the rights to this territory are yours, there are responsibilities that come along with it. If those responsibilities are not met, the prince may well strip you of your holding.
Double-Jointed (1pt) (VPG)
You are unusually supple. Squeezing through a tiny space is one example of a use for this Merit.
Dracon's Temperment (3pt) {Cbk Tzi Rev}
Taking the notion of Azhi Dahaka to new levels, you've emulated the permutable nature of change and evolution into your very psyche. Like the protean Dracon, you are a whirlwind of temperments. Unlike multiple personalities, which gives you more than one identity, you are the same person but with different and changing Natures. Essentially, you either have no anchored sense of self, or you're so mutable that you can be anybody. At the beginning of each story, until its conclusion, you may choose one Personality Archetype to function as your Nature. This doesn't change your identity; it simply alters the way you perceive situations and how you deal with others. You also regain Willpower according to your new Nature and may be affected by other effects or Discipline powers as per your new Nature as well.
Dual Nature: (2pt) (VPG)
You have two distinct Natures, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia (that is a Derangement).
Dynamic Personality (5pt) {Cbk Brujah Rev}
People are drawn to you, due to some characateristic appeal you exude. You may purchase additional Backgrounds using your experience pts at the end of each story--2 XP earn you one Background dot from the following groups: Allies, Contacts, Herd, Retainers.
Eat Food: (1 pt)
You have the capacity to eat food. It's an ability you developed at an early point in your undead existence, or perhaps it has been a latent ability all along. This is considered disgusting by other Kindred, but can be of great assistance in maintaining the Masquerade.
Efficient Digestion (3pt) (VPG)
You are able to draw more than the usual amount of nourishment from blood.
Eidetic Memory: (2pt) (VPG)
You can remember things seen and heard with perfect detail.
Elysium Regular (1) (GC)
You spend an usual amount of time at the various Elysiums in your city. You see and are seen to such an extent that all of the movers and shakers of Elysium at least know who you are.
Enchanting Voice (2pt)(VtM 3rd)
There is something in your voice, that others cannot ignore.
Faerie Affinity: (2pt) (VPG)
Your presence does not frighten faeries; indeed, it attracts them, and you are naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, provided you find an entrance.
False Reflection (3) (Cbk Nos Rev)
When using Mask of a Thousand Faces, a Nosferatu with this Merit can create a false impression of his disguise on recording media. He can have his picture taken, show up on videotape and even record an imitationn of the subject's voice. Nosferatu without this Merit cannot disguise themselves to machine using Obfuscate.
Fast Learner: (3pt) (VPG)
You learn very quickly, and pick up on new things faster than most do.
Former Ghoul (1) (GC)
You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society.
Foul Blood (3) (Cbk Nos Rev)
The vitae flowing through your veins tastes trult awful. Anyone who bites or feeds from you ends up choking, retching and gagging. Any idiot who actually tries to diablerize you will have an extremely difficult time. This makes blood bonds torturous, the Embrace becomes even more difficult, and ghouling is near impossible.
Friend of the Underground (3) (GC)
While you're not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes and other subterranean passages of your hometown. The local Nosferatu (an any other creatures dwelling down in the muck) may not actually like it but they're inclined not to kill you on sight when they see you in their territory. Nosferatu cannot purchase this Merit.
Friendly Face (1) (GC)
You have a face that reminds everyone of someone, to the point where strangers are inclined to be well-inclined towards you because of it. The effect doesn't fade if you explain the "mistake". This merit only functions on a first meeting.
Gaping Maw (2) (Cbk Nos Rev)
You've got a nasty gash where your mouth should be. It can smile, it can frown, and most importantly it can grin two or three inches wider than any human mouth can. An ordinary vampire can suck up to three blood points in a turn. You can drain up to four points.
Gift of Proteus (1, 2, 4 pt)(Cbk Gangrel)
This merit allows the Gangrel to "fine-tune" the shapes achieved by the Protean Discipline. For 1 pt, the character can vary the special effects. Red Eyes might glow an eerie green instead of red.
For 2 points, the character may achieve a minor variation on a form. For instance, a play may determine the actual breed of wolf which her character may become.
For 4 points, the character may make a significant variation in one of the Protean shapes, (as long as it is still a shape traditionally associated with Vampires), such as becoming a black cat instead of a wolf. Among the forms traditionally ascribed to Vampires were those of cats, crows, black dogs, wolves, toads, and bats.
Guardian Angel: (6pt) (VPG)
Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need you may be supernaturally protected. However, one can never count upon a guardian angel.
Harmless (1) (GC)
Everyone in the city knows you, and knows that you're no threat to their plans. While that sort of estimation may seen insulting, it's also what's kept you from being killed. No one considers you worth the time to deal with, and that low opinion keeps you safe. If you start acting in a way that demonstrates that you are no longer harmless, others' reactions to you will likely change as a result.
Harpy (5) (GC)
You count yourself among the harpies, the vampires who rule the roost in Elysium. Yours is one of the voices that mock, exalt, praise or humble the Kindred of the city. Your opinion is very influential, which means you're going to face all sorts of attempts--from bribes to threats--to change it.
Haven Affinity (3pt) {Cbk Tzi Rev}
Caine's curse resonates strongly in your bones, but it possessess a proven advantage. You are connected to the soil of your prime haven. It also acts as a mystic beacon to you, allowing you to home in on its location when a state or country separates you. This applies only to your prime haven.
Healing Touch (1) (GC)
Normally vampires can only seal wounds by licking them. With but a touch, you can achieve the same effect.
Hidden Diablerie (3) (GC)
The tell-tale black streaks of diablerie do not manifest in your aura.
Higher Purpose: (1 pt) (VPG)
You have a goal that drives and directs you in every thing. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the need of personal survival, it can also grant you great personal strength. You need to decide what your higher purpose is.
Holder of Office (3-5) (GC)
You currently hold one of the officialCamarilla positions in your city. The degree of power you posses depends on the cost of the Merit.
Huge Size (4pt) (VPG)
You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. Able to suffer more harm before you are incapacitated.
Inoffensive to Animals: (1pt) (VPG)
Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch.
Iron Will: (3pt) (VPG)
When you are determined and your mind is set, nothing can thwart you from your goals. You cannot be Dominated, nor can your mind be affected in any way by spells or rituals.
You have exceptionally sharp hearing, even for a vampire.
Acute Sense (1pt)(VtM 3rd)
One of your senses in exceptionally sharp.
Acute Sense of Smell: (1 pt)
You have an exceptionally keen sense of smell. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman olfactory acuity.
Acute Sense of Taste: (1 pt) (VPG)
You have an exceptionally keen sense of taste. To spot the taint of poison in blood or another substance are You are able to make precise distinctions in taste. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman taste acuity.
Acute Vision: (1 pt) (VPG)
You have exceptionally keen eyesight. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman visual acuity.
Additional Discipline (5pt) (GC)
You can take one additional Discipline as if it were a clan Discipline. All costs to learn that Discipline are paid out as if it were native to your clan. A character cannot take this more than once.
Ambidextrous: (1 pt) (VPG)
You have a high degree of off-hand dexterity and can perform tasks with the 'wrong' hand. Can use both hands at the same time.
Alternate Identity (3 pt) (GC)
In addition to your normal identity, you've taken up an alternate role that allows you to run with another group or sect of vampires. This other self has a believable history and backstory that can stand up to at least cursory checks, and he is accepted at face value (more or less) by his associates. However, your sire, Allies, Contacts, etc. don't know that you maintain this second identity, and treat this "stranger" accordingly.
Attuned Taste (2) (Cbk Trem Rev)
For whatever reason, your character finds blood magic instinctive--more so than for most Tremere. When your Tremere tastes blood, she naturally tastes the subtle current and occult correspondences in the vitae. To her, its not even magic; it's just a heightened sense of taste. The character automatically gleans one fact about the source of the blood. This affinity is not always beneficial--your character may accidentally taste undercurrents of fear, extraordinary power or poison in vitae, and such tastes can cause nausea or incapacitation.
Baby Face (2pt) (VPG)
You look more human than other vampires, enabling you to fit in the human world much more easily. Your skin is pink, you never really stopped breathing (even though you don't need to), and even sneezing comes naturally. You can make your heart beat as long as you have at least one Blood Point. This Merit cannot be taken by Nosferatu.
Berserker: (2pt) (VPG)
The Beast is in you, but you know how to direct and make use of it. You have the capacity to frenzy at will.
Blooding by the Code: (7) (Cbk Salubri)
For some reason, you were fortunate enough to receive a blooding by the Code of Samiel in the prescribed way. Consequently you may learn the abilities granted by this blooding if you can find a teacher. You must have an excellent reason for possessing this Merit, and your good fortune may rouse some suspicions both in and out of clan. Only warrior Salubri may take this Merit.
Blush of Health (2pt)(VtM 3rd)
You look more healthy and hale in appearance then other vampires. Although you have the skin-colour of a mortal, you are still cold to the touch.
Boon: (1-6 pt) (GC)
Someone owes you a favor. The vampire in your debt might be the lowest neonate in the city or might be the Prince herself; it all depends on how many points the Merit cost. You only have that single favor owed to 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--even going so far as to create situations from which he must "rescue" you and thus clear the slate.
Broken Bond (4) (GC)
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.
Bruiser (1)(GC)
Your appearance is sufficiently thuglike to inspire fear or at disquiet in those who see you. While you're not necessarily per se, you do radiate a sort of quiet menace, to the point where people cross the street to avoid passing near you.
Bullyboy (2) (GC)
You're part of the brute squad the local sheriff calls on when he needs some muscle. As a result, you get in on action that others miss entirely, score points with those in power, and occasionally get to act outside the law. How far outside the law the sheriff is willing to let you go depends on circumstances and how much the sheriff likes you.
Calm Heart: (3pt) (VPG)
You are naturally calm and well-composed, and do not easily fly off the handle.
Catlike balance (1pt)(VtM 3rd)
All balance related acts are half as hard as it would be for normal vampires.
Charmed Existence: (5pt) (VPG)
Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky.
Church Ties: (3pt) (VPG)
You have influence and contacts in some local churches, and have the means to create protest rallies and raise money. The more you use your ties, of course, the greater your risk of being found out.
Clan Friendship: (4 pt) (VPG)
For any number of different reasons, your appearance, bearing, background or demeanor or something about you appeals to members of a clan other than your own (your choice ). This can be a two-edged sword; you are also marked by others as a sympathizer with that clan, whether you like it (or deny it! ) or not.
Code of Honor: (1 pt) (VPG)
You have a personal code of ethics to which you strictly adhere. Even when you are in frenzy, you will attempt to obey it. You can automatically resist most temptations that would bring you in conflict with your code.
Coldly Logical (1) (GC)
While some might refer to you as a "cold fish," you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings.
Common Sense: (1pt) (VPG)
You have a significant amount of practical everyday wisdom.
Compassionate (4pt) {Cbk Brujah Rev}
You have the moral character of the Brujah of old, the proud warrior-poets who did what they did because their hearts called to them.
Computer Aptitude (2pt): (GC)
You have a natural affinity with computers.
Concentration: (1pt) (VPG)
You have the ability to focus your mind and shut out any distractions or annoyances.
Controllable Night Sight (2) (Cbk Las Rev)
You can choose to invert the effects of light and darkness on yourself. Spend one turn in concentration to turn Night Sight on or off. While Night Sight is active, pitch-black darkness seems brightly and uniformly lit to you. Any light brighter than a hundred-watt bulb creates a zone of pure darkness. This Merit doesn't allow you to see through Obtenebration-created darkness, which glows with pure white light that obscures all details.
Corporation CEO: (5pt) (VPG)
You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer. Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place in the corporate community, and have the means to wage economic warfare.
Corporate Ties: (3pt) (VPG)
You have both influence over and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time.
Crack Driver: (1pt)
You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors.
Danger Sense: (2pt) (VPG)
You have a sixth sense that warns you of danger. This Merit is more reliable and specific than the Level One Auspex power; the two can be combined to create an even more potent warning system.
Daredevil: (3 pt) (VPG)
You are good at taking risks, and are even better at surviving them.
Deceptive Aura (1) (GC)
You aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura.
Destiny: (4pt) (VPG)
You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the chronicle continues. Prophecies and dreams guide your way, and grant you clues to your ultimate goal. The sense of direction and security granted by this feeling of destiny helps you overcome fear, depression and discouragement caused by anything not relevant to your destiny. Until your destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently.
Domain (2-4) (GC)
The prince has given you exclusive rights to a piece of territory. The size and importance of that territory are in direct proportion to the cost of the Merit. A few blocks' worth of rowhouses might be worth two points, while four blocks in the city's financial district could be worth four. While the rights to this territory are yours, there are responsibilities that come along with it. If those responsibilities are not met, the prince may well strip you of your holding.
Double-Jointed (1pt) (VPG)
You are unusually supple. Squeezing through a tiny space is one example of a use for this Merit.
Dracon's Temperment (3pt) {Cbk Tzi Rev}
Taking the notion of Azhi Dahaka to new levels, you've emulated the permutable nature of change and evolution into your very psyche. Like the protean Dracon, you are a whirlwind of temperments. Unlike multiple personalities, which gives you more than one identity, you are the same person but with different and changing Natures. Essentially, you either have no anchored sense of self, or you're so mutable that you can be anybody. At the beginning of each story, until its conclusion, you may choose one Personality Archetype to function as your Nature. This doesn't change your identity; it simply alters the way you perceive situations and how you deal with others. You also regain Willpower according to your new Nature and may be affected by other effects or Discipline powers as per your new Nature as well.
Dual Nature: (2pt) (VPG)
You have two distinct Natures, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia (that is a Derangement).
Dynamic Personality (5pt) {Cbk Brujah Rev}
People are drawn to you, due to some characateristic appeal you exude. You may purchase additional Backgrounds using your experience pts at the end of each story--2 XP earn you one Background dot from the following groups: Allies, Contacts, Herd, Retainers.
Eat Food: (1 pt)
You have the capacity to eat food. It's an ability you developed at an early point in your undead existence, or perhaps it has been a latent ability all along. This is considered disgusting by other Kindred, but can be of great assistance in maintaining the Masquerade.
Efficient Digestion (3pt) (VPG)
You are able to draw more than the usual amount of nourishment from blood.
Eidetic Memory: (2pt) (VPG)
You can remember things seen and heard with perfect detail.
Elysium Regular (1) (GC)
You spend an usual amount of time at the various Elysiums in your city. You see and are seen to such an extent that all of the movers and shakers of Elysium at least know who you are.
Enchanting Voice (2pt)(VtM 3rd)
There is something in your voice, that others cannot ignore.
Faerie Affinity: (2pt) (VPG)
Your presence does not frighten faeries; indeed, it attracts them, and you are naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, provided you find an entrance.
False Reflection (3) (Cbk Nos Rev)
When using Mask of a Thousand Faces, a Nosferatu with this Merit can create a false impression of his disguise on recording media. He can have his picture taken, show up on videotape and even record an imitationn of the subject's voice. Nosferatu without this Merit cannot disguise themselves to machine using Obfuscate.
Fast Learner: (3pt) (VPG)
You learn very quickly, and pick up on new things faster than most do.
Former Ghoul (1) (GC)
You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society.
Foul Blood (3) (Cbk Nos Rev)
The vitae flowing through your veins tastes trult awful. Anyone who bites or feeds from you ends up choking, retching and gagging. Any idiot who actually tries to diablerize you will have an extremely difficult time. This makes blood bonds torturous, the Embrace becomes even more difficult, and ghouling is near impossible.
Friend of the Underground (3) (GC)
While you're not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes and other subterranean passages of your hometown. The local Nosferatu (an any other creatures dwelling down in the muck) may not actually like it but they're inclined not to kill you on sight when they see you in their territory. Nosferatu cannot purchase this Merit.
Friendly Face (1) (GC)
You have a face that reminds everyone of someone, to the point where strangers are inclined to be well-inclined towards you because of it. The effect doesn't fade if you explain the "mistake". This merit only functions on a first meeting.
Gaping Maw (2) (Cbk Nos Rev)
You've got a nasty gash where your mouth should be. It can smile, it can frown, and most importantly it can grin two or three inches wider than any human mouth can. An ordinary vampire can suck up to three blood points in a turn. You can drain up to four points.
Gift of Proteus (1, 2, 4 pt)(Cbk Gangrel)
This merit allows the Gangrel to "fine-tune" the shapes achieved by the Protean Discipline. For 1 pt, the character can vary the special effects. Red Eyes might glow an eerie green instead of red.
For 2 points, the character may achieve a minor variation on a form. For instance, a play may determine the actual breed of wolf which her character may become.
For 4 points, the character may make a significant variation in one of the Protean shapes, (as long as it is still a shape traditionally associated with Vampires), such as becoming a black cat instead of a wolf. Among the forms traditionally ascribed to Vampires were those of cats, crows, black dogs, wolves, toads, and bats.
Guardian Angel: (6pt) (VPG)
Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need you may be supernaturally protected. However, one can never count upon a guardian angel.
Harmless (1) (GC)
Everyone in the city knows you, and knows that you're no threat to their plans. While that sort of estimation may seen insulting, it's also what's kept you from being killed. No one considers you worth the time to deal with, and that low opinion keeps you safe. If you start acting in a way that demonstrates that you are no longer harmless, others' reactions to you will likely change as a result.
Harpy (5) (GC)
You count yourself among the harpies, the vampires who rule the roost in Elysium. Yours is one of the voices that mock, exalt, praise or humble the Kindred of the city. Your opinion is very influential, which means you're going to face all sorts of attempts--from bribes to threats--to change it.
Haven Affinity (3pt) {Cbk Tzi Rev}
Caine's curse resonates strongly in your bones, but it possessess a proven advantage. You are connected to the soil of your prime haven. It also acts as a mystic beacon to you, allowing you to home in on its location when a state or country separates you. This applies only to your prime haven.
Healing Touch (1) (GC)
Normally vampires can only seal wounds by licking them. With but a touch, you can achieve the same effect.
Hidden Diablerie (3) (GC)
The tell-tale black streaks of diablerie do not manifest in your aura.
Higher Purpose: (1 pt) (VPG)
You have a goal that drives and directs you in every thing. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the need of personal survival, it can also grant you great personal strength. You need to decide what your higher purpose is.
Holder of Office (3-5) (GC)
You currently hold one of the officialCamarilla positions in your city. The degree of power you posses depends on the cost of the Merit.
Huge Size (4pt) (VPG)
You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. Able to suffer more harm before you are incapacitated.
Inoffensive to Animals: (1pt) (VPG)
Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch.
Iron Will: (3pt) (VPG)
When you are determined and your mind is set, nothing can thwart you from your goals. You cannot be Dominated, nor can your mind be affected in any way by spells or rituals.