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Merits and Flaws

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Merits and Flaws  Empty Merits and Flaws

Post by Admin Thu Jul 23, 2015 8:21 pm

This list is not complete, however has a list of several merits and flaws that I have been asked about.

[ 1 - 3 ]   Church Rank   ( Vampire: The Dark Ages -- Page 275 )

You were part of the Church in life, and somehow maintain the illusion that you still live, thereby still possessing some of the advantages of church rank. You can influence local politics to some extent, and locals respect you as a representative of God. One point of this Merit might mean you are a summoner or deacon; 2 a monk, nun, or pardoner. Three points means a local friar or ranking monk. Higher rank (abbess, bishop, and so on) should only be allowed with the Storyteller's permission (and even higher cost) -- these ranks carry a great amount of influence, and a grave level of responsibility. - The level one version of this merit allows players with it to purchase the third level of church influence at creation, this third level of influence is not free and must be purchased at creation. People with level 2 gain a contact from the church and level 3 gain a phantom status "church rank".

[ 1 - 3 ]   Nobility   ( Vampire: The Dark Ages -- Page 275 )

You possessed mortal title before your Embrace and have somehow managed to pass yourself as alive. Consequently, the advantages of nobility are open to you. You are presumed to be landless unless you purchase the Resources Background. One point of this Merit translates roughly as a minor title with little prestige (a knight, say). With 2 points, you could be a baronet, and with 3 you might be a minor baron. Higher titles should be given to players only at the Storyteller's discretion. In the Dark Medieval world, they represent great power, but require an equally great amount of work to maintain. - Players who purchase the nobility are considered to have a phantom status when dealing with nobles of a lesser level than them as well as with non-noble characters. Nobility is a big deal.

[ 1 - 3 ]   Special Gift   ( Vampire: The Dark Ages -- Page 273 )

For some reason, your sire gave you a valuable gift after your Embrace. The Storyteller should create something suitable. You are free to make suggestions, but the final choice of item (as well as how many points it is worth) lies with the Storyteller. - If you want this you need to let an ST know before purchasing it, and give us time to come up with a suitable item for you.

[ 2 - 5 ]   Institutional Control   ( Vampire: The Dark Ages -- Page 275 )

You begin play with absolute control over one mortal institution of your choice. Etiher you are the head of this institution, or you have mastered its leader. In the first case, think about how you will retain control without being able to appear to your followers during the day (it may be impossible to remain in command for long). If you control the mortal leader, then think about how you keep him loyal. The cost fo the merit depends upon the size and power of the institution. Control of a small hermitage with six monks is a 2-point merit. To control an opulent monastery with 200 brothers is a 5-point merit. Plausible institutions include: Monasteries and friaries (3 to 5 points), cathedral chapters (monks attached to a cathedral; 5 points), hermitages (2 points), hospitals (hostels for the poor or sick; 3 points), city guilds (2 to 5 points, depending on size and power), city law courts (3 points), etc.
- This is restricted, see an ST if you want it.

[ 5 ]   Pagan Cult   ( Vampire: The Dark Ages Companion -- Page 136 )

You have managed to acquire a following of pagan worshipers who believe that you are the personification of one of their deities. More than simply a herd from which you can feed, these devoted followers can also perform a variety of services for you, from administering your lands during the day to procuring vessels to satisfy your hunger. In order to ensure their devotion, however, you must make regular appearances to your priests so that their faith in you continues unabated. In all likelihood, you have assumed the identity of a local death god or war deity, who requires regular sacrifices of blood. You have likely created ghouls from your most fervent cultists, thus assuring yourself a loyal cadre of protectors during daylight hours.- This is also restricted, see an ST if you want it.

[ 2 ]   Second-Class Citizen   ( Vampire: The Dark Ages -- Page 276 )

The simple happenstance of birth has made you a second-class citizen in medieval Europe. This tends to come in two forms. First, you might simply be female. Mortal men treat you as a natural inferior, and many male Cainites also discriminate against you. Furthermore, you must rationalize taking any combat-oriented skills (Brawl, melee, or Archery) or certain Knowledges (Bureaucracy, Finance, Academics) during character creation. Being a women usually precludes tuition in these typically exclusive male areas.

Alternatively, you might be a member of a disliked or persecuted social group, and your appearance, speech, or local reputation marks you as a member of this group. You are excluded from local politics, and are distrusted and hated by most local mortals. Remember, too, that many Cainites retain the prejudices of the societies which bore or sustain them. You may be an Arab in Western Europe, or a Jew. Or perhaps you were a convicted thief, with a brand on your face or forehead attesting to your conviction, or an infamous local prostitute. You also might be a member of a resented immigrant group. Either way, you can be targeted by angry mobs needing a scapegoat.

Bear in mind that you need not take this Flaw. A female vampire without this Flaw is simply assumed to be able to overcome societal pressures and garner respect. Take this Flaw only if you want to role play a vampire at a social disadvantage. - May not have more than acknowledged status at creation.



- More to be added later -

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Merits and Flaws  Empty Institutional Control - Expanded

Post by Admin Tue Oct 20, 2015 2:02 pm

[ 2 - 5 ]   Institutional Control   ( Vampire: The Dark Ages -- Page 275 )

You begin play with absolute control over one mortal institution of your choice. Etiher you are the head of this institution, or you have mastered its leader. In the first case, think about how you will retain control without being able to appear to your followers during the day (it may be impossible to remain in command for long). If you control the mortal leader, then think about how you keep him loyal. The cost fo the merit depends upon the size and power of the institution. Control of a small hermitage with six monks is a 2-point merit. To control an opulent monastery with 200 brothers is a 5-point merit. Plausible institutions include: Monasteries and friaries (3 to 5 points), cathedral chapters (monks attached to a cathedral; 5 points), hermitages (2 points), hospitals (hostels for the poor or sick; 3 points), city guilds (2 to 5 points, depending on size and power), city law courts (3 points), etc.
- This is restricted, see an ST if you want it.

Like any merit Institutional control may only be taken once, and since each institution is unique, they are only available to one person PC or otherwise. For instance if a PC picks Inst Control glass makers guild no one else can have control over the glass makers guild.

Secondly the NPC people who work for any institution are loyal to the death. While they can still be controlled through supernatural means (dominate, presence, lunacy etc) they would not willingly go against their institution, and gain a retest on any attempts to force them to do so.

Institutions must be affected by your PC in order to control it, therefore PC's must spend an action point per month in order to maintain control - failure to do so will lower the value by 1 dot per month until the player spends an action point to regain control, at a 1 AP for point cost.

Institutions may affect any background that fits their "flavor" for example, each month for every dot in Inst Control a player has they gain a downtime action geared towards their institution - for example a knighthood at level 3 would have military force 3 which may be used to patrol domains or fight battles- a glass makers guild at 4 would have commerce glass at 4 which can be used to conduct trade with other kingdoms - and so on. Instead they may also use these institutions to gain actions in influence, contacts or fame.

Keep in mind that although the player controls the institution, the NPCs are not loyal to the player, they are loyal to the institution itself. If a person purchases a monastery and the monks witness the PC doing things against the monks beliefs they seek to out him from control. (Lose 1 dot of control temporarily per month until resolved through RP, afterwards each point will return at a rate of 1 per month. Fix your problems early, or better yet don't get caught.)

Institutions cannot be destroyed, but they can be disbanded or blocked, if someone is aware of your total control they may attempt to attack it by jailing the merchants, killing knights, excommunicating friars and so on - however these points are not lost forever as those men may go into hiding - as long as an action point is spent to "hide" they may act at half their total points rounded up - knights become plain clothes peasants and brash nobles until it's time to act - monks become wondering beggars who still tend to their flock - then fade away into obscurity. Most institutions do not like to hide and will attempt to regain their lost legacy at any chance ( points lost return at a rate of 1 per month)

Institutions are hard to break into, many of them have their own dialects and slang as well as traditions and mannerisms - Anyone attempting to pretend to be someone within the institution will be down three traits per point in Inst Control.

Players may borrow from institutions but what they take must be repaid. For instance, the glass makers guild has a large amount of coin saved up from doing business at the fair. The PC attempts to empty the coffers to buy a ship of war in order to attack a pirate fleet and gain respect among his undead peers, the ship sinks, the money is lost and the guild is pissed. Now the PC must attempt to repay the guild or will lose control over it for a number of months equal to the amount of money lost in resource points.

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Merits and Flaws  Empty Re: Merits and Flaws

Post by Admin Fri Mar 25, 2016 11:51 am

2 pt Reputation  -  Prerequisites: Cannot have the Notoriety Flaw.

You have a good reputation among the vampires of your city. You may have earned this reputation, or inherited it from your sire. You hold a phantom status. This does not stack with prestigious sire.


Last edited by Admin on Fri Mar 25, 2016 12:24 pm; edited 1 time in total

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Merits and Flaws  Empty Re: Merits and Flaws

Post by Admin Fri Mar 25, 2016 12:23 pm

3 pt   Notoriety  Prerequisites: Cannot have the Reputation Merit.

You have a bad reputation among your peers; perhaps you violated the Traditions once too often, or you broken your word. You may not possess status and may not trade boons, all active boons are removed and the debts of those boons are given to the sire of the cainite in question, or the eldest of that cainites clan within the domain. The Notoriety status may be given by a prince of chamberlain after all status is stripped and is often done before a blood hunt is called.

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