Merits & Flaws

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The following are a list of custom Merits & Flaws found in One World by Night, Suggested Clarifications, and converted from Table Top Sabbat Merits & Flaws. Again, games are not required to use or uphold these, rather they are a resource for those that do wish to use them.

Merits

  • Spiritually Enlightened (5pts, OWbN modification on the Guide to the High Clans Merit)

The purpose of many paths of enlightenment is to pursue a greater state of being. There are many names for these various states as there are paths of enlightenment. Many are similar in concept to the fabled state of Golconda, and some argue they are one in the same. Though a vampire on a path of enlightenment can never achieve Golconda as it is known, that right is reserved only for those who still follow humanity. However, these similar states are still known to the paths of enlightenment. This merit represents that one step closer before reaching those fabled states of the various paths.

System: This Merit may only be taken when a vampire has reached a path rating of 5 in his chosen path of enlightenment (which cannot be humanity). This is the step in between reaching the final stages of their enlightenment and mastering their path. As such, a vampire who purchases this merit adds two bonus traits to all virtue challenges.


  • True Faith (7pts, Clarification)

Entry on how True Faith can be bought on vampires on paths of enlightenment, see Second ed sabbat book.


  • Lunar Influence (1pt)

See Player's Guide to the Sabbat 125

System: During periods of the New Moon you are down 3 Physical Traits. During the Full Moon you gain 3 Physical Traits.


  • Magic Sensitivity (1pt)

See Player's Guide to the Sabbat 125

System: How much you know about the power used is dependent on winning a Static Mental challenge difficulty of 10, If successful, each Mental Trait you spend gains you more information decided by the Storyteller.


  • Silence (1pt)

See Player's Guide to the Sabbat 125

System: You gain 2 bonus traits on all stealth challenges.


  • Mystic Ability (2pts)

See Player's Guide to the Sabbat 125


  • Precognition (4pts)

See Player's Guide to the Sabbat 125


  • Innate Magical Ability (5pts)

See Player's Guide to the Sabbat 126

System: The nature of this power should not exceed that of a first intermediate discipline.


  • Family Member (1pt)

See Player's Guide to the Sabbat 126


  • Pack Distinction (2pts)

See Player's Guide to the Sabbat 126

System: You gain 2 bonus traits on all Social challenges with members of you pack.


  • Special Rapport (2pts)

See Player's Guide to the Sabbat 126


  • Accepted Ally (1pt)

See Player's Guide to the Sabbat 127


  • Approved Friendship (2pts)

See Player's Guide to the Sabbat 127



Flaws

  • Pack Punishment (1pt)

See Player's Guide to the Sabbat 126


  • Pack Rival (1pt)

See Player's Guide to the Sabbat 126


  • Pack Disgrace (2pts)

See Player's Guide to the Sabbat 126

System: You are down two social traits on all social challenges with members of your pack.


  • Pack Enemy (2pts)

See Player's Guide to the Sabbat 126


  • Secret Friendship (1pt)

See Player's Guide to the Sabbat 127