World of Darkness: Tenebris Raptis
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World of Darkness: Tenebris Raptis

This is a OWoD Revised IRC RPG set in the dark future of 2095. On irc.darkmyst.net
 
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Avy
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Avy


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Join date : 2010-01-30
Age : 47
Location : Australia

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PostSubject: Mortals...   Mortals... I_icon_minitimeSun Feb 07, 2010 10:07 am

*These are just a selection for mortals there are much much more in the Merits/Flaws section of Physical, Mental and Social. Just be careful for vampire only Merits/Flaws

Acute Sense (1-PT. Merit)
One of your senses is exceptionally sharp, be it sight, hearing, smell, touch or taste. The difficulties for all tasks involving the use of this particular sense are reduced by two. This Merit can be combined with the Discipline Auspex to produce superhuman sensory acuity.

*Acute Hearing (1-PT Merit)
You have exceptionally sharp hearing, even for a vampire. The difficulties of all dice roll that relate to hearing (e.g. Perception + Alertness to hear a faint noise, or Perception + Linguistics to overhear a conversation in a foreign language) are decreased by two. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman hearing acuity.

* Acute Sense of Smell (1-PT Merit)
You have an exceptionally keen sense of smell. The difficulties of all dice rolls that relate to smell (e.g., Intelligence + Occult to identify a ritual incense) are reduced by two. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman olfactory acuity.

* Acute Sense of Taste (1-PT Merit)
You have an exceptionally keen sense of taste. The difficulties of all dice rolls that relate to taste (e.g., Perception + Medicine to spot the taint of poison in blood or another substance) are reduced by two. 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 Merit)
You have exceptionally keen eyesight. The difficulties of all dice rolls that relate to vision (e.g., a Perception roll to spot a clue, or Perception + Alertness to see the shadow of an approaching attacker) are reduced by one. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman visual acuity.

Ambidextrous (1-PT. Merit)
You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. You must still use the rules for taking multiple actions, but will not suffer a difficulty penalty if, say, you use two weapons or are forced to uose your off hand.

Bruiser (1-PT. Merit)
Your appearance is sufficiently thug like to inspire fear or at least disquiet in those who see you. While youre not necessarily ugly per se, you do radiate a sort of quiet menace, to the point where people cross the street to avoid passing near you. You are at -1 difficulty on all Intimidation rolls against those who have not demonstrated their physical superiority to you.

Bundle of Energy (2 pt Merit)
You are full of energy. You subsist on five or six hours sleep at night, you find yourself unable to stay in bed any longer. Your days are full of physical activity, nad you can work long into the night without penalty.

Cat Napper (2 pt Merit)
Although you need six to eight hours sleep per night, you dont need it all at once. You catch your Zs as and when you can. As long as your naps total six to eight hours in a 24 hour period – and they usually do unless youre forcibly denied naps – you can function as normal.

Clear Sighted (3 Pt Merit)
You can see through all Levels of Kindred Obfuscate with a Perception + Alertness roll against the level of Obfuscate + 3.

Catlike Balance (1-PT. Merit)
You possess an innately perfect sense of balance. Characters with this Merit reduce difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two.

Cat Napper (2 pt Merit)
Although you need six to eight hours’ sleep per night, you don’t need it all at once. You catch your Z’s as and when you can. As long as your naps total six to eight hours in a 24 hour period – and they usually do unless you’re forcibly denied naps – you can function as normal.

Double-Jointed (1 pt Merit)
You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit.

Daredevil (3-PT. Merit)
You are good at taking risks, and even better at surviving them. When attempting exceptionally risky actions (such as leaping from one moving car to another), characters with this Merit add an additional three dice to their rolls, and negate a single botch die that may result from such a roll. Generally, such actions must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed.

Enchanting Voice (2-PT. Merit)
There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thunderous, gentle, persuading or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to persuade, charm or command are reduced by two.

Efficient Digestion (3-PT. Merit)
You are able to draw more than the usual amount of nourishment from blood. When feeding, you gain an additional point to your blood pool for every two points of blood you consume. This does not allow you to exceed your blood pool maximum.

Forgettable (2 pt Merit)
Its not that youre ugly. Its just that, well, peoples eyes tend to slide over you. Youre of average height and build, unremarkable looks and run-of-the-mill dress. People have problems remembering your appearance after they meet you, unless you have talked with them for a long time. Certainly people wont be able to give a useful description of you if they only see you briefly. You must have an appearance of 2 or 3 and a Charisma no higher than 3 to take this Merit. If either of those Attributes moves outside its assigned range through play, you lose this Merit. This merit applies solely to your physical appearance. You might have a dreadful credit rating, a police file as thick as a phone book and a sexual history that would make a porn star blush, but people on the street just dont remember you.

Friendly Face (1-PT. Merit)
You have a face that reminds everyone of someone, to the point where strangers are inclined to be well inclined toward you because of it. The effect doesnt fade if you explain the mistake, leaving you at -1 difficulty on all appropriate Social-based rolls (yes for Seduction, no for Intimidation, for example) when a stranger is involved. This Merit only functions on a first meeting.

Good Night Vision (2 pt Merit)
Maybe you spent a lot of time camping. Maybe youre just a fisherman whos used to getting up before dawn. For whatever reason, your night vision is excellent. The difficulty of Perception rolls at night is decreased by two.

Huge Size (4-PT. Merit)
You are abnormally large in size, at least 610" and 300 pounds in weight. Aside from making you extremely noticeable in public, this extra mass bestows an additional Bruised health level. Characters with this Merit may also gain bonuses to push objects, open barred doors, avoid being knocked down, etc.

Hollow Leg (1 pt Merit)
You can drink like a fish. The amount of alcohol you can put away during a binge is truly phenomenal. Whats more aggravating to your buddies is how little you suffer for this. An one who gets into a drinking competition with you quickly regrets it. Halve any penalties you suffer for consuming alcohol.

Iron Will (This costs 1 extra point -4 pts Merit)
The Mortal IS immune to Kindred Domination.

Natural Runner (1 pt Merit)
Youve enjoyed running ever since you were a kid. Whereas most people wheeze and complain about exercising, running has always been an absolute pleasure for you. As a result, you can run like the wind when the situation demands this. Your Dexterity counts as one point higher than it actually is for purposes of determining Movement rates.

Pillar of the Community (2 pt Merit)
You're a fine, upstanding person, respected by people around you. Through participation in local events, helping out with community groups or helping others, youve become well-liked and trusted by those who live around you. When you bring them a warning of potential danger or offer an explanation of strange events, they're likely to believe you. You may even be able to call upon their aid in a pinch. You may not get it, however.

Perfect Balance (1 pt Merit)
Your sense of balance is superb. The narrowest of ledges holds little fear for you, because you have such a good command of your physical equilibrium. You're probably a good dancer, as well. This Merit allows you to reduce the difficulty of all balance-related rolls by two.

Pale Aura (2 Pt Merit)
Any color your aura takes has a pallor to it like a Vampire s. In fact, if a Vampire makes less than five successes on an Aura Perception roll, she believes you to he one of them.

Poisonous Blood (3 Pt. Merit)
Your blood is poisonous to kindred, though they will not know this until they drink it. Every blood point drunk causes one health level of damage (not aggravated) to them.

Potent Blood (3 Pt Flaw) (Restricted)
Your blood, for some reason, is very potent and Kindred will desire to drink it. They will not easily give up the chance to continue using you as a source vitae. They gain two blood points for every one drunk.

Robust Health (1 pt Merit)
You have the constitution of an ox. You rarely get ill, if ever, and food poisoning is a stranger to you. You don't even get hangovers, you bastard. Reduce the difficulty of any roll to resist illness or poisoning – including alcohol poisoning – by two.

Resemble Kindred (2 Pt. Merit)
You look like a Vampire -- unusually pale and thin like them. You can move among them as one of them, but they may force the new stranger before the Prince for recognition, and he may ask for a Blood Bond.

Sea Legs (1 pt Merit)
No landlubber, youre a salty sea dog at heart. You're at home on a boat, even when traveling rough seas. You suffer no penalty incurred due to rough seas or unpredictable ship motion on any actions performed while on board.

Sexy (2 pt Merit)
You are one sexy mutha. You might not necessarily be that good looking, but theres something about the way you move and act that exudes sexuality. As a result, you draw attention from members of the opposite sex, or your own sex, with raw animal magnetism. You may lower the difficulty of any Social roll by two when dealing with someone who is attracted to you. If you actively attempt to direct your charms at a person, you may lower the difficulty by three.

Upright Citizen (2 pt Merit)
Up until the moment of whatever change you may have had, you were a model citizen. Theres never been even a whiff of scandal about you. Your working life has been good without being extraordinary. Your friends would be hard-pressed to come up with any embarrassing secrets about you, and even your ex-lovers are complimentary about you most of the time. You just dont have any dirty secrets to come back to haunt you, and people who know you have a hard time believing anything bad about you.

Vibrant Neighborhood (2 pt Merit)
You live in a part of the city where everything goes, and does so most of the time. The streets are fairly busy late at night, and the inhabitants are up to all sorts of strange things, legal and not so legal. Whenever anything odd happens, people tend to dismiss it as just another part of the daily routine.

Weak Willed (This is worth one extra point 3 pt Flaw)
The Mortal is susceptible to Kindred Domination.

FLAWS

Allergic (1-3 pt Flaw)
You are allergic to some substance, in a manner not unlike mortal allergies. However, you do not get hives or sneeze, but are actually incapacitated by your reaction. If the substance was in the blood you drank, the reaction will be very strong, though touch alone is enough to disturb you. If it was in the blood, you will have five fewer dice on all your Dice Pools for 10 minutes - if you just touched it, the penalty is reduced to two dice. Choose from the list below or make up the substance to which you are allergic.

*Plastic: 1 PT
*Alcohol: 2 PT
*Illegal Drugs: 2 PT
*Metal: 3 PT

Addiction (3-PT. Flaw)
You suffer from an addiction to a substance, which must now be present in the blood you drink. This can be alcohol, nicotine, hard drugs or simply adrenaline. This substance always impairs you in some fashion (see "Poisons and Drugs," for particulars)

Asthma: (1-PT Flaw)
You have difficulty performing strenuous tasks because you cannot breathe properly. With asthma, your lungs only pull in a fraction of the air that normal lungs require. Any time that you exert yourself, you must make a Stamina roll against difficulty of 6 or be unable to perform any action on the next round while you catch your breath.

Abusive Partner (2 pt Flaw) (Restricted)
You're married or living with someone who routinely abuses you physically. Make a Stamina roll (difficulty 6) every time you spend a night at home. Failure indicates that your character has suffered one health level of bashing damage. A botch means that you suffer two health levels of bashing damage.

Attention-Deficit Disorder (2 pt flaw)
You have a hard time sitting still and paying attention for more than a few minutes. If you must sit still and quiet for more than 10 minutes, such as when keeping watch, you must make a Willpower roll at difficulty 6. On a failure, you lose interest in your task and are distracted from it.

Blind (6-PT Flaw)
You cannot see. Characters can compensate for the loss of vision by becoming more sensitive to other sensory input, but visual cue and images are lost to them. Actions involving hand-eye coordination are very difficult to perform, especially under stressful conditions. Difficulties of all Dexterity-based rolls are increased by two. Oddly, vampires with Level Two Auspex (Aura Perception) are still able to use this ability, thought the information is interpretted via the other senses.

Bad Sight (1- or 3-PT. Flaw)
Your sight is defective. The difficulties of any die rolls involving the use of your eyesight are increased by two. As a one-point Flaw, this condition can be corrected with glasses or contacts; as a three-point Flaw, the condition is too severe to be corrected.

Color Blindness (1 pt Flaw)
You can only see in black and white. Color means nothing to you, though you are sensitive to color density, which you perceive as shades of gray. This makes it impossible to use the Level Two Auspex power of Aura Perception. Note: color blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of brevity.

Chronic Illness (4 pt Flaw)
You suffer from a debilitating illness such as chronic fatigue syndrome or even caner. You frequently feel weak and you are easily injured. Add two to the difficulty of any Athletics or soak rolls.

Children (1 pt Flaw)
You have children for whom you are a primary emotional, social, and economic provider. You take a lot of joy in your kids and pride yourself on being a good parent. Unfortunately, your life gets in the way of parenting. If you go more than three days without seeing your kids because of work or activities related to your calling, you feel tremendous guilt.

Chronic Pessimist (1 pt Flaw)
You think the glass is half-empty, the water in the glass is contaminated, and that the glass will probably tip over at any second. Others practice pessimism out of habit. For you, its an art form. Nothing can ever go right, especially plans that others propose. You are the implacable voice of gloom and doom, always ready to point out a potential problem no matter how remote a chance it has of coming to pass. Add two to the difficulty of your leadership rolls.

Clannish Family (1 pt Flaw)
Your family is as loving and supportive as anyone elses. They dont take kindly to strangers, however. Your relatives either disapprove of your friends or they like to keep favors within the family. Your kin dont do anything that directly or indirectly helps anyone apart from their own.

Crude (1 Pt Flaw)
You never learned any manners while growing up. You talk with your mouth full, burp loudly and slurp your soup. When interacting with others in any refined or formal environment, increase the difficulty of all Social rolls by two.

Depression (4 pts Flaw)
Youre mired in a pit of bleak, mind-numbing sorrow. Convinced that your eternally dark mood is completely natural – or deserved – you refuse to seek professional help. You do not regain a point of Willpower per day as most characters do. Instead, you may gain Willpower only through actions, and even those must ardently reaffirm your goals. If you ever acquire the Manic-Depression derangement, the points spent on this flaw are freed up and must be spent on new Flaws.

Deformity (3-PT. Flaw)
You have some kind of deformity - a misshapen limb, hunchback, clubfoot, etc, - which affects your physical abilities and interactions with others. A hunchback, for instance, would lower a characters Dexterity by two dots and increase the difficulty of die rolls relating to social skills by one. It is the responsibility of the Storyteller to determine the specific effects of the deformity chosen.

Disease Carrier (4-PT. Flaw)
Your blood carries a lethal and highly contagious disease. The disease can be anything from rabies to HIV, and Kindred who drink your blood have a 10 percent chnace of becoming a carrier as well. You must spend an extra blood point each night on awakening, or you will begin manifesting symptoms of the disease (increased chance to frenzy for rabies, reduced soak rolls for HIV, etc).

Deaf (4-PT Flaw)
You cannot hear. While you may ignore some applications of Dominate, you may not listen to electronic or vocal media, and the difficulties of many Alertness rolls are increased by three.

Disfigured (2-PT. Flaw)
A hideous disfigurement makes your appearance disturbing and memorable. The difficulties of all die rolls relating to social interaction are increased by two. You may not have an Appearance rating greater than 2.

Hemophiliac (3 Pt Flaw)
If you get cut, you will not stop bleeding without medical help. Any Kindred who bites you will find that they cannot seal the wound with a lick.

Hard of Hearing (1-PT. Flaw)
Your hearing is defective. The difficulties of any die rolls involving the use of hearing are increased by two.

Intolerant Neighbors (1 pt flaw)
Your neighborhood is exceptionally placid and people like it that way. Any odd noises or disturbances coming from your place invariably cause someone to call the police.

Lazy (3-PT. Flaw)
You are simply lazy, avoiding anything that requires effort on your part. Preferring to let others do the hard work, you lounge around. For any action that requires preparation, theres a good chance you didnt prepare properly. Difficulty rolls for spontaneous Physical actions (including combat, unless it is part of a planned offensive) increase by 1.

Lame (3-PT. Flaw)
Your legs are damaged, which prevents you from running or walking easily. You are forced to walk with a cane or possibly leg braces, and have a pronounced limp to your stride. Your walking speed is one-quarter that of a normal human, and running is impossible.

One Eye (2-PT. Flaw)
You have only one eye - which eye is missing is up to you. The difficulties of all Perception rolls involving eyesight are increased by two, and the difficulties of all die rolls requiring depth perception are increased by one (this includes ranged combat).

One Arm (3 pt Flaw)
You have only one arm - choose which, or determine randomly at character creation. This happened before the Embrace. It is assumed that you are accustomed to using your remaining hand, so you suffer no off-hand penalty. However, you do suffer a two-dice penalty to any Dice Pool where two hands would normally be needed to perform a task. A character may not take this Flaw along with the Merit Ambidextrous.

Monstrous (3-PT. Flaw)
Your physical form was twisted during the Embrace, and now reflects the Beast that rages inside you. Characters with this Flaw appear to be savage monsters and have Appearance ratings of zero. Even Nosferatu have difficulty interacting with such individuals.

Mute (4-PT. Flaw)
You cannot speak. You may communicate with the Storyteller and describe your actions, but cannot talk to player or Storyteller characters unless everyone concerned uses Linguistics dots to purchase a commonly understood sing language or you write down what you wish to say.

Needy Friends (1 pt Flaw)
Your friends have a pattern of falling into bad situations and turning to you for help. Youre the bedrock of their lives. Whether what they need is bail money or advice on dealing with a significant other, they look to you. If you have the Allies Background, this effect is magnified even more at the Storytellers discretion.

Slow Learner (3 pt Flaw)
You always lagged behind in school, and even the most patient people find it frustrating to teach you the simplest concepts. You arent dumb. It just takes you longer than most to wrap your brain around things. For the purpose of figuring out how many experience points it costs to raise an Ability, add one to your current rating. Acquiring a new Ability costs four experience points, not the usual three.

Shy (1-PT. Flaw)
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Difficulties for all rolls involving social interaction with strangers are increased by two. If the character becomes the center of attention in a large group, difficulties are increased by three.

Short Temper (1 pt flaw)
You are easily driven to distraction by what would otherwise be minor failures and other frustrations. If you fail to gain any successes on any single roll during an extended action, increase the difficulty of all subsequent rolls by one, cumulatively.

Soft-hearted (1-PT. Flaw)
You cannot stand to watch others suffer. You avoid any situation that involves causing someone physical or emotional pain, unless you make a Willpower roll (difficulty Cool. You must have a Humanity rating of 7 or above to take this Flaw.

Speech Impediment (1-PT. Flaw)
You have a stammer or other speech impediment that hampers verbal communication. The difficulties of all die rolls involving verbal communication are increased by two. You must roleplay this Flaw whenever possible.

Short (1-PT. Flaw)
You are well below average height - four and a half feet tall or less. You have difficulty in reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of a normally proportioned human.

Twitch (1-PT. Flaw)
You have a repetitive motion that you make in times of stress, and its a dead giveaway as to your identity. Examples include a nervous cough, constantly wringing your hands, cracking your knuckles and so on. It costs 1 Willpower to refrain from engaging in your twitch.

Trusting (1 pt Flaw)
You tend to follow your instincts when dealing with strangers. Sadly, your instincts often tell you that you can trust people. You want to believe the best about everyone you meet and tend to put yourself in situations that could become dangerous, such as accepting a ride home from a recent acquaintance, going home with a person you just met at a bar, or taking a stroll in a poorly patrolled city park after nightfall.










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