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 Mental, Awareness, Aptitude Merits and Flaws

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Pyro
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Join date : 2008-03-15

Mental, Awareness, Aptitude Merits and Flaws Empty
PostSubject: Mental, Awareness, Aptitude Merits and Flaws   Mental, Awareness, Aptitude Merits and Flaws Icon_minitimeMon Nov 03, 2008 2:46 pm

Mental Abilities-Merits
Clear Sighted (3) (S): You are not fooled by illusions, and you get a Perception +Alertness roll, difficulty = opposing power's level +3, to see through supernatural illusions, such as those created by Obfuscation, Chimerstry, Chicanery, Gifts, etc.

Common Sense (1) (most): You are full of practical wisdom. A great merit for starting characters, as you may receive advice from the Storyteller regarding how to handle certain situations.

Concentration (1) (most): You are very good at focusing, and modifiers regarding distracting situations can cause you to lose no more than two dice, or have no more than a +2 difficulty.

Eidetic Memory (2) (most): Having a "photographic" memory, you can accurately recall any sight or sound with a successful Intelligence + Alertness roll. Amount of successes indicate exactly how much you remember.

Iron Will (5) (most): You cannot be Dominated by Vampires, and other supernatural mind attacks are at +3 against you if you are aware of them and are trying to resist (and therefore spending 1 Willpower per turn of resisting). If you are not aware of the attack, the attacker's difficulty will still be raised by 1.

Lightning Calculator (1) (most): You have a natural affinity for numbers, and all relevant rolls are at -2 difficulty.

Self-Confident (5) (most): When you declare that you are spending Willpower for an automatic success on a roll, you do not lose the Willpower unless you fail the roll, due to the strength of your self-confidence. This only comes into effect regarding rolls at difficulty 6 or higher.

Time Sense (1) (VPG2): You have an inate sense of time, and can with a good deal of accuracy tell what time it is without a watch. In performing feats where timing may be essential (such as certain combat or athletic maneuvers), difficulties may be lowered or dropped.

Mental Abilities-Flaws
Absent-Minded (3) (most): You have a lousy short-term memory, and need to make a Wits roll to remember more than standard knowledge (like your name, address, etc.). You can spend Willpower as a last resort to try and remember.

Amnesia (2) (most): You have no memory of your past, or at least are missing a significant portion of it. You have the option of taking up to 5 points of extra flaws to be determined by the Storyteller (you don't get to find out about them till you're playing...).

Confused (2) (most): You have a lot of trouble focusing and/or making sense of the world around you. You can spend Willpower to temporarily overcome your confusion.

Overconfident (1) (most): You think you can do everything even though you probably can't, and you try to prove your belief as often as possible.

Weak-Willed (2) (most): You can only spend Willpower when survival is at stake or it is appropriate to your Nature (Auspice, Legacy, etc.).

Awareness Merits
Acute Senses (1) (VPG2, others): One of your five senses is incredibly sharp, and detection rolls involving this sense have a -1-2 difficulty. You must buy this merit separately for each sense.

Nightsight (3) (S): You can see in near-total darkness, and so your difficulties for being in a dark area are reduced (or nonexistent). You may, however, be sensitive to bright light, and sudden bright light may dazzle you for a turn or two.

Awareness Flaws
Bad Sight (2) (most): Difficulties for sight-related rolls are at +2, and you suffer from night blindness. If you can take an animal form and receive perception bonuses for it, you will not gain those bonuses for vision.

Blind (6) (most): You can't see. This obviously hinders certain perception attempts.

Color Blind (1) (most): You can see only in varying shades of grey, which may make some perception rolls more difficult (note in real life color blindness makes you unable to perceive only a certain portion of the color spectrum, but this rule makes it a little easier to handle and roleplay).

Deaf (4) (most): You can't hear. Ditto for what I said about "Blind."

Hard of Hearing (1) (most): Difficulties for hearing-related rolls are at +2. If you can take an animal form and receive perception bonuses for it, you will only gain that bonus for olfactory senses and/or vision.

One Eye (2) (most): You lack peripheral vision on one side, and you are at a -2 dice difficulty for rolls related to depth-perception. On the upside, you can wear a nifty eyepatch and say "Arrrrr" a lot.

Aptitudes-Merits
Ability Aptitude (1) (most, M3): Pick a single skill, talent, or knowledge: you're a whiz at whatver this is. -2 to difficulties relating to this ability.

Animal Magnetism (1) (most): You have the "fuck me" aura, and receive a -2 difficulty on seduction and similar rolls (though this may inspire jealousy in the people who view you as competition). This is a Merit seldom taken seriously in the Chat Rooms, as it's been too often used by players whose intent is seldom gaming...

Ambidextrous (2) (most): You are equally dextrous, or nearly so, with both hands, and use your "off" hand at no penalty. Difficulties to do two different tasks at once (one with each hand) are at +1 for both rolls, rather than +1 for the "right" hand and +3 for the other. Not useful if your ST isn't the nitpicky sort who doesn't give a shit about off-hand penalties and such...)

Crack Driver (1) (most): This has been changed to "Expert Driver" in later books, but we all know what this Merit really means: you drive a car like you're on crack (but can do it without killing anyone). Difficult driving rolls are reduced by 2. You can take similar merits for piloting or driving other vehicles if appropriate for the character and campaign.

Culture Knack (3) (B): You have a knack for fitting in wherever you are, and though you may not know them beforehand, you pick up on customs quickly. In appropriate situations, your social difficulties may be lowered, or you may be able to recover from a botched roll with another roll at normal difficulty.

Daredevil (3) (most): You love to take risks, and are damn good at living through them. -2 difficulty on dangerous feats, and you can ignore a single 1 on your roll.

Graceful (2) (CL, B): You are extremely agile and delicate in your movements. -1 difficulty on all Dexterity rolls. Botches will still hurt, but it is possible to gracefully fall down, and you'll die before you look clumsy.

Extremely Educated, Skilled, or Talented (5) (most,M3): You have a large general amount of knowledge, skill, or talent, and have an automatic 1 in the appropriate ability pools. This is an "illusory" level however–if you want to increase your aptitude in a particular ability, you must buy the first dot as if you didn't have it, and then the second.

Natural Linguist (2) (most): You're good with languages and language structures. 3 dice are added to any language-related roll, but you can't know anymore languages than your Linguistic score allows.

Well-Traveled (3) (CL): You are knowledgeable of the ways of the world from your travels and studies. Once per game session, you can gain an automatic success on a non-magical roll to gain a piece of information.

Aptitudes-Flaws
Ability Deficit (5) (most): You're not in tune with your innate abilities, or maybe you just don't have any. You have 5 less points to spend on either Talents, Skills, or Knowledges, though you can still spend freebies on them. You cannot, however, have an ability in this category higher than 2 at the start of the game.

Graceless (2) (B): You always look awkward, no matter what you're doing. +2 difficulty to all social rolls that involve making an impression.

Illiterate (1) (VPG2): You can't read or write. This may make passing yourself off as that learned professor from Oxford a bit difficult.

Speech Impediment (1) (M3): 2 Point penalty to all verbal communication rolls.
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