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 Supernatural Merits and Flaws

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Pyro
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Pyro


Posts : 128
Join date : 2008-03-15

Supernatural Merits and Flaws Empty
PostSubject: Supernatural Merits and Flaws   Supernatural Merits and Flaws Icon_minitimeMon Nov 03, 2008 2:47 pm

Supernatural Merits
Beast Affinity (1-3) (CL): Animals are unusually drawn to you, and though you can't speak with them, you can communicate with them on a limited level using tone of voice and body language. 1-point affinity is with one specific type of animal, 2-point is with one group, 3 is with all natural animals. In appropriate settings, a 4-point version extends your affinity to supernatural animals as well.

Burning Aura (2) (S): Your aura is unusually brilliant; even people who can't read auras will be inexplicably drawn to you. Some may see you as a threat or a snack.

Charmed Existence (5) (most): Somebody up there likes you. Ignore a single one on every roll you make.

Danger Sense (3) (most): "Oh no! My Spider Senses are tingling!" A successful Perception + Alertness roll, difficulty depending on the situation, will give you a timely sense of foreboding before something bad happens...

Fae Blood (4) (other): You are kinain–kin to the Fair Folk. You have just a touch of Glamour in your system and are therefore detectable by the Kithain and more easily Enchanted. Your Banality is probably no higher than 6. Your ST may allow you to buy a Glamour pool, Fae Gifts, and perhaps even learn Cantrips. If you are interested in such things, see The Enchanted and, moreover, my house rules for suggestions and more details.

Faerie Affinity (3) (some PGs, some other): Though you're not kinain, there's something about you that Fae notice and like, and you're much more likely to be Enchanted, befriended, and aided by the Fae. Don't pay attention to what it says in VPG2–you CANNOT find the entrance to Arcadia, because godammit even the Fae can't do that (silly old pre-C:tD books...).

Green Thumb (1) (M3): Not only do plants thrive in your care, they almost seem to burst into bloom from your touch.

Ghoul (5) (S): You have been feeding regularly on Vampire Blood and therefore have 1 dot in Potence and a Blood Pool with which you may use to heal yourself, and possibly eventually learn some Disciplines. You may well be Blood Bound, and if not, you have to find a way to keep feeding on Vitae without becoming so. If you go without Vampire Blood for a month, you will lose your powers.

Guardian Angel (6) (most): Not only does someone up there like you; they're actively watching over you, and at times may protect you from icky situations. You have a vague knowledge of the existence of this being; it's up to the ST to determine what the being actually is and how much you know.

Honeyed Tongue (2) (CL): You've sold gallons of snake oil and thousands of deeds to the Brooklyn Bridge, and most customers still think they're satisfied. All subterfuge attempts gain one automatic success.

Luck (3) (most): You manage to succeed in places when others fail. You can repeat three failed rolls per STORY, one repeat per roll, and the second roll always stands.

Medium (2) (VPG2, BOS): You have the ability to see and interact with ghosts. Sometimes, the Restless may seek you out for favors. Depending on the ghosts you meet, this could be a very good or very bad thing.

Natural Channel (3) (M3, WPG): You have a natural connection to the spirit world. If you are capable of doing so, the difficulty to cross the Gauntlet is -1. Spirits are also more likely to act favorably toward you.

Precognition (4) (S): You have glimpses of the future. Though you can enter a trance and try to summon a vision, this foresight usually comes out of nowhere, and can be quite shocking in some circumstances.

Prophetic Ability (4) (S): You see and understand (or try to) signs and portents sent by the Powers That Be, either through dreams or just a peculiar insight into everyday events. Your insights and visions are usually obscure, and it may take time and interpretation to get a grasp on their full indications.

Shapechanger Kin (4) (other): You are Kinfolk to one of the Changing Breeds, and are valued by them as allies (and breeding stock). You are immune to the Delirium, and depending on your standing with your cousins, may be able to learn some Gifts. For an additional 5-7 freebies, you may have 1-2 points of Gnosis. For more information, see Kinfolk: Unsung Heroes and/or other Werewolf supplements.

Soothing Voice (2) (S, M): You have an entrancing voice. Add 2 dice to rolls that involve vocal charming (singing, hypnosis, preaching, etc.), or reduce social difficulties by 2.

"Special Friend" (aka Supernatural Companion) (3) (most): You have a close ally (essentially one person at Allies 3) belonging to a major supernatural group other than your own. You can call upon her in times of need (as she can you). Depending on the kind of being they are, there may be negative aspects to having this friend as well as positive ones (e.g. a Werewolf having a Vampire ally...).

Spirit Guide (5) (S): A friendly Umbrood offers you advice and sometimes aid. You can combine this with the Mentor background to have the Guide be your teacher as well.

True Faith (7) (most): You have a very deep, pure faith in whatever Divine Entity you believe in, and it helps you through times of need or protect you from creatures that defy the object of your faith's purpose. This Merit gives you one point of Faith; up to 10 points of Faith can be accrued, but beyond the first, you can gain Faith only through a lot of good role-playing. Faith points can be used as extra Willpower dice in certain situations, repel demonic and vampiric beasties, etc. This can get complicated–read about it in a book or ask your ST for more info.

True Love (1) (most): You've found that One who makes your life complete. Automatic Willpower success when striving to protect, come closer, or remain close to your True Love. Other benefits as well, Storyteller's discretion.

Twin Link (4-6) (Conglomerate and my personal variation of merit found in M3 and S2): You share a psychic, if not spiritual, link with one person. As a 4 point merit, you get +2 to Empathy/Awareness rolls when determining how your "twin" feels. As a 6 point merit, you have a bond with the twin that's nearly telepathic; you always know what this person is feeling and to a limited extent, thinking. Either member can block this if they wish, though doing so requires some concentration. If you are psychic or Awakened or have an appropriate ability, you can use this ability to sense a state your twin is in (for example, with Mind or Telepathy, you WILL know exactly what the person is thinking, with Life you will know his physical condition, etc.)

Unaging (2) (M3): For some reason, you never age. While this has its benefits, if you know people long enough, they'll start to notice you not getting any older, which may cause some suspicion. While it's unlikely you'll die of old age, this merit does not keep you from getting ill or wounded.

Unbondable (3/6 for Ghouls) (most, other): You can't be Blood Bound, no matter how much Vampire Blood you drink. For obvious reasons, if you're creating a Ghoul character, you have to pay twice the amount for the merit.

Supernatural Flaws
Bard's Tongue (1) (CL, most): What you say tends to come true; you can't control this prophetic ability, and the compulsion to speak an uncomfortable truth is often very hard to resist, though you may attempt to do so by spending Willpower.

Bound (5) (S): You owe some Umbrood, angel, demon, spirit, whatever, and you owe him BIG. This is a Very Bad Thing.

Cursed (1-5) (most): You have been cursed by someone or something. The curse is specific in nature and cannot be easily dispelled. Level of the flaw reflects how bad the curse is; a 1 point curse is annoying, a 5 point curse is likely life-threatening to you and/or to the people around you, and will at least make you and them incredibly miserable.

Dark Fate (5) (most): You are doomed to suffer a horrible demise, or otherwise have some sort of icky unpleasant fate. You are aware of this, and can kinda make you rather depressed...

Geas (3/5/7) (S, some PGs): Due to an ancient or not-so-ancient pact, or oath made during initiation into something, you have a supernatural taboo placed upon you. If you break it, you may be cursed for life, or lose your powers, or something else bad will happen. A 3-point geas will unlikely affect your everyday life; a 7-point geas is one where risk of breaking must be watched constantly.

Haunted (3): A wraith is plaguing your existence for some reason. Maybe you're its murderer, maybe you have something it wants (like a Fetter), or maybe it just doesn't like you. Wraiths can do all sorts of weird things to you, move things around, possess you and your friends, inhabit your dreams or your refrigerator, etc...

Offensive to Animals (1) (S): For some reason, animals fear you or just don't like you. Add 2 to your difficulty or subract 2 dice from rolls involving interacting with animals. Obviously, Vampires can't take this Flaw as they naturally have it (though they can take the 1 point Merit: Inoffensive to Animals, which reverses the effect of the curse).

Otherworldly Taint (2) (S): You have a physical peculiarity (odd hair/eye color, glowing eyes, etc.) and/or just an odd aura about you which may make you stick out. Someone who suspects you're not "normal" may make a Perception + Awareness roll, difficulty 7, to determine what you are. Note this isn't a Taint of Corruption, just an indication that you are not quite normal.

Taint of Corruption (4,7 for Werewolves) (WPG2, K:UH): You are touched by the force of Corruption called the Wyrm by the Garou, and can be detected as a Wyrm creature. This makes you Werewolf bait, and particularly sucks if you are a Werewolf. You also suffer nightmares and are called by Wyrm-creatures to join its side. Get your ass cleansed if you can (this is going to take quite a quest) or else... I think there's a Vampire version of this which has you as Marked by Cain, and even other vamps will notice it and avoid you or hurt you... and heaven help you if a werewolf sniffs you out. (Of course, all Vamps with a Humanity below 7 read as Tainted by others...).
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