These are more for Ghoul's but one or two are usable by human characters too.
Only Vassal Ghouls are permitted in The Coven at this time.
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Merits/Flaws
Artificially Aged (2 pt. Revenant Flaw --Restricted):
You have been fleshcrafted to look like an adult,
although true maturity is still some time in your
future. Although you can pass as older than you actually
feel, you have difficulty dealing with complex situations.
Your difficulty to resist frenzy is only one less than
that of a vampire (or one more than normal, in the case
of Bratovitches); tantrums come easily to you. You must
also subtract one die from all Social Dice Pools that
involve subtlety or sophistication.
Benevolent Domitor (Ghoul, 3 pt. merit):
You must purchase the Domitor Background to buy
this Merit. For whatever reason, your domitor is
actually rather fond of you. Perhaps your service
has been exemplary, or perhaps you simply remind
him of someone in his past -- given the alien
nature of the vampire mind, you may never know
for sure. Your domitor treats you with some
measure of compassion and does not casually endanger
your life. Of course, he still expects you to
give your life for his if need be, but until
that night, the two of you are something akin
to friends.
Blood Flaw Immunity (3 pt. merit):
For some reason, you are resistant to the bloodline
flaws of any vampire from whom you drink. You can
guzzle Nosferatu vitae until your stomach bursts,
and your complexion won't suffer a whit.
Carapace (3 pts. Flaw):
You are covered with bony or horny
plates that protect you from attack. You may add two
soak dice to your pool, but you must take the Monstrous
Flaw.
Circular Vision (1 pt. merit):
One of your eyes has been moved
to the back of your head, granting you the ability to
see at a wider angle. This is a difficult operation and
can be performed only by masters of medicine and
Vicissitude. In addition, your depth perception is poor
at any angle, and you suffer a two-die penalty to any
rolls that involve gauging distance, including use of
missile weapons. You must take the Monstrous Flaw.
Clear Sight (3/6 pt. Merit):
The user can see through Obfuscate (Percep + Alertness, diff the Obfuscate level +3). For 6 points it has much the same, except that it can be used to see through Chimerstry and magickal
illusions also (Percep + Alertness, diff the power level +3). Only one success
is needed, and the character has no idea that he has actually seen through
something - she just sees through it...
Digestive Modifications (2pts.):
You are able to digest
any organic material that you can break up and swallow.
Your Stamina is treated as two points higher for purposes
of resisting ingested poisons.
Domitor Pariah (Ghoul, 2 pt. Flaw):
You are Bound to a vampire who, for whatever reason, is
unwelcome among or even hated by the other Kindred of
the chronicle area. Without Cainite allies, she finds
herself relying on her human and ghoul associates to
get by. You will likely find yourself given additional
responsibilities, which may present opportunities for
you to further ingratiate yourself with the master.
However, if other Kindred discover whom you serve, your
life might well be in danger. The Storyteller will
determine why your domitor is so despised; you are welcome
to offer suggestions, but the Storyteller is under no
obligation to tell you the cause of such antipathy. You
might not even know that your beloved liege is hated at
all; after all, who could dislike such a wonderful
creature as she... ?
Fangs (1 pt.):
Your teeth have been lengthened and
sharpened; your smile may resemble a shark's or cat's,
or may be unlike anything found in nature. You may use
the Bite maneuver, but lose two dice from any
Manipulation Dice Pools that do not involve intimidation
or causing fear.
Kinfolk (4 pt. Merit or Flaw, depending -- Restricted):
The ghoul
has a family member whom she is close to who also happens to be a vampire - this
can be a merit if the family member happens to be of the same sect as the ghoul,
or a flaw if she is of a different sect.
Whether you know it or not, you are kin to a
werewolf tribe. You carry the blood of the
Garou in your veins, and your own children
may be Garou.
For ghouls, being Kinfolk can be an advantage
or a hindrance. If purchased as a Merit, then
you are still on amicable terms with your
relatives (Garou 'and Kinfolk alike). Although
they will never allow you to bring any vampire
"friends" into their territory (and may well
use lethal means to enforce their privacy ),
they have an interest in your well-being and
give you aid so long as this doesn't compromise
their principles. Of course, your kin do not
want you to be a ghoul forever, as they would
like you to return to their society and raise
a family of your own. Typically, only independent
ghouls may purchase Kinfolk as a Merit.
However, it's more likely that the Garou consider
a ghoul Kinfolk to be a serious threat. If bought
as a Flaw, then your extended family believes you
may compromise their security. They seek either
to remove you entirely from your diet and/or
domitor's influence, or to kill you as a favor to
your corrupted soul. This Flaw earns you dangerous
enemies, one from whom your domitor (if any) is
very unlikely to intercede and rescue you. This
Flaw is more appropriate for vassal ghouls, as no
werewolf would agree to let one of their precious
Kin be sworn to a vampire. Revenants cannot be
Kinfolk, either as a Merit or as a Flaw.
Pale Aura (1 pt merit):
For some reason you have a pale
aura, and can easily be mistaken for a Vampire by those using Auspex.
Patagia (4 pts. Merit):
Your bones have been hollowed, and flaps
of skin (from yourself or another hapless soul) have been
grafted onto your arms, giving you the appearance of a
human pterodactyl. You may use these flaps to glide,
though you may not actually fly. While gliding, you may
not use your arms. Furthermore, you subtract one from all
soak pools to resist strikes from fists and blunt weapons,
or any other forths of concussive damage ( your bones are
hollow). You must take the Monstrous Flaw.
Leathery wings fold up into your horrid little body. Picture the gliding wings of a pterodactyl or a flying squirrel. Now visualize them hanging off the twisted skeleton of batlike wings. With the aid of an updraft or a strong wing, you can glide for short distances at normal walking speed. You can't fly or hover or carry passengers. And you need wind to carry you, and if there is none, you just drop like a stone (so don't even think about using this indoors).
Potent Blood (3 pt. Flaw):
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 of vitae, for they gain two blood
points for every one drunk.
Romantic Notions (2 pt. Flaw):
The character has some very romantic and totally unrealistic notions
about vampires. She's in for a hard time before she realizes what most
vampires are truely like (if she ever does).
You believe your entire existence as a ghoul to be head
and shoulders above your previous life. You feel that
your domitor needs you, and that every feeding is nothing
short of an act of purest love. Revenants with this Flaw
want nothing more than to serve the glorious ideals of
the Sabbat, and leap to indulge any Sabbat vampire's whim.
Your Willpower is considered to be two points lower when
the object of your romanticism attempts to use Dominate
or Presence on you. For a vassal, the domitor triggers
this penalty; for revenants, any vampire known to be
Sabbat may easily influence a ghoul with this Flaw.
Independents may not take this Flaw unless the Storyteller
approves a common sort of vampire whom the ghoul idolizes,
and with whom the ghoul puts herself at a disadvantage in
dealings, due to her romanticized ideas.
Spurs (2 pts.):
Long bone spurs protrude from your
forearms, back and/or legs. You may slash with these for
Str + 2 damage; however, they are hard to conceal, and
you must subtract three dice from any Social Dice Pools
save those involving intimidation.
Supernatural Companion (4 pt. Merit):
The character has a friend who is not a vampire or ghoul
(most likely a Werewolf, Mage, or the
like). This acts much like the Werewolf Companion merit (qv).
You are allied with a supenatural being, but not a
vampire. This may be a werewolf comrade, the ghost
of a relative, or even a friendly mage. You may
ask for her help in times of need, but she may not
always be able to help. She may also require your
help at inconvenient times (such is the cost of
friendship). It is highly improbable that your
allegiance is looked on favorably by her kind, and
any Kindred who discovered your relationship would
almost certainly disapprove. The Storyteller will
create your companion, be it werewolf, wraith, mage
or something else entirely, and won't reveal her
full capabilities.
Note: This Merit supersedes those of Werewolf
Companion and Spirit Mentor in The Vampire Players
Guide.
True Gypsy (5 pt. Merit)Restricted:
The blood of the Rom runs true in your veins. Perhaps
you have a Ravnos domitor who chose you for your
potential, or perhaps you simply acquired a taste for
Kindred blood in your travels. You may purchase Blood
Affinities, or other Gypsy only abilities from World
of Darkness: Gypsies. Your relatives may or may not
approve, depending on the whys and wherefores of your
ghouling.
Revenants may not purchase this Merit under any
circumstances.
Unbondable (Ghoul, 6 pt. Merit)Restricted:
The blood bond cannot
take hold on you, even partially - no matter how much blood you drink from
vampires, you will never become even partially bound to them. The Storyteller
should think very carefully before allowing this merit to character
ghouls.(3 pt merit for vampires)
Vicissitude Modifications (Ghoul, variable pt. Merit):
The ghoul has been modified fairly drastically by the Vicissitude Discipline
(most common among Tzimisce ghouls). Samples of the possible modifications are
as follows (note that most of these are very hard to hide):
- Bone Spurs (2 pt): You have bone spurs growing from your body (fists,
elbows, knees, etc). Your brawling damage causes Str + 2 lethal damage.
- Claws (1 pt): You have claws rather than fingernails and can claw in
combat (causing Str + 1 lethal damage).
- Fangs (1 pt): Your teeth have been lengthened and sharpened. Your smile
may resemble a shark or cat's, or nothing in nature. You may bite (causing Str
lethal damage), but lose 2 dice from Manipulation dice pools that do not
involve intimidation or causing fear.
Note: Ghouls may never heal Vicissitude modifications, not
even with vampire blood. In this respect they are as
helpless as mortals. The exceptions are ghouls who
themselves possess Vicissitude, though a lowly Zantosa
may well find herself helpless to repair the mutilation
inflicted by a seventh-generation Tzimisce (to repair
Vicissitude alterations, a ghoul must have a level of
Vicissitude superior to that of the vampire who
inflicted the mutilation).
Virulent Strike (Ghoul, 7 pt. Merit):
Through strange Thaumaturgical sorcery, unknown rituals
or even an odd quirk of your ghoul physiognomy, you have
been imbued with the power of the supernatural. You can
cause aggravated damage to supernatural creatures by
striking them, biting them, raking them with bonecrafted
spurs whatever. This is considered standard Brawl damage
against mortals, and should normally apply to only one
attack form (bite, bone claws, etc.). You should work
with the Storyteller to find an explanation for this
Merit, and the Storyteller may disallow this Merit
entirely if she so chooses.
Vitae Sink (Ghoul, 3 pt. Flaw):
For whatever reason, you metabolize vitae more quickly than
other ghouls do. You must be fed every two weeks, rather
than every month, or lose all supernatural traits and revert
to a human once more. Few ghouls with this Flaw last
beyond their natural life spans; at this rate, missed
feedings do happen ....