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 Merits & Flaws

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Adam Reha (Storyteller)
Storyteller
Adam Reha (Storyteller)


Nombre de messages : 3601
Age : 41
Date d'inscription : 01/07/2006

Merits & Flaws Empty
MessageSujet: Merits & Flaws   Merits & Flaws EmptyMer 22 Nov - 20:45

Merits

Ability Aptitude [1] The mage has a natural knack for one type of activity, be it mathematics, driving, or linguistics; the character is two bids up on all tests when using that Ability Trait.
Eidetic Memory [2]: By winning a Static Mental Test (difficulty determined by a Narrator), the mage may gain complete recall of any past experience.
Fast Learner [3]: Information may want to be free, but it seems to keep finding its way back to you. Gain one extra experience point each month.
Focus Independence [2]: The Mage's paradigm does not include the use of foci. None are required for any spheres, but the character also never gains any bonus traits for using such aids. Technomancers who purchase this merit may follow the normal Tradition rules for foci.
Kinfolk [2-4]: Your family tree includes ancestors who were Garou (or another type of shape-shifter). For 2 points, the only benefit is that Garou will be more inclined to treat you well, protecting you rather than tearing your head off. For 4 point you gain all the advantages and drawbacks associated with the Tribe you are are related to, as well as the ability to treat Gnosis and Quintessence interchangably.
Prodigy [2]: Born into a family of Mages, the character was sheltered from the brain-washing most children receive; you may add in one extra Trait during any magical test or challenge, for purposes of resolving ties or Overbids.
Self-Confident [5]: This merit is the positive version of Overconfidence; whenever confronted by a situation where you cannot auto-success, you may spend Willpower without actually losing the Trait.

Flaws
Amnesia [2]: The character is unable to remember anything about her past, or her identity for that matter; this does not affect your magic nor any Abilities. If you want, you may take up to five additional Flaw points which the Storyteller will select; you'll find out about them soon enough.
Bard's Tongue [1]: Whether prophecy or just bad luck, things you say have an unfortunate knack for coming true. Narrators and Storytellers should take full advantage of this flaw, so be careful of what you comment on.
Curiosity [2]: So much to know, so little time. The mage must pass a Static Mental Test (difficulty determined by a Narrator) to avoid investigating a mystery or involving themselves in a plot.
Echoes [2]: You carry a bit of superstition within your paradigm, so much so that old wives tales come true around you. This is equivalent in effect to a permanent Paradox Flaw, but does not actually count as Paradox.
Geas [1-5]: The Mage is under a geas or magical prohibition that they have no control over; the Storyteller will decide how many points this flaw is worth based upon the nature of the Geas. If the character violates this ban, they are unable to use magic until they have made amends.
Life Saver [3]: This character holds all life sacred, and will not willingly kill another; if forced to do so, or if you accidently kill someone, you will be so despondent that you loose all temporary Willpower, and may not retest any challenges for one hour after committing such an act.
Strangeness [1]: It's not just you, reality isa bit weirder than normal. Each game, some bizarre side affect impinges upon your life. This often takes the form of some minor Paradox flaw, though no actual Paradox is generated or released.
Superstition [2-6]: Mundane belief affects you more so than other Awakened; for every two points in this flaw, you gain an additional point of Paradox when working vulgar magic.
Surreal Quality [2]: Don't know quite what it is, but everyone seems to find you fascinating. Mages with Surreal Quality find themselves the center of attention wherever they go, putting you two Traits down on any attempts at Stealth; a character with this flaw may not purchase the Background Arcane.
Twisted Apprenticeship [1] You are out of the loop as far as knowing what most mages do about their heritage; this may be because you are an orphan, or perhaps due to misinformation provided by your mentor. Either way, you do not start the game with the normal two Traits in Mage Lore or Technocracy Lore common to other characters. This flaw may be considered automatically bought off once your character has purchased at least two Traits in the appropriate Ability.
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