TC Tidslinje

Här är en tidslinje från 1100-talet fram till 1666. Jag publicerar denna för att mina spelare ska kunna planera vad de gjort de år som de inte aktivt spelar.

Ni som spelar med i denna krönika och har karaktärer som varit aktiva i över 500 år, kommer snart tvingas ner i torpor pga av ålder. Det är till er fördel om ni väljer att frivilligt lägger er i torpor. Ni kan själva välja när. Värdet i er path (humanity, chivalry, typhon) avgör hur länge ni sover.

Path 7-8 – 5 år
Path 5-6 – 10 år
Path 3-4 – 50 år

OBS: Om du planerar att spela Transylvania Chronicles och inte har spelat de två första böckerna än, så bör då inte läsa denna tidslinje. Den innehåller en hel del spoilers.

TIMELINE TRANSYLVANIA CHRONICLES

1022 Goratrix kommer på hur Tremeres ska bli odödliga. Han fångar ett par Tzimisce äldstar och med hjälp dessa omvandlas Tremere Inner Circle till Vampyrer.

1133 Tremere diablerar Saulot

1150 Arpad Ventrues formar the Council of Ashes, en allians mellan de sju prinsarna i Siebenburgen.

1197 Nova Arpad kidnappas av Ruxandra av klan Nosferatu och hålls fången i över ett år. Under tiden tar Ruxandra hennes plats.

1198 Gruppen anlitas av Jervais att bygga en befästning i Borgopass (Även kallat Tihuta Pass). På väg dit attackeras de av välutrustade rövare som attackerar deras vagnar med eld. Strax efter kommer Myca Vykos av klan Tzimisce och slår följe med dem till Biztritz. Gruppen reser vidare till passet och finner där Anatole och Lucita som letar efter de stentavlor som gruppen också ska finna. Med Anatoles hjälp finner de dem. Efter några månaders bygge får de problem då en Lord Gyula kidnappar en av deras arbetare och de tvingas betala en rejäl lösensumma för honom eller hamna i krig. De tvingas sedan köpa sig en allians med Council of Ashen (de fyra som återstår) för att få fortsätta bygga. Efter en del övriga problem får de ekonomisk hjälp av Vykos för att slutföra arbetet.

1198 Petrus räddar Sherazina Basarb ifrån att säljas som slav. Han behåller henne som ghoul. Gilles ghoular mäster-stenhuggaren Szlander Danislav

1198 Tredje korståget startar

1199 Tremeres Inner Circle håller ett möte.

1204 Konstantinopel faller för korsriddarna

1205 Påve Innocent III utlyser det fjärde korståget. Under denna korståget grundas Inkvisationen. Det sägs att Goratrix av klan Tremere nästlat sig in i kyrkans makt och att han har ett finger med i grundandet av Inkvisationen.

1206 Gengis Khan tar makten över mongolstammarna.

1211 Teotonic Knights bosätter sig i Kronstadt och bygger Bran-fästningen

1213 Påven utlyser femte korståget, samt avsätter Kung John av England. Kungen återinstallersas senare samma år.

1241 Mongolerna invaderar Transylvanien genom Borgopasset. De får assistans av Gangrel-Äldsten Arnulf

1289 Petrus omfamnar sin ghoulade seneschal Matteus

1301 Andrew III, den siste mortal-ättlingen av Arpad släkten, dör.

1314 Gruppen anlitas av Vykos för att föra Goratrix till Ceoris. Efter en rad svårigheter kommer de till byn där Tremeres hämtar upp Goratrix

1315 Nova Arpad strippas på makten i Mediach och en ghoul sätts i hennes ställe.

1330 Prins Baserab besegrar de lokala Ungrarna och skapar Wallachia, en fristat för Vlach-folket

1330 Count Radu börjar tappa kontrollen över alla unga Tzimiscer i staden Biztriz och bygger sig en fästning i Borgopass istället.

1348 Digerdöden drabbar Transylvanien.

1349 Ventrues försöker etablera ett nytt Concil med Saxarprinsar. Slutresultatet blir blodigt och många dör.

1349 Marusca av Hermanstadt krossar det sista makt Nova Arpad har och ersätter henne med en annan Ventrue, Otto den Rättvise. Nova flyttas mot sin vilja till Hermanstadt. Anarkister stormar snart staden Mediash och dödar och diablerar nästan alla Otto’s anhängare. Otto undkommer dock.

1350 Tzimisce eldern Noriz utnyttjar kaoset i det nyskapta Moldanien och hans Childes tar över mycket av makten.

1381 Bondeupproret startar i England, det sprider sig över hela Europa. Många unga childes vänder sig mot sina Sires. Tyler av klan Brujah omfamnas

1382 Turkarna invarderar och tar över Sofia

1387 Turkarna besegrar Serbierna

1391 Mircea the Old sammarbetar med Kungen av Ungern mot Turkarna, som just tagit sig in i Wallachia

1393 Turkarna besegar Bulgarien

1394 Första mötet mellan Anarkister och Äldstar. Går inte så bra.

1395 Tyler diablerar Hardestadt

1397 Mitru överger sin domän, och börjar sammarbeta med Shadowlords istället för Flourecu. Krossar ett antal Danislav områden.

1405 Lasombra Antediluvian attackeras och dödas av Anarkister, ledda av Lasombras childe Gratiano.

1413 Tzimisce Antediluvian attackeras och ”diableras” av Anarkister. Gruppen närvarar under dådet.

1417 Mircea the Old köpslår med turkarna och de invarderar inte Transylvanien mot att skatt betalas varje år. Samtidigt ser han till att bygga upp fästningar för försvar mot just en turkisk invasion.

1418 Mircea the Old dör. Två ätter slåss om makten. Danesti mot Draculesti

1420 Vinculium börjar användas av Anarkisterna.

1420 Anarkister stormar Hermanstadt. Nova flyr staden.

1420 Turkarna invarderar Transylvanien

1429 Jeanne D’Arc infinner sig hos den Franska kungen och säger sig vara skickad av Gud

1430 Jeanne D’Arc tillfångatas och förs inför kyrklig rätt i Rouen. Döms till döden.

1431 Vlad Dracul utses till ny kung över Wallachia. Vlad (III, Tepes) Dracula födds.

1431 Jeanne D’Arc bränns på bål

1437 Stort bondeuppror i Rumänien, Magyar, Szecklers och Saxarare samarbetar för att slå ner det. Som straff införs en obligatorisk arbetsdag, där bönderna utan ersättning ska jobba för sin lord. Dessutom förbjuds Rumänier att ha viktiga poster eller ens bo i Magyar eller Saxar-städer

1438 Vlad Dracul sammarbetar med både turkarna och sitt eget land. Skicka ut sin äldsta son för att attackera svaga turkiska poster, medan han själv hjälper turkarna framåt

1440 Gilles de Retz, en hyllad marsalk under Jeanne D’Arc, erkänner sig skyldig till 200 lustmord på barn och att han gjort en pakt med satan för att kunna utöva svart magi.

1441 Janos Hunyadi tar sig titeln som Voivode av Transylvanien. Och slåss mot Turkarna vid Hermanstadt och Balgrad.

1442 Ett stort turkiskt anfall, som stoppas av styrkor ledda av Vlad Dracul

1443 Hunyadi besegrar Turkarna

1444, 14 april Cappadocius diableras av Augustus Giovanni

1446 Hunyadi utnämns till kung av Ungern

1446 Vlad Dracul förråds av turkarna och de tar hans söner Vlad och Radu till fånga.

1448 Vlad (Tepes) Dracula tar tronen över Wallachia åt Turkarna, men fråntas den efter 2 månader. Han passar på att gömma sig ett tag och bygga en armé av legoknektar, zigenare och stråtrövare. Han använder sedan denna armé för att slå tillbaka mot Turkarna. Han allierar sig även med Hunyadi.

1450 Rafael de Corazon håller sitt berömda tal som leder till Camarillan och Traditionen med Maskeraden.

1453 Hunyadi utnämner officiellt Dracula som härskare över Wallachia

1453 Myca Vykos flyr Constntinopel och tar sig till Transylvanien

1456 Hunyadi dör efter ett slag mot Turkarna i Belgrad.

1457 Dracula rensar sitt rike. Han börjar med att driva ut Saxarna ur hans rike. Först stormar han Bistriz och bränner alla hus som tillhör saxare. Sen ger han sig på Brasu och Sibiu då deras borgmästare är av Danesti ätt. Siktar även in sig på Tzimisce vampyrer.

1458 The Malleus Maleficerum (Häxhammaren) ges ut. Inkvisationen tar nya tag.

1459 Draculas fiender omfamnar hans värsta mortalmotståndare, Dan III. I gensvar börjar Dracula bränna hela städer och kyrkor för att få tag på Vampyrerna som gömmer sig där inne.

1460 Dan III kontrar mot Dracula och slår till mot hans utposter. Men till slut fångas Dan av Dracula, som dricker hans blod innan han dödar honom. Draculas blodstörst startar…

1461 Kontaninopel tas över av Muslimska turkar. Dracula är där men tvingas fly.

1462 Draculas fru tar sitt liv för att inte fångas av stormande Turkar. Dracula blir så arg att han pålar 20.000 turkiska soldater som han hade som fångar. Ungerns kung förhandlar sedan med Turkarna och som resultat av detta fänglas Vlad.

1465 Goratrix och hans anhängare går med i Sabbaten. Tremere lägger the Traitors Curse på dem.

1470 Radu släpper helt om Bistriz.

1471 Vlad släpps ur fängelse. Tillsammans med Prins Stephan Bathory tar han åter herraväldet över Transylvanien.

1479 Vlad Dracula dör officiellt i strid mot Turkarna. Hans huvud skickas ner till Constantinopel för att visas upp för sultanen. Det hela är en fejk dock. En ghoul hade skapats för att likna Dracula.

1486 Grundare av kommande Camarillan håller sitt första stora möte.

1492 Amerika hittas av Columbus

1493, 23 Oct Convension of Throns hålls. Anarkistupproret avslutas och Assamites förbannas av klan Tremere så de inte kan diablera.

1495 Dracula omfamnas av Lambach och diablerar strax efter Tabak. Han fångade dem båda då de försökte storma hans domän.

1500 Sabbaten attackeras hårt av Camarillan genom hela Europa. Sabbaten samlar därför alla sina trupper i Spanien och Transylvanien och tar över nästan helt där istället

1506 Christopher Columbus dör.

1512 Dracula dödar Arnulf

1514 Stort bondeuppror mot Maygars. Sabbaten stöder dem mot Camarillan. Men turkarna (och assamites) utnyttjar detta till att slå till hårt mot Transylvanien. Både Sabbaten och Camarillan får stora förluster

1519 Leonardo Da Vinci dör.

1520 Tremeres börjar flytta sitt huvudchantry från Ceoris till Wien, flytten tar dock nästan 10 år.

1526 Turkarna tar över nästan hela Ungern. Transylvanien saknar krigsförare och tvingas underkasta sig turkisk styre.

1528 Hardestadt och Raphael de Corazon sluter ett avtal med Giovanni’s om att de ska hålla sig neutrala mellan Camarilla och Sabbat.

1529 Turkarna rör sig vidare mot Wien, men slås tillbaka till Transylvanien.

1540 Nicolaus Kopernikus lägger fram ett förslag om att jorden inte är universums mittpunkt utan att vi snurrar runt jorden. Han låter dock en av hans studenter offentliggöra det då han själv inte vågar. Studenten bränns på bål för detta påstående.

1541 Ferdinand av Habsburg försöker ta över Ungerska tronen. Turkarna svarar genom att ta över Budapest

1560 Ventrues i Transylvanien bygger upp en ny taktik i styret av städer genom att ha makten uppdelad på många personer, vilket försvårar mycket för Sabbaten att slå ut deras makthavare. Detta sprids snabbt runt om Europa.

1566 Den Turkiska Sultanen bestämmer att alla Prinsar i Ungern måste godkännas av honom.

1588 Den spanska armadan angriper England, men får storstryk.

1595 Michael the Brave, en människa, bygger upp en allians mellan Transylvanien, Moldavien och Rumänien och slår tillbaka Turkarna. Ventrues ser sin chans att slå tillbaka Turkarna och ger Michael full support.

1599 Michael the Brave styr nu över alla tre områdena. Ventrues har tagit över nästan allt. Tremeres anser att Ventrues har stängt ut dem med flit och börjar arbeta för att få Wien-födda ledare in i Transylvanien. Samtidigt planerar Assamites hämnd. Ventrues själva börjar slåss inbördes om den ny makten.

1600 Sabbaten ser sig besegrade i nästan alla Europeiska områden. De Transylvaniska medlemmarna ur Sabbaten flyr till Norden, Den spanska Sabbaten flyr till Amerika.

1601 Michael the Brave dödas av Germansk assassin. 50 år av fullständig kaos utbryter där ingen lyckas ta makten.

1616 William Shakespear dör.

1632 Inkvisationen ställer Galileo Galilei inför rätta för kätteri,

1642 Det engelska inbördeskriget startar

1650 Sabbaten skickar fler unga vampyrer till Amerika för att förstärka sina trupper mot Camarillan där.

1659 Turkarna lyckas bäst med att samla ihop sina arméer och tar återigen över Transylvanien.

1659 Brujahn Georghe Carciun påstår sig vara Guds utsände och startar ett bondeuppror mot Turkarna. Det hela slutar i fiasko och Turkarna stärker sitt försvar.

1660 Turkarna beslutar sig en gång för alla att ta över Wien och bygger fram till 1683 upp trupper i Transylvanien.

1666 London brinner.

TC 4, Act 3

Anatole:

Sagor i sten ligger framför er. En vän utan vänskap viskar sina hemligheter i era öron. Sprid är det knotiga och pulserande nätet som pressar mot himlen. En spegelbild av labyrinten flödar inom jordens kraft. Ni kämpar inom knutarna. Jag ser både hur det förstörs och hålls helt. Allt annat ligger förstört och pestbefläckade kroppar ligger staplade i högar, medan dödens leende ekar genom askan av vår sort. Askan som vinden sprider och förmörkar själva himlen med. Jorden kommer rämna och spy fram dess vrede medan de usprungliga reser sig. Draken rör siog över landet och öppnar sin broders vener och låter hans blod flyta medan silverfåglar med flammande tungor stiger ner från himlen för störta dödens måne över den sovande staden. Han som döljer sina handlingar med luft söker sin hämnd, men bringar endast bloodstårar och aska i sin framfart. Världen utan slut, kommer avslutas. Amen.

Må jag dö nu?

Han skapade mig som Gehennas budbärare, men han gav er alla nycklarna. Är det ironiskt eller bara komiskt?

Celestyn:

Jag ber om ursäkt för denna abrubta kallelse, men er närvaro här i Sighisoara är nödvändig. Mitt namn är Celestyn och även om jag inte känner er alla personligen så tror jag ni vet vem jag är. Jag ber er lägga åtsidan all eventuell förakt för min klan och sekttillhörighet då vi nu står för ett större hot. Ni besitter mer kunskap än någon annan om Zelios geomantiska nät som han skapat med er hjälp genom tiderna. Ni är de enda som vet vart dess sista knytpunkter finns.

Ni är med all rätt misstänksamma mot mig efter min långa frånvaro, men lita på mitt ord att jag söker att förhindra att nätet fånge ska slippa lös. Nätet har växt sig starkare med tiden, men även försvagats på grund av det. Jag tror ni förstår att Kupala inte får släppas fri. Jag har även bjudit in en vän vars kunskaper om geomantik överstiger mina egna, och han ska hjälpa oss hålla denna demons fängelse intackt.

Om ni ej ämnar komma av fri vilja, så kan jag erbjuda er en belöning som många andra skulle mörda sin närmaste för att få.

Celestyn av klan Tremere.

TC 3, Act 3

Drömmar om:

Flock med korpar attackerar pålade lik, skrik och blod.

Befinner sig i en trång gång i en stenfästning. Bakom dem finns en bastant låst port. Vindlande gångar och labyriunt likande korsningar. Låsta dörrar som liknar fängelsedörrar. Svagt viskande och mumlande hörs överallt.

En ung kille, klädd i trasor och med trasig bojor runt fötterna kommer springande förbi dem. De hinner inte ikapp honom. Plötsligt rundar han ett hörn och när de kommer efter kommer han flyende tillbaka. Folkmassor rör sig mot dem med facklor och långa pålar.

En röst läser något på ett mystiskt språk. De känner igen Anatoles röst. DE kommer till en låst dörr och bakom dem hörs Anatoles röst.

Den unga mannen plockar fram en nyckel och låser upp dörren. Där inne finns Anatole. På golvet ligger en död Octavio. Folkmassan kommer närmare och Anatole vänder sig om. Han har blod runt munnen. Han skrattar högt. DU vaknar täckt i blodsvett.

TC 3, Act 2

Jag har blott en sista uppgift kvar, ett sista budskap att leverera. Guds plikter är en tung börda och jag fruktar att han valt en för svag tjänare som ej kommer överleva länge nog för stoppa det anstormande mörkret. Men jag kan fullfölja denna sista plikt innan jag må vila.

Draken river återigen åt sig makt. Hans återfunna tand gör detta möjligt. Landet gråter av skräck under hans påbörjade ritual, och draken själv anar inte vilka krafter han kommer frigöra. Ett hundra själar krävs. de 100 rena och oskyldiga kommer väcka Kupala. Draken är kort på endast några få av dem och han kommer snart ha dem i sina klor. Demonen kommer åter vandra på jorden.

Endast den unge tjuvens magiska ord kan befria dessa själar.

Vérzomj – Blodstörst

TC1. Act 3

Octavio:
Ave militates! Lystra till dessa ord, ty i dem vilar en balans om kommande tid. Ty jag hava beskådat en stor fara för sönerna av Adams förstfödda. Under deras fötter ska en djup spricka öppna sig. På djupets läppar balanserar de för att inte falla. På andra sida står generationer, arga och föraktande.
Detta har givits till mig för att kunna uttala en varning till eder. Ni, beskyddare av balansen och bärare av de sista dagarnas tecken. Ty barnen skall delas upp, broder mot broder, händer höjda mot varandra, och likt fader Caine, skola de dräpa sin egen broder. De svaga skola bli starkare och de starka kommer falla i en virvelvind av blod. En av de äldsta har redan fallit i djupet, för att aldrig återvända. Andra kommer följa hans spår, undergång genom sina barns kyssar.

Res eder upp, och gå ert öde till mötes! Ty inom eder domän ligger medlen för att avgöra hurvida draken skola falla eller ej. Den ångerfulla syndaren kommer be eder att öppna portarna. Var visa i era beslut.

TC1, Act 2

…Svarog, Byelobog and Chief among them, the demongod Kupala, whose offspring infuse the very soil with madness. His heart ripped asunder, the demon is said to rest beneath the carpathans. Haunting the lands and spreading his corruption to all who touch upon his dread demense. It is whispered that the demon sleeps gaining strength to rise in terrible wrath when at he awakens. His burning malice is aoon in the creation of a legendary blood red bloom, known as the sacred fire of Kupala. With it, sorceres may bind or loose demons.

The cult dedicataded to this abhorrent spririt gifts the demon with sacrafices, slaying babies for their pure and innocent blood which the demon consumes. Thus fortifide Kupalas corruption spreads even farther, trailing lunacy in its wake. The quaking of the earth, the foul rains and lightnings that destroy crops and homes, great windstroms that tears the field and forests assunder, all speak these speaks with the demons voice. May god grant that we discover….

Hear me! thought I long ago warned you, thou hast done nothing to quell the demons awakening! The first signs has fulfillment and yet you wait. Will you remain idle while the lands heart is ripped from its bleeding chest? He stirs and with him, the ancient ones groan upon their stony beds, their hunger shrieking for our vitae. The loss of a holy land, the breaking of a holy order, and the downfall of a mighty magus. The sign has come, the first of those that lead to ever blackness and death eternal. You stand within the whirlwind. Seven more remain, what cannot be stopped most be transformed. On you rests our redemption or destruction. Do not fail me again!

“And there shall come to pass a loss of holy land, the breaking of holy order and the downfall of a mighty magus”.

Holy land – Levant kallas för Holy land för crusaders. Förlorades 1291.

Holy order Knight Templars ledare dödades av Inqusationen

“The passing of years and the fires of the rightous shall bring upon us a parting of kin, on from the other. THe children shall revile their parents, slaying them in their beds, and brother shall unite brother”.

Jag ber att eskortera en bekant till mig genom detta farliga land. Till Tremere chantyt Ceoris, och försäkra mig att han levande kommer fram. Jag bifogar tjänare att sköta resan, men de saknar de vampyriska krafterna att verkligen skydda honom helt. Jag vet att många önskar honom illa, främst de av mitt eget blod.Han får under inga omständigheter dödas eller rymma då det är av yttersta vikt att han säkert kommer fram till de sina. Gör mig denna tjänst och eran skuld är betald.
Mycas Vykos.

TC – Karaktärer

OBS. Denna karaktärslista var min lista som spelledare och innehåller en del känslig information och spoilers om vad som händer och sker med vissa karaktärer kända även i andra sammanhang än Transylvania Chronicles, och bör därför inte läsas av personer som inte vill ha den typen av information inför kommande spelltillfällen.


Assamite:

• Aziz al’Asir
[7th] (Spelades av Martin) Persisk Soldat, Childe till Karif al Numair

• Fariq
[6th] Omfamnad 4th BC, Var demondyrkare tidigare, nu konverterat till Muslim. Finns gömd i marknadsplatsen i Budapest och bevakar den ungerska adeln. Går med i Sabbaten när den grundas, men går sedan över till klan Baali.

• Husayn al Fatin
[8th] Sägs finnas i Sofia, där han avvaktar order om att slå till mot nyckelpersoner inom klan Tzimisce i både Bulgarien och Transylvanien. Levererade Goratrix till gruppen 1314 då de skulle ”hjälpa” honom till Ceoris.

• Karif al Numair
[6th] Kraftig motståndare till de kristna och Camarillan. Är med och grundar The Black Hand. Blir aldrig ledare då han är för fanatisk mot Kristna för att kunna vara taktisk.

• Ismail
[7th] Childe till Fariq. Styr en liten grupp med omvända Templars som nu dyrkar Baphomet

• Jaromir
[8th] Childe till Aziz (Omfamnad 1242), Officer inom Bucharest arme. Dödades av Gargoyles.

Baali:

• Ansen
[9th] Ledare för Baali i Transylvaninen. Dödad av Kupala.

Brujah:

• Adana de Sforza
[5th] Den första Brujah Justicar

• Amon Goeth
[8th] Childe till Gilles (Omfamnad 1387). Militär taktiker.

• Dominic
[6th] Prins av York 1203, arbetar mot Ventrues pga Kartago och att ghoulen förråde honom. Bulscu blev sedan omfamnad till Ventrue. Dominic agerar i tystnad nu, bygger sakta upp en revolution bland bönderna. Den sker 1437. Ravnosen Vassily lurar honom att försöka sammarbeta med Tzimiscen Yorak. Dominic fångas och hålls fången i Cathedral of Flesh tills 1900-talet. Väl fri därifrån går han med i Sabbaten och tillsammans med Assamite antitribu får han äntligen sin revanch mot Bulscu.

• Ecaterina
[8th] (The Wise) Brujah idealist, ledare över Brujahs i Prag

• Elanor de Valois
[6th] Childe till Adana de Sforza, Medverkade på Convention of Thorns

• Georghe Craciun
Påstår sig vara utsänd av gud och startar ett bondeuppror mor Turkarna 1659.

• Gerad De Chatelle
[10th] Antitribu, En av Sabbatledarna under Franska Revolutionen

• Gilles Merchet
[7th] (Spelades av Christian) fransk Riddare, childe till Dominic

• Jean-Pierre Baptista
[8th] Childe till Gilles (Omfamnad 1495). Fd Kusk till Gilles. Dödad av Camarillan

• Jochen Pistor
[10th] Ett stegs blodsband till Setiten Mosala. Dödades av sitt childe Ludger.

• Lilika Kairos
[7th] Archon under de Sforza

• Ludger Schmölzer
[11th] Childe till Jochen. Dödades av Mosala för att han dödat sin sire.

• Olaf Wolcan
[8th] Childe till Gilles (Omfamnad 1259). Politiskt aktiv. Prins när Gilles inte är i stan. Förråder Gilles och går över till Camarillan. Orsakar Jean-Pierres död.

• Razia Merchet
[8th] Childe till Gilles (Omfamnad 1475). Fru till Gilles. Dödas av Petrus

• Ryszard Basarab
[8th] Childe till Gilles (Omfamnad 1472). Kusin till Dracula. Dödad av Vlad Tepes 1474.

• Tyler
[6th] Diablerist, Anarkist, dödade Hardestadt den Äldre och försökte även ta den Yngre på Convention of Thorns. Anses mot sin vilja vara en av grundarna till Sabbaten.

Cappadocian 

• Amalia of Thrace
[6th] Bor i Sofia

• Garinol Cappadocius
[9th] Bor i Prag

• Kazimierz the Silent
[7th] bor i Krakow

• Maria Asunción
[7th] Den sista Cappadocian

Gangrel

• Arnulf
[6th] Inconnu, Avskyr städer. Han och hans childes (Undantag Mitru) vill förstöra dem alla. Allierar sig med Mongolerna under invasionen 1240 och hjälper dem mot Transylvaniens vampyrer. Dödad av Vlad Tepes.

• Jolanta
[7th] (of Niepolomice), bor i Krakow

• Milov Petrenkov
[6th] Den första Gangrel Justicar. Dödades nästan av Vlad Tepes medan Vlad fortfarande var mortal.

• Mitru
[7th] The Hunter, Prins över Klausenburg och vakar stenhårt sin stad mot andra supernaturals. Har massor av ghouls, de flesta av dem jägare. Tycker Arnulf (Hans sire) gått för långt i sitt hat mot städer. Har även problem med Nova Arpad. Han är dock allierad med Radu och Marusca och allierar sig senare med Vlad Tepes.

• Tiberiu
[10th] Budbärare åt Radu av klan Tzimisce

• Wulfar
[8th] Childe till Mitru, hjälper honom skydda Klausenburg. ca 17 år gammal

Giovanni 

• Ambrogino Giovanni [5th] Noddist

• Don Pietro Giovanni [9th] Handelsman i Budapest

Lasombra 

• Basilio
[7th] (The Elder) Prins av Sofia

• Lisette Illuminada
[8th] Bråkar med Prins Geza av klan Ventrue om styret av staden Ezstergom

• Lucita
[7th] Childe till Ambrosio Luis Moncada, Lasombra Assassin. Samarbetar med Anatole.

• Luther Black
Präst i Prag. Tog självmord.

Malkavian 

• Adrojai
[8th] Bor i Lithuania

• Anatole
[8th] Guds utsände, sammarbetar med Lucita. Diablerat ner sig från 10th Gen.

• Aristole de Laurent
Noddist

• Beckett
[7th] Noddist, adopterat childe till Aristole de Laurent

• Camilla Banes
[6th] Malkavians första Justicar

• Octavo
[6th] (the Profet), anses som Havnor av ortsbefolkning och andra Malkavians, kämpar mot Kupala

• Unmada
[5th] Medverkade på Convention of Thorns, Talar för Camarillan

• Vasantasena
[6th] Childe till Unmada, Medverkade på Convention of Thorns, gick över till Sabbaten.

Nosferatu

• Gutka the Saltqueen
[5th] Baba Yagas childe. Bor utanför Krakow. Kontrollerar stora delar av Polen.

• Federico
[7th] Archon under Josef von Bauren

• Illig
Känd Noddist i Prag

• Josef Zvi
[7th] Bor i de judiska kvarteren i Prag, jagar där ner kristna. Bygger sig en Golem

• Josef von Bauren
[6th] Nosferatus första Justicar

• Magnus Ståhlnäfve
[8th] Childe till Petrus, omfamnades 1700,

• Marusca
[8th] Zelios childe Vargarnas Drottning. Prins av Hermanstadt

• Matteus
[8th] (Omfamnad 1289) Childe och Senschal till Petrus, Gick över till Camarillan.

• Lord Olaussen
[6th] Germansk lord. Allierad med Ilsa Reinegger av klan Ventrue.

• Petrus Guggenhaeim
[7th] (Spelas av Percy) Gentlemannatjuv, Childe till Olaussen.

• Ruxandra
[9th] Maruscas childe, Mästare på förklädnad och hänförning. Har tagit Nova Arpads plats och förklär sig till henne.

• Zelios
[7th] Mästerarkiteten.

Ravnos

• Durga Syn
[6th] Ravnos elder. Rådgivare åt Vlad Tepes, Fiende till Baba Yaga

• Izydor Torenu the Phoenix – Prince of Thives
[7th] Bor i Budapest, Byter sen namn till Anatsztaz

• Delizbieta of the Dark Eyes
[8th] Childe till Izydor, omfamnad 1302. Var redan som mortal känd för att kunna hitta försvunna saker. Räddas av gruppen från Inkvisationen. Skyldig dem en life boon.

• Vadislav Taltos
[9th] Childe till Vassily.

• Vassily Taltos
[8th] Idealist som vill skapa en fristad för zigenare

Setite

• Bucaram
Egyptisk Setite

• Count Jocalo
Legendarisk Setite som sprider skräck genom Camarillan. Binder ventruen Roland till sig och använder honom som spion. Fångar Zelios av klan Nosferatu och får veta om demonen Kupala.

• Mosala Aqim
[7th] (Spelas av Hasse) Gatubarn från Kairo, Childe till Letorasha

• Letorasha
[6th] (the Mother) Samlar ihop barn från Kairos gator och ”beskyddar” dem.

Toreador

• Arianne
[7th] Politisk Kameleont. Går med i Sabbaten för att hon hatar Ventrues, och speciellt Buscu.

• Audric St Thierry
[8th] Politiker och Harpya, avskyr Ventruen Joachim von Neumann

• Chevalier D’Eglantine
[7th] Sheriff av Paris

• Francois Villon
[5th] Prins av Paris

• Father Jean Marc d’Harfleur
[7th] Archon

• Noel De Artois
[9th] Sändebud åt Prins Villon

• Raphael de Corazon
[5th] Toreadors första Justicar

• Father Samuel
[7th] Prins av Southampton, står värd för Convention of Thorns

Tremere

• Ardan of the Golden Lane
[7th] Bosatt i Prag, childe till Celestyn. Blir chantrylord av Ceoris när Etrius flyttar till Wien.

• Benedict
[8th] Präst som jagar kristna artifakter i de engelska provinserna

• Celestyn
[6th] Mästerbiblotikarie i Tremeres huvudchantry,
(Jenny)’s sire. Childe till Etrius

• Claas Drecher
[8th] Bor i Krakow, Childe till Ardan

• Etrius
[4th] Styr klanen medan Tremere sover

• Mistress Fanchon
[6th] Tremeres första Justicar

• Goratrix
[4th] Kontrollerar främst området runt Frankrike. Efter han tagit över delar av kyrkan som kallas han tillbaka till Cerios för att stå till svars inför Tremere Gruppen anställs av Myca Vykos för att föra honom dit.

• Jervals
[7th] Childe till Malgrozata, Vis-Master of Ceoris

• Lilja
[8th] Childe till Tholie, Omfamnad 1530,

• Malgorzata
[6th] Konspiratör och Strateg, Childe till Goratrix,
Fångas av Tzimisces och torteras i århundraden.

• Michelle
Tremere i Tholies Chantry of Natures Wrath

• Richard
Tremere i Tholies Chantry of Natures Wrath

• Sammie
[8th] Fd Kammarjungfru till Tholie, Nu childe till Tholie. (Omfamnad 1240). Gick med Goratrix och blev Antitribu

• Tholie
[7th] (Spelas av Jenny), Childe till Celestyn. Skrivare och Herbalist

• Tremere
[3rd] Antediluvian, tillbringar den mesta av sin tid i Torpor

• Virstania
[8th] Mistress of Gargoyles, Childe till Brunavog. Släppte Gargoyles fria och flydde med dem.

Tzimisce

• Darvag the Terrible
[7th] Bor i Kiev

• Dragomir Basarb
[7th] Tzimisce ledare, childe till Vintila Basarb, vilken han sedan diablerade. Dryg snorvalp som gör sig ovän med allt och alla.

• Count Florescu
Förslavade Shadowlord kinfolk, skapade Danislav Revenants

• Lambach
[5th] Tzimisce elder

• Lugoj
Vän till Vykos, Den som diablerar Tzimisce, och tas över.

• Marelle, Sculptor of Wolves
[8th] Slåss mot Nosferatun Marusca om Hermanstadt, Childe till Radu

• Mircea Dzardescu
[8th] Lord av Dardrev Castle

• Myca Vykos
[7th] Legendarisk Tzimisce som senare blir Sasha Vykos

• Noriz, Corrupter of Legions
[5th]

• Count Radu of Bistra
[7th] Diplomatisk ”Prins” av Bistritz, Childe of Visya

• Razkolina
[6th] Prins av Krakow

• Rostog
Tjurig Voivode över en mindre bergsdomän

• Shaagra
[5th] Jagar ner Camarillavampyrer i Prag

• Sasha Vykos
[7th] Fd Myca Vykos, tog namnet Sahsa för att hedra en fallen vän.

• Sherazina Basarb
[8th] Mortal syster till Tzimisce Dragomir Basarab. Skulle säljas som slav i Budapest, men rymde. Fångades in av Petrus ghoul, och Petrus tog sedan hand om henne, ghoulade och blodband henne men behandlade henne väl. Släppte henne sedan så att hon kunde omfamnas av sin bror Dragomir.

• Tabak
[5th] Ledare inom Sabbaten, diablerades av Vlad Tepes

• Velja
Vän till Vykos

• Count Victo Danislav
Childe till Florescu. Belönades/Straffades med omfamning då han avslöjade sin familjs planer att tillsammans med Mitru försöka döda Florescu.

• Vintila Basarb
[7th] Sire till Dragomir. Diablerades sedan av sitt childe.

• Vlad Tepes
[5th] Childe of Lambach, Diablerat ner sig till 5th genom Lambach vän Tabak

• Vladimir Rustovich
Voivode of Voivodes

• Yorak, Highpriest of the Cathredral of Flesh
[4th] Childe of Tzimisce himself. Dödades av sin egen skapelse, the cathedral of flesh.

Ventrue 

• Bulscu Arpad
[6th] Härförare och stor krigare, fd Ghoul åt Brujahs, Nu omfamnad Ventrue. Legat i Torpor länge, men nu vaknat och leder Ventrues styrkor mot Sabbaten.

• Geza Arpad
[7th] Prins av Ezstergom, I strid med Lisette av klan Cappadocian. Anses vara en sinnessjuk ockultist. Childe till Bulscu.

• Gilbert d’Harfleur
[7th] Archon

• Gustaf Breidenstein
[5th] Prins av Berlin, Diablerade sin sire Ilsa.

• Hardestadt den Äldre
[4th] Dödas av Tyler

• Hardestadt den Yngre
[5th] Tar rollen som sin sire, och grundar Camarillan tillsammans med de Founders.

• Ilsa Reinegger
[5th] Första Prinsen av Berlin, Dödad av sitt childe Gustaf Breidenstein.

• Joachim von Neumann
[9th] Vakar över en Nosferatu i Paris

• Jurgen von Verden
Inconnu, bor i Norra delarna av Transylvanien. Toppstyr stora delar av klan Ventrue. Död av okänd. (Anarchs?)

• Konrad von Aupfholm
Bor i Krakow

• Lucretia of Hardtz
[9th] Retainer to Lord Jurgen, childe of Kuritz

• Malteas
[5th] Medverkade på Convention of Thorns, förespråkade Camarillan

• Nova Arpad
[7th] Styrde tidigare The Coucil of Ashes – Ett sammarbete mellan de Transylvaniska Prinsarna. Prins of Mediasch. Blev bortförd och ersatt av Nosferatun Ruxandra. Fritogs efter ett år och utlyste en blodhunt på Ruxandra.

• Roland
[10th] (Master of Slaves) Lackey till Bulscu.

• Rudolf Bradth
Prins av Prag

• Vencel Rikard
Prins av Budapest, vakar över Bulscu.

Ghouls

• Anthony
Squire till Gilles, 15 år, Tog sitt liv

• Dan
Bodyguard till Petrus, Dansk krigare

• Lord Gyula
Ghoul till Marusca i Hermanstadt. Gammal krigsherre som varit ghoulad i över 200 år. Hans kropp har börjat förvridas likt en Nosferatus och hans blodtörst är nästan som en vampyrs. Fångade Szlander Danislav åt Maruska för att djävlas med gruppen. Mosala lovade ut 100 librum mot Szlanders frihet.

• Heinrich
Kusk till Petrus

• Joseph
Ghoul till Mosala, Undre Världen. Dog då Mosala övergav honom.

• Piroska Danislav
Fru till Szlander. Kraftig kvinna som är van att ta hand om huset i månader, medan maken är iväg på diverse jobb. Dog efter hennes makes död.

• Szlander Danislav
Mycket duktig stenhuggare. Jobbar åt Petrus med bygget av fästningen genom att snida detaljer i sten. Blir dock kidnappad av Lord Gyula (Nosferatu ghoul). De köper tillbaka honom för 100(!) Librum. Gilles ghoular honom och mer eller mindre förslavar honom. Dödades av Mitru för att han var av Danislav släkt.

• Tibor
Ghoul till Mosala. Mortal prins av Balgrad. Dog då han övergavs av Mosala.

Övriga

• Anonymus
(The Chronicler) Mystisk skribent, saknar aura.

• Bilal al-Hanbal
Muslim, sköter ett stånd i Pest’s Royal Market. Egentligen Assamite Ghoul som håller ögonen öppna åt sin mästare Fariq. Importerar saker åt Cainiter i området, t ex droger åt Geza Arpad, Prinsen av Budepest.

• Father Giacom Renzo
Inquisitor

• Herman
Duktig bågskytt i Klausenburg, dog slutligen av hög ålder

• Vaclav
Corax, sneaky typ som lurar folk på pengar och kräver betalt för allt möjligt. Har stor skattgömma i skogen som vaktas korpar. Hans söner och barnbarn följer hans fotspår.

Death Quaker’s Big List of Merits and Flaws

Copy of Death Quaker’s Big List of Merits and Flaws

DISCLAIMER: This is a reference list for a role playing game series published by White Wolf Game Studios. The ideas expressed are not my own, and this is most definitely not an academic or literary resource. For your own credibility, please do not cite this page as a source for your non-game-related research, and for your game related research, please credit White Wolf.

This is a compilation of Merits and Flaws found in various 1st, 2nd, and Revised edition sourcebooks from what is now called the “old” World of Darkness. They may also work to a degree with Exalted and the Aeon/Trinity trilogy. I am not sure how compatible they are with the “new” World of Darkness.

The mechanics reflected in the text below was for a hybrid 2nd Ed/Revised Mage: the Ascension campaign I ran many years ago. The compatibility of the mechanics for other White Wolf games is not guaranteed, and you may need to adapt them. Furthermore, the descriptions, point costs, or other features of these merits and flaws may reflect my own game’s house rules.

This is a generic list: no merit or flaw specific only to one character type is listed, although some originally intended for one type of character have been expanded for more general use. The only exception are the specific Mage: the Ascension merits and flaws at the bottom. All descriptions are paraphrased and in my own words; please check the original sourcebooks for the full descriptions and effects.

The books I’ve used include Mage 3rd Edition (M3), the Werewolf Player’s Guide-2nd Ed (WPG2), Kinfolk: Unsung Heroes (K:UH), WoD: Mummy (M), WoD: Sorcerer (S), Sorcerer 2nd Ed. (S2), Bastet (B), The Book Of Shadows (Mage 2nd Ed. Player’s Guide) (BOS), The Vampire Player’s Guide 2nd Ed. (VPG2), and Crusade Lore (CL) (yeah, it’s in the past, but it has some applicable stuff).

 

Psychological Merits ++ Psychological Flaws
Mental Merits ++ Mental Flaws
Awareness Merits ++ Awareness Flaws
Aptitude Merits ++ Aptitude Flaws
Supernatural Merits ++ Supernatural Flaws
Social Merits ++ Social Flaws
Supernatural Ties-Merits ++ Supernatural Ties-Flaws
Mortal/Material Ties-Merits ++ Mortal/Material Ties-Flaws
Physical Merits ++ Physical Flaws
Mage-only Merits and Flaws
Psychological Merits:
Code of Honor (1) (most): You follow a strict personal code, and you either gain 3 extra dice to resist supernatural persuasions that would make you break your code, or the would-be persuader has to roll at a +2 difficulty.

Dual-Nature (2) (VPG2): You have two purposes in life; you can choose two Natures and regain Willpower when satisfying the requirements for either one (or both of them). These Natures should be complimentary to one another-this is a Merit, not a Derangement.

Gall (2) (K:UH): You got moxy, kid. Add an extra die to any Social roll requiring backbone.

Loyalty (1) (other): You are devoted to a person, group, or cause, and easily resist attempts to persuade you away from the object of your loyalty. You also gain a Willpower bonus (in the form of bonus dice, or increased difficulty for your opponent) to try and resist supernatural forms of persuasion that challenge your loyalty.

Psychological Flaws:
Black and White (1) (S2): You see all situations in black and white, good and evil, etc. In situations where this limited, judgmental way of thinking may hinder your reaction to something or cause you to act socially inappropriate, add a +1 difficulty to social or whatever rolls.

Compulsion (1) (most): You have a specific compulsion which may cause you problems. You have to spend a temporary Willpower point to fight the compulsion for a short time.

Compulsive Speech (aka Big Mouth) (1-2) (S): For whatever reason, you have difficulty sticking to the rule, “If you can’t say anything nice, don’t say it at all.” 1 point makes you talkative and a bit blunt; 2 points makes you a complete prick.

Curiosity (2) (most): Your incredible curiosity often overrides your common sense. Resisting temptation requires a successful Wits roll, difficulty depending on the situation. A very bad flaw to take with certain evil sadistic Storytellers. A 3-point version in Bastet makes you obsessed with any mystery you come across, and you’ll do anything to solve it.

Dark Secret (1) (most): There’s something about you which you don’t want people to know, and it would be very bad if they did (or at least you think it would be).

Deranged (3) (WPG2): You have a permanent, severe mental disorder. You may spend Willpower to fight it at points, but you will never get rid of it. Definitely check with your ST, and possibly your fellow players, before taking this one.

Driving Goal (3) (most): You have some goal which is at the basis of all your motivations, though it is of such depth or impossibility, it could probably never be achieved. Your obsession with your vision can temporarily be soothed by spending Willpower.

Flashbacks (3) (most): When under pressure and/or in the presence of something which reminds you of something unpleasant in your past, you flashback to that past event. Whilst in a flashback, everything to you is as it was then.

Hatred (3) (most): There is something out there which you absolutely loathe, and will do anything to destroy it. You have to succeed a Willpower roll not to go after the object of your hatred, and the appropriate character types will have to make frenzy checks.

Hero Worship (1) (S): You absolutely idolize someone, and disobeying them requires an effort of will (spending Willpower or succeeding a Willpower roll at 5+ difficulty). You also are at +2 difficulty to any roll that may force you to admit/realize that your hero may be in the wrong.

Inferiority Complex (1) (K:UH): No matter what you do, by your standards, it’s just not good enough. In situations requiring you to take charge and strut your stuff, add +1 to all difficulties.

Intolerance (1) (most): You have difficulty tolerating a specific thing or type of person. +2 difficulty on rolls involving that thing.

Lifesaver (3) (most): You revere all life and will not risking killing someone at all costs. Unfortunately, in the World of Darkness, this can sometimes be a problem.

Low Self-Image (2) (most): Suffering from a low self-esteem, you have -2 dice in situations where you don’t expect to succeed, or you may have to make Willpower rolls to do something that requires self-confidence.

Masochist/Sadist (1) (K:UH (Masochist), BOS (both): You either enjoy pain or enjoy inflicting it on others. In addition to the inconveniences this fascination may cause you, you may also be seen as sick (and, well you are), or even more sick people may use you for your obsession.

Nightmares (1) (most): You’re constantly plagued by nightmares, which at the worst may indicate there’s something nasty in your fate, and at the least will make you cranky and irritable most of the time. A particularly bad night may cause you to lose -1 dice on all rolls for some time afterward.

Pacifist (5) (S2): A more extreme version of Lifesaver, you refuse to do any physical harm to anyone for any reason. Particularly this’d be tough on werewolves… or worse, vampires.

Phobia (1 or 3) (most): You have a specific, incredibly powerful fear. The 1 point version, you have to succeed a Willpower roll. You will refuse to approach the object of your fear if you get less than three successes, and will flee if you fail the roll. The 3 point version, you must succeed a willpower roll or be incapacitated by your fear, or if you are a Werewolf or Vampire, you will have to make the appropriate roll or enter a fox frenzy/rötschreck.

Sensation Junkie (2) (B): You’re addicted to sensation, and will do anything to find new means of stimulation. You must roll Willpower to resist taking the opportunity to try a new kick, difficulty depending on the situation.

Shy (1) (most): You’re not a social butterfly, to say the least. Many social rolls are at +1 difficulty, and if you’re the center of attention, all rolls are at +2 difficulty.

Soft-hearted (1) (most): You can’t stand to witness suffering, and if you do, difficulties are at +2 for the next hour.

Territorial (2) (VPG2, WPG2): You are extremely attached to your territory: if forced to leave your territory, you will be at +1 difficulty in most rolls because you are so disoriented. If someone passes through your territory without your permission, you will immediately attack him (make a frenzy check). Obviously this was created w/ shifters and vampires in mind, though it might be applicable to other character concepts.

Ulterior Motive (2) (K:UH): You have more reason to be with your comrades than your like for them or for their common goals. Whether this motive is sinister or not, it’s a secret for whatever reason, and if you are suspected of this motive, things won’t look too good for you.

Vengeance (1) (most): You are consumed with avenging something very important to you. Your obsession can only be temporarily swayed by spending Willpower.

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.

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…).

Social Merit
Child (1-3) (M3): Your supernatural abilities manifested early. The depth of this flaw depends on just how young you are and on the situations you are likely to be in (if you’re eight years old and your cabal hangs out in a bar, you have to figure out have to get in). Quite likely, you also have the Short flaw.

Good Old Boy/Girl (2) (K:UH): You’re just a nice person, and people recognize and appreciate that. +1 die on social rolls when interacting with your fellow folk.

Innocent (2) (CL): You have an aura of childlike innocence (whether you really are or not). -2 difficulty on rolls involving Subterfuge or Manipulation.

Pitiable (1) (VPG2): You have an aura of child-like-ness/innocence about you, and many have the urge to pity and protect you (unless they’re of a Nature that doesn’t allow them that sort of thing). This can be helpful, but it may also be annoying.

Social Flaws
Airhead (1) (K:UH): Maybe you have trouble paying attention, maybe you’re just clueless, maybe you just look like a flake; no matter what, people don’t take you seriously. Modify social rolls as is appropriate.

Craven Image (1) (CL): There’s something about you that makes you appear sniveling and “low.” In appropriate situations, social difficulties are at +2.

Disturbing Mannerism (2) (CL): You have a habit or character trait which is peculiar, gross, or annoying. You may not even be aware of it-but boy, everyone else is. Difficulties of social rolls are increased at the ST’s discretion.

Enemy (1-5) (most): Somebody’s out to hurt you or your reputation, or even kill you (or people close to you). A 1-point enemy is less than or comparable to your own ability, a 5-point enemy could easily kick your ass into next Tuesday.

Isolated Upbringing (1) (S): You were raised in your supernatural society, or were somehow otherwise sequestered away from “normal” life, so you have trouble dealing with this Outside-World thing. Dealing with any community outside the one in which you were raised adds 1 to social difficulties, or reduces your Social pool by one.

Mistaken Identity (1) (VPG2): People think you’re someone you’re not; even if that person isn’t bad, it can still cause you trouble if they realize you’re not who they think you are.

Mistreated Minority (1 or more) (S2): You belong to a group or have a trait to which the average person will react badly. This depends a lot on where the game takes place and what kind of people you run into, so check with the ST before you assume you can take this. Yes, if you’re playing an openly gay man in a backwoods redneck area, that may cause you problems. If you’re playing an openly gay man in a game focused on the New York art scene, that probably won’t be a problem.

Supernatural Ties-Merits
Faction Favorite (2) (S3): Someone of a tribe/clan/tradition/whatever favor you and will do a good deal to get on your good side, possibly to bring you over to them, especially if you’re currently disparate. Note this probably means they expect greatness of you, so don’t disappoint them. Alter social difficulties by 2 in your favor when dealing with this faction.

Favor (1-3) (most): Someone of higher rank or ability than you in your supernatural society owes you a favor. Level of the Merit indicates how big the favor is.

Reputation (2) (most): You’ve built yourself an excellent reputation amongst your kind. Add 3 dice to Social pools when dealing with the people in your sept/clan/chantry/freehold/etc.

Supernatural Ties-Flaws
Group Enmity (2) (VPG2): Some group amongst your kind, i.e. another clan/tribe/kith/tradition/whatever, doesn’t like you and may prevent you going places you might otherwise go or may otherwise give you hell in a variety of ways.

Inconvenient Alliance(1-3)(CL): You have an ally with someone who is discomforting to you and/or your circle, but can’t easily get rid of him because of a favor owed, sense of guilt, or whatever. Level of flaw reflects how controversial or dangerous this ally is.

Notoriety (3) (most): You did something, or at least others think you did, that is frowned upon by your peers and elders. -2 dice to all social rolls dealing with your sept/chantry/etc.

Probationary Member (3) (M3): You’re not on the greatest terms with the group (tradition, clan, tribe, etc.) you belong to and are highly suspect of various naughtiness. You may not be privy to the normal priveleges of being part of your group, nor will you necessarily receive aid when you ought to, etc.

Outsider (2) (K:UH): Though you’re not exactly infamous, you have a poor reputation amongst your kind. +2 difficulty on all social rolls when interacting with your group.

Rival (1-5) (most): Someone within your own society viciously competes against you and tries to undermine your plans; really obsessive rivals may even want you dead.

Twisted Upbringing (mentoring, etc.) (1) (most): Whoever taught you the ways of your people gave you an incredibly skewed version of those ways, and your faulty beliefs can get you in big trouble…

Material/Mortal Ties-Merits
Corporate CEO (5) (WPG2): You are the head or otherwise have heavy influence in a major corporation, and have access to the social and economic benefits that implies.

Hideaway (2) (S): You have a little place somewhere nobody else knows about, fairly well-stocked. If people actively search for it, your ST will roll 2 dice at difficulty 6; at least one success indicates you have not been found. Failure gives them an idea, continual failures, at least four, will indicate that the seeker knows exactly where you live…

Hunted (3) (most): Someone is aware of, or at least suspects, your true nature and believes you need to be caught and killed (or experimented upon, or…). This person may be mortal, but they are aware of the supernatural world and are immune to the Delirium.

Local Ties (1-3) (most): You have influence and/or contacts in an important local institution, though the more you use these ties, the weaker they may become. Samples and their point levels include ties with the following: Park Department (1), Judicial (2), Church (2), Media (3), Corporate (3), Police (3), Political (3), and Underworld (3).

Mansion (2/3) (VPG2, BOS): You own a big ass mansion, probably with some pretentious name like “Shadowcliff.” You are/should be able to support upkeep, servants, etc.

Nightclub (2) (most): You own a fairly successful nightclub, which is a good place for meeting people, helping people out, and having plot-convenient fire-fights in, etc. Depending on the PC and Storyteller, some might consider this a Flaw.

Occult Library (2) (VPG2): You own a decent collection of works on arcane lore, and if you have access to it, can lower difficulties/add dice when trying to solve an occult mystery and/or generally learn more about the occult. Having this library doesn’t automatically mean you’re an occult expert; it just means you have convenient access to some knowledge.

Material/Mortal Ties-Flaws
Persistent Parents (2) (most): Having disappeared into your new life as a supernatural, your parents, for whatever reason, are actively searching for you, and are using the local missing teens program and/or have hired a private detective to look for you.

Ward (3) (most): You are devoted to protecting a “sleeping” human, perhaps a close friend or relative from your pre-supernatural days. These mortals have a knack for unknowingly getting in the middle of whatever mess you’re involved with, or may even help create one.

Physical Merits
Catlike Balance (2) (M3): -2 difficulty to rolls relating to balance.

Double-Jointed (1) (most): -2 difficulty on any roll involving flexibility.

Huge Size (4) (most): You are not a girly-man (or woman), and may be as tall as seven feet and weigh as much as 400lbs. You have an extra Bruised Health Level.

Light Sleeper (1) (S): You can function on very little sleep, and so are less likely to suffer penalties for losing sleep. You are also more likely to awaken quickly, and so may gain bonuses to Wits rolls when something may wake you up. The Vampire version (a 2 point Merit) allows you to be able to wake up more easily from Slumber and be awake during the day, regardless of Humanity score.

Longevity (2) (WPG2): You live long and prosper, and do not suffer aging effects until you are 65-70 years old (90 years old if you’re a Shifter).

Poison Resistance (2)(CL): You have an innate ability to resist the effects of many toxins. Roll Stamina to resist the effects of poison, level of difficulty 5 and up, depending on potence of the poison.

Physical Flaws
Addiction (1-3) (BOS): You are addicted to some substance, such as caffeine, nicotine, etc. You will start to crave the substance if you don’t get it often enough, and have to spend Willpower points to avoid giving in to the urge. The larger the flaw, the more dependent you are on the substance, and the worse things will happen if you don’t get what you need.

Allergic (1-3) (VPG2, BOS): You suffer from an allergy to some substance; a 1 pt. version inconveniences you and may increase difficulties in certain situations, the 3 pt. version means you have an incapacitating or even a potentially fatal reaction to the substance.

Aging (3) (S): Your get up and go has got up and went. Lower any one Physical attribute by one point. This Flaw maybe taken by a character every ten years past the age of 40 (60 or so for Werewolves and similarly long-lived creatures).

Deep Sleeper (1) (M3): Waking up is hard; getting you moving is hard enough (+2 difficulty to attempts to wake you), getting you comprehending what’s going on after you’re up isn’t much easier (+1 difficulty to all rolls during the scene). For Vampires, this makes it even harder to stir you during the day, and you may even sleep a good deal past sunset, regardless of Humanity score.

Deformity (3) (most): You have a withered limb, hunchback, or other physical defect which causes you difficulty in movement, as well as in some social interactions. Depending on the type and circumstance, difficulties can be raised on appearance and/or dexterity rolls.

Diminished Attributes (varies) (M3): Take back 3 freebies per attribute point you choose not to spend in character creation; for example, if you’re creating Dippy the Wonder Twerp and only want two points to spend in Mental Attributes instead of three, get 3 freebies.

Disfigured (2) (most): You have an injury or physical defect which makes you perfectly hideous; Appearance trait is automatically 0.

Lame (3) (most): Your legs are somehow permanently injured, and you suffer a -2 dice penalty to movement-related rolls.

Monstrous (3) (WPG2): You look like the very devil, maybe literally. Appearance automatically 0, and some people may take your appearance to believe you’re connected to some horrible yucky evil thing.

Mute (4) (most): You are physically unable to speak, and must communicate through writing or sign language (or perhaps telepathy, if you are capable of the skill and are in appropriate company).

One Arm (3) (most): Due to an unfortunate injury or birth-defect, you suffer a -2 dice penalty to rolls where an action would usually require two hands.

Paraplegic (6) (M3, other): You cannot move your legs and are confined to movement by wheelchair or similar apparatus.

Permanent Wound (3) (M3): For some reason, you have a wound that never heals, which is effectively a permanent lethal health level. If you repair the damage with magic/superscience, the wound re-opens by the next day.

Short (1) (most): You are well below average height, and have difficulty reaching high objects, seeing over things, etc. -2 dice penalty to pursuit rolls. On the up side, you may get bonuses to hiding attempts.

Sterile (1; may also be a merit) (S2, K:UH): You are incapable of reproducing. If you are in a society which expects you to have children (such as if you are Kinfolk), this is a flaw. You may, however, take this as a merit if you practice lots of sex magic or something in which being fertile may actually cause more problems for you than not.

Slow Healing (3) (M3): For some reason, your healing processes are slow, and you heal twice as slowly as others. Supernatural healing only repairs half the damage it normally would (round down).

Mage-Only Merits and Flaws (all found in Mage 3rd unless otherwise noted)
Avatar Companion (7 pt. merit):
Your Avatar has another, lesser Avatar connected to it, usually in the body of another person. This companion will be drawn to you and may remember past incarnations and have other information useful to you and your Avatar. Unless you buy points in Allies, this companion will be of no special use except be tied to your life cycle.

Conditional Magic (1-6 merit or flaw): There is a condition set to the functionality of your magical effects; they may work better or worse depending on certain circumstances, e.g. time of day, who you’re doing the magic on, etc. Difficulties may be raised or lowered by as much as 3 according to the circumstance; the degree of the merit or flaw depends upon how rare or common the circumstance is.

Echoes (1-5 pt Flaw): Your supernaturalness affects the world around you; for example, if you are a “witch” (Verbena, perhaps), milk sours in your presence or you cannot walk on hallowed ground. Severity of the flaw depends on how severe–and noticeable–the echoes are.

Phylactery (7 pt Flaw): Your Avatar is trapped in a place, object, or even living being, or perhaps even a concept, and you must be in contact with this vessel in order to perform magic.

Shattered Avatar (5 pt Merit): Your Avatar is fractured into pieces. The bad part is, you only have a fraction of your “soul,” and there may be unfortunate reasons why this is the case. The good part is, if you find the other pieces of your Avatar–perhaps they’re trapped in a phylactery or in the spirit world–your rating will grow. Unfortunately, the other piece of your Avatar may also be in a person, and you can’t add to your own rating until that person is dead…

Sphere Inept (5 pt. Flaw): You have terrible difficulty comprehending a particular sphere; it costs 25% more than normal (rounded up) to purchase new levels in that sphere. YOU MUST PLAN ON TAKING AND BUYING UP THIS SPHERE if you want this flaw; if you take this flaw and then never put points into the sphere, you’ve basically given yourself 5 freebie points for nothing, and no Storyteller should allow you that. You may only buy this flaw once.

Sphere Natural (5 pt Merit): You are really good with a particular sphere. Pay only three-quarters of the normal cost for raising a sphere level. This may be bought only once.

Sphere Restriction (1-4 pt Flaw) (original): For psychological or spiritual reasons, you cannot use a sphere effect on a particular thing, person, whatever. For example, you may only be able to use the sphere on yourself, but not on other people, or only use it on other people under certain circumstances. Level of flaw depends on restriction; using the previous example: cannot use sphere effect on other people, period: 4 pt. flaw; can use sphere on other people but only with their consent: 3 pt. flaw; can only use sphere on other person with their consent or in self-defense: 2 pt. flaw; can only use sphere on others in self-defense or beneficially, with or without consent (1 pt. flaw).

Weirdness (1-3 pt flaw) (BOS or S2): One of your Spheres has an “unsettling effect” attached to it. . . perhaps you broadcast random thoughts (or randomly receive others), or something to that effect.