New Merits by HST Seth

Due to the expanded systems in Sabbat, some merits are utilized to represent the world that ECC uses. Custom merits are allowed to be pitched to the staff and game as a whole, but for the most part, this is a list of merits that are generic and not limited to specific characters.

Acolyte (1-3 pts)
This merit is to reflect that you have been taught Sabbat Ritae in your background. 1 point means you have learned 3 of the Auctoritus Ritae; this usually includes Creation Rites, the Vaulderie, and one other. 2 points means you know all of the Auctoritus Ritae. 3 points means you know all the Auctoritus Ritae, Ignoblis Ritae, and have perhaps created 1 or 2 of your own for your pack. In game you can be taught Ritae for free--this merit represents having known them in your backstory.

Concentration (2-6 pts)
You are good at keeping yourself in check with distractions. For every 2 points in this merit, you negate a point of difficulty increase for anything that is considered a distraction. At 2 points, you negate +1 difficulty, at 6, you negate +3.

Industrious (3 points) [modern]
You are very good at time management and efficient scheduling, taking very few breaks and almost no time for yourself. While this does not actually give you more time in the day, it does allow more to be accomplished in the same amount of time. You gain downtime actions per day equal to a cainite of one agree category lower than you rather than the usual. Elders get Ancilla downtimes, Ancilla get neonates, neonates can't get this merit.This is considered a modern merit, and costs double for Elders

Pure Blood (3, 6, 9, 12, or 15 Point Merit)
While most Revenants are as limited as any other ghoul, in some exceptional cases the inbreeding works better and the power of the blood compounds upon itself producing a more powerful ghoul. Revenants with this merit reflect the pinnacle of the breeding program and by no means do all Revenants have any degree of this merit. This merit allows a Revenant character to learn higher levels of vampiric disciplines as though they were the vassals of Elders.

The 3-point version of this merit allows the Revenant to learn 2nd level disciplines. This is uncommon and unpredictable but has been seen to pop up in all Revenant lines on a regular basis. Approximately 1 in 50 Revenants will manifest this.

The 6-point version of this merit allows the Revenant to learn 3rd level disciplines. This is much rarer, but there are still many documented cases of its appearance in Revenant lines. Approximately 1 in 250 Revenants will manifest this.

The 9-point version of this merit allows the Revenant to learn 4th level disciplines. Only a handful of cases of this have ever been recorded over the course of the entire Revenant project. There are theories that there are more than have been recorded, but they simply do not know enough to tap their hidden potential. Approximately 1 in 1000 Revenants will manifest this.

The 12-point version of this merit allows the Revenant to learn 5th level disciplines. Only 5 Revenants in the history of the Revenant breeding programs have ever been recorded to have manifested this, but despite all attempts to breed them, the trait could not be predicted or controlled.

The 15-point version of this merit allows the Revenant to buy all disciplines at vampire costs rather than typical ghoul costs. There are no officially recorded examples of this level of Blood Purity ever manifesting in a Revenant in the entire history of the breeding project. There have been several reported cases and far more rumors flying around through the Tzimisce clan breeders, but each one has been systematically debunked. Still many Tzimisce breeders live in hope that one night they will be the one to find this holy grail and discover how to replicate the trait.

Elder Generation 5 [5 RP]
You are born of the 7th generation. This requires all your dots in generation to have already been bought and paid for. This allows you to begin the game at 7th generation, with access to all of the powers of a 7th generation. This is only available to those with the Elder Package


Inceptor 1 [14th gen non-caitiff: 20 RP; 14th gen: 15 RP; 14th Gen thinblood: 10RP; 15th Gen: 4RP]
For some reason, your blood runs a little more mutable than most. You are an inceptor and may create your own disciplines. This does not manifest in those more potent than the 14th generation, and runs the risk of loss each time you diablerize. At this point, your blood becomes as stagnant as anyone else's. This merit is only available to those with the Neonate package

- Inceptors learn their disciplines at 6x cost. They teach at 12x to non-inceptors.
- Every time an inceptor lowers their generation, they risk losing their inceptor merit. If you jump multiple generations at once, the percentages stack on top of one another, maxing at 99%. [15th gen Sarah eats 8th gen Tony. She is gaining 4 generations out of this--jumping to 11th. 40+30+20 = 90% chance to lose her merit] Inceptors inherently feel uncomfortable about diablerizing. They don't necessarily know why, but feel like it is sickening when they think of doing it themselves. This may not equate to philosophy [You can hate eating meatloaf but not judge others for liking meatloaf]

Roll a D100:
Going to:
13th gen: 40%
12th gen: 45%
11th gen: 50%
10th gen: 60%
9th gen: 70%
8th gen:85%
7th gen: 100%


Gen Lottery - 0 pts
You allow the staff to roll a D100 for your generation points. Wherever the D100 lands is your dots in the "Generation" background

Safe lottery:

01 - 40 : 13th
41 - 65 : 12th
66 - 80 : 11th
81 - 90 : 10th
91 - 97 : 9th
98 - 100 : 8th

Risky lottery:

01 - 05 : 15th
06 - 15 : 14th
16 - 35 : 13th
36 - 60 : 12th
61 - 75 : 11th
76 - 85 : 10th
86 - 93 : 9th
94 - 99 : 8th
100 : 7th

Past Diablerie 5 or 9
You've consumed a couple souls on your way to where you are now. Now you've got some of their power. Yippie!
For 5 freebies, you get one random discipline dot. For 9 freebies, you get two random discipline dots on your sheet. The staff with roll for you and assign your disciplines.

01-70 : Common 8
71 - 90 : Specific Discipline
91 - 100 : Rare Discipline

Shovelhead Merit 3 or 7 [One Less if you take the Flashbacks flaw, +2 Rarity if you do not have the Flashbacks flaw]
You were hit in the head with a shovel and woke up in a mass grave. You clawed your way up and out, over the bodies that are dead twice over. It was a harrowing experience.
For 3 freebies, you get one random discipline dot. For 7 freebies, you get two random discipline dots on your sheet. The staff with roll for you and assign your disciplines. Unfortunately, this also comes with the stigma of being a shovelhead. You get the negative status, -Shovelhead, which cannot ever be earned off. You take a +1 difficulty penalty to social checks with all Sabbat who do not have this status trait. This merit is not available to elders

01-70 : Common 8
71 - 90 : Specific Discipline
91 - 100 : Rare Discipline



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dustybuttons: LOUD NOISES! Jan 4, 2014 2:40:54 GMT
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HST Seth: Legit. Danke. Feb 26, 2014 1:02:27 GMT
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HST Seth: Dirty fucking caitiff. Aug 10, 2014 11:57:56 GMT
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Mark, HST: like Pandas! Aug 17, 2014 3:39:55 GMT
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