Advantages

This page documents all Advantages and the nature of them. They are loosely grouped by which Mortals and Immortals can use them, and which they are related to, with each group containing sub-categories, such as Vampires' Advantages containing the "Bonding" category, related to the Blood Bond. Each Advantage is either described as a Background or a Merit/Flaw. Flaws are Merits which run negative and subtract from the overall value of the Advantage.

You create an Advantage first by determining the relevant fiction; Thus, you may have the Advantage of "Nightclub Owner." This Advantage is then comprised of Backgrounds, Merits, and Flaws assembled together to fit the fiction, with their total cost being the "Value" of the Advantage, and what determines it's final price, if being bought with experience points. Nightclub Owner, for example, may provide Resources and a Base with accompanying merits and flaws, but might also include Enemies, Notoriety, and a Dark Secret.

General Advantages
These Advantages are available unless otherwise stated by an individual Splat.

Appearance
Not all people look like actors on the CW network. Some of them look even better. And some, of course, look far worse. These modifiers only apply when you can be seen. The Storyteller rules whether these modifiers apply during Social combats on a conflict-by-conflict (or even pool-by-pool) basis.


 * Flaw: (••) Repulsive: You lose two dice from all relevant Social dice pools.
 * Flaw: (••) Too Familiar: You are often subject to a case of mistaken identity. You are subject to the Enemies (••) Background, however rather than a specific foe, this represents people who think you're the target of their wrath.
 * Flaw: (•) Ugly: You lose one die from all relevant Social dice pools.
 * Merit: (•) A Face: You have an oddly generic appearance, looking familiar yet unimportant to most people. You add two extra dice when attempting to remain unnoticed in groups.
 * Merit: (••) Beautiful: You add one extra die to all appropriate Social dice pools.
 * Merit: (•••) Stunning: You add two extra dice to all appropriate Social dice pools.

Linguistics
You speak the language of your home town, and the language of the chronicle setting. If they are the same, you may be allowed a second language regardless.


 * Flaw: (••) Illiterate: You can't read or write. Your Science and Technology cannot be raised above 1, and you cannot take specialties in them.
 * Flaw: (•) Bad With Words: You aren't the most elegant speaker to say the least. You lose two dice when attempting to sway a party with eloquent words.
 * Merit: (+) Learned: Each point of Learned allows you to speak, read, and write an additional language.
 * Merit: (••) Occult Writings: You add three extra dice to all appropriate pools made to decode ancient and/or mystical speech or text into another language or medium.

Mystic Quirks
Many people have a sort of mystical oddity about them, without being a supernatural being. These can be positive or negative, and are just as often tied to a physical act as nothing at all.



Physical Quirks
Many people's bodies simply work differently. Others have modified their body, or trained it to do strange things over time.


 * Flaw: (••) Fragile: Your Health is merely equal to your Stamina. You could be injured by a strong breeze on a bad day.
 * Flaw: (••) Three Left Feet: You are utterly without grace in your movements. You lose two dice from all rolls related to being physically swift or graceful, and your Dexterity cannot be raised above 3 through conventional means.
 * Flaw: (•) Feeble: Your body is somewhat frail and weak, or at least it very much appears that way. You lose one die from all rolls which rely on your physical might, or the appearance of said might.
 * Merit: (+) Adaptation: You have built up your body's resistance to poisons and toxins. You add dice equal to this Merit's level to all rolls to resist alcohols, poisons, diseases, or other such dangers.
 * Merit: (•) Robust: At the beginning of each session, you remove two extra points of Superficial Health damage.
 * Merit: (•••) Legendary Physique: When you roll your Strength, Dexterity, or Stamina, you may reroll dice upto the relevant attribute at no cost.
 * Merit: (•••••) Unbreaking Body: Your body is incredible, bordering on truly unnatural (And perhaps it is). All conventional weapons, upto and including incendiary explosives, deal non-halved Superficial damage, rather than aggravated. Magical sources of harm can still be aggravated.



Psychological Quirks

 * Flaw: (+) Charm Junkie: Your mind is, for whatever reason, content and calm while being controlled. You lose dice to resist mind control equal to the strength of this Flaw. If this only applies to certain sources of control, such as a vampiric Blood Bond, you lower the level of this Flaw by 1.
 * Merit: (+) Charm Resistance: Your mind is especially resistant to mind control. You add dice to resist mind control equal to the strength of this Merit. If this only applies to certain sources of control, such as a vampiric Blood Bond, you lower the level of this Merit by 1.
 * Merit: (•••••) Unswaying Mind: You are immune to all direct attempts at mind control. This does not protect you against people manipulating your emotions or reading your thoughts, but any direct attempt at changing your thoughts simply fails.



Social Quirks
Many Mortals and Immortals alike are trained in the art of people. Reading people, knowing people, manipulating people. You could be like them, or the exact type of person they would target.

Bonding

 * Flaw: (••) Bondslave: You are highly succeptible to being Blood Bound by a Vampire. You are bonded after a single dose, rather than 3.
 * Flaw: (•) Long Bond: While Blood Bonded, the bond loses strength every 3 months, instead of each month.
 * Merit: (•) Short Bond: While Blood Bonded, the bond loses strength every two weeks, instead of each month.
 * Merit: (•••) Unbondable: You cannot be Blood Bound.

Feeding

 * Flaw: (••)