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Larp:House Rules Proposals/Fall 2024
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===== New Merits ===== '''Ghoul Before Embrace (3 point merit)''' Your time as a ghoul prior to your embrace gave you advantages over your fellows. Not all kindred who were ghouls prior to being Embraced have this merit, however. You automatically learn the first dot of Celerity or Potence, and may learn the first three dots of Celerity, Potence, and Fortitude as if they were in-clan disciplines. '''Shifter / Fey / Wraith / Kindred Companion (3 point Merit)''' You have a supernatural friend and ally. They, for some reason, are willing to help you. It is likely they will want something in return, however. Mage companions are not sanctioned for play. This NPC should have a sheet that is managed by the narrator team. In general, you will not have control over the expenditures or decisions of your supernatural ally. The supernatural companion’s powers should scale with the character accordingly. Other supernatural ally types may be allowed at narrator team discretion. '''Clan Friendship (1 point merit)''' This merit is meant to be purchased at character creation. You have a special relationship with another clan, and your reputation with them is very good. Members of that clan know of your reputation, and should treat you accordingly. However, if the reputation sours, you might lose this merit. '''Clan Adoption (3 point Merit)''' This merit is meant to be purchased at character creation. You have, with the permission of a powerful or influential member of a clan, been accepted into that clan. You are, for all social purposes, a member of that Clan. You are welcome at those clan gatherings and beholden to that Clan’s leaders. You similarly lose the social privileges of your former clan, but still suffer their clan weakness. '''Special Gift (1-5 point Merit)''' This merit is meant to be purchased at character creation. You have a special item you have acquired. How you acquired this item should be a part of your background story. The item may have special abilities or qualities. This item must be approved by the narrator team prior to play. '''Netrunner (3 point Merit)''' The future is now. You have spent a significant amount of time immersed in technology, making you a formidable force in the world of computers. As a result, you have effectively become a technomancer, but not through thaumaturgical means. You may purchase the first 4 dots of Thaumaturgy: Path of Technomancy at Out-of-Clan costs as if you had a teacher. You may not teach this discipline to others. This merit does not confer any of the telltale signs of Thaumaturgy, nor does it grant the ability to learn thaumaturgical rituals. To utilize these powers, you must either possess an electronic device specialized in Technomancy, or a 1-dot Cybernetic representing a netrunner deck. Different creatures fuel these abilities differently: Vampires spend blood, Garou spend gnosis, Changelings spend Glamour, Wraiths spend pathos, and all other supernatural types spend Willpower. '''Lead Head (2 point Merit)''' You are more accustomed than most Vampires to the application of cybernetics. The extra beast traits suffered from Cybernetics (See “Transhumanism” in the Cybernetics section) is reduced by 2. However, you are still restricted to a total of 9 dots of cybernetics.
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