Will of the Dynasty

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Will of the Dynasty
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{{Infobox Merit
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{{Infobox_Merit
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|Level1=3
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-
|Type=Vampire
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|Prerequisite=Vampire <br> [[House Membership]] •••
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|Source=The Invictus
|Source=The Invictus
|Pages=p. 188
|Pages=p. 188
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|Status=Allowed
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|Fixed=Yes
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|Type=Mental
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|Restriction=Vampire
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|Level1=3
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|Prerequisite=[[Prerequisite::House Membership]] •••
}}
}}
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'''Effect:''' This Merit reflects the degree to which identities
'''Effect:''' This Merit reflects the degree to which identities
begin to merge when Kindred become part of a cyclical
begin to merge when Kindred become part of a cyclical
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All rolls to compel the Kindred to take an action
All rolls to compel the Kindred to take an action
that threatens or endangers his House allies (through
that threatens or endangers his House allies (through
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Skills, Disciplines, magic or any other means) are automatically
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Skills, [[Disciplines]], magic or any other means) are automatically
modified as though the character had spent a
modified as though the character had spent a
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Willpower point. That is, either the character’s dice pool
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[[Willpower]] point. That is, either the character’s dice pool
to resist such compulsions gets a +3 bonus or the
to resist such compulsions gets a +3 bonus or the
character’s Resistance Trait is temporarily increased by 2.
character’s Resistance Trait is temporarily increased by 2.
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of his House attempts to betray, mislead or lie to him.
of his House attempts to betray, mislead or lie to him.
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{{characteristics}}
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{{Links|Cyclical Dynasty}}{{characteristics}}

Latest revision as of 16:44, 30 April 2016

Allowed Mental
The Invictus.jpg
The Invictus p. 188
Preq's House Membership •••
Level(s) ●●● (12XP)
Venue Vampire
Possessed By
This box: view · talk

Effect: This Merit reflects the degree to which identities begin to merge when Kindred become part of a cyclical dynasty. Telling (or forcing) the Kindred to do anything that would harm or betray a member of his House is tantamount to asking him to perform that same action against himself. Telling him to kill a member of his House is equivalent to telling him to commit suicide, for example.


All rolls to compel the Kindred to take an action that threatens or endangers his House allies (through Skills, Disciplines, magic or any other means) are automatically modified as though the character had spent a Willpower point. That is, either the character’s dice pool to resist such compulsions gets a +3 bonus or the character’s Resistance Trait is temporarily increased by 2. Likewise, the character gains these bonuses when a member of his House attempts to betray, mislead or lie to him.


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