Nosferatu Merits

## Necropolis

### Bleak Annals (• to •••••)

For every dot in the Merit, choose one Skill Specialty to represent information contained in the Annals. At any time, any Nosferatu with dots contributing
toward the Necropolis can use the Bleak Annals and make a
Research roll (pp. 55-56, World of Darkness Rulebook). Success
on this roll allows the character to utilize the bonus from
the Skill Specialty as if it were his own for the rest of the night.

### Caldarium (••• or •••••)

At three dots, all Haunts within the Caldarium
gain +2 to rolls involving Expression, Persuasion, Socialize or
Subterfuge. In
addition, all present gain the Meditative Mind Merit.

At five
dots, the bonus increases to +3, and a dark serenity stays with
the Haunt even after he leaves the bathhouse. For the rest of
the night, he gains a +2 bonus against any kind of frenzy.

### Catacombs (• to •••••)

Characters must have dots in Catacombs or Status: Nosferatu to successfully navigate the catacombs. Characters with neither may attempt to find their way in the underground, by making a Wits + Investigation roll at -5.

### Dark Temple (••)

The Dark Temple can only be consecrated for the
Lancea Sanctum or the Circle of the Crone; to whom it provides
its benefits must be decided at the time of the points purchased.
The Storyteller may allow characters to actively attempt to “reconsecrate” the Dark Temple to their own faith.

The consecration provides two benefits: usage of either
Theban Sorcery or Cruac in this Dark Temple gain +1 to those
rituals, depending on whether the temple is sacred to the Crone
or the Dark Father. Also, those with Status in the appropriate
covenant gain +2 Social dice when speaking to those without
such Status while in the Dark Temple.

### Garbage Pit (••)

This merit has three effects:

* Nosferatu characters can roll 2 extra rolls more than their base dice pool when they make extended Craft rolls.
* Any Nosferatu with points invested in the Necropolis gains a +2 to Stealth rolls performed within the Garbage Pit.
* The Nosferatu are home amongst the trash, and gain +1 Initiative here.

### Labyrinth Guardians (•••)

Purchasing Labyrinth Guardians buys the Necropolis
a number of creatures that total up to 12 points of Size (which
could be six cats, six ravens, three dogs, a variable-Size swarm,
or some strange combination). They do bashing damage to vampires, and lethal damage to mortals. Those who possess dots in the
Necropolis Merit get a bit of a break. The beastly guardians recognize their own by sight, scent, or something altogether more
subtle and preternatural. However, if the character encounters
the Labyrinth Guardians, she must give to them a point of Vitae,
which they will sup upon and perhaps even share.

The swarm exists as a Size 6 “creature,” which
is also the radius in yards the swarm takes up.
For purposes of the above Merit, the swarm can
generally inﬂict one point of bashing damage to
anyone within its radius per turn. A swarm can
inﬂict more damage by condensing. A condensed swarm inflicts three lethal damage per turn (bashing to vampires). Condensing is also
representative of a visual horror: a leathery column
of bat wings whirling about, or a squirming parade
of biting centipedes overtaking itself as it tumbles
toward a victim.

Armor is effective against a swarm only if it covers
one’s full body, but even then it provides only half
its rating. In addition, targets are distracted by
the swarm, taking the Distracted Condition and suffering -2 dice on Perception and
concentration rolls while they are within the radius,
even if they’re not specifically attacked.
The swarm cannot be attacked with fists, clubs,
swords or guns. Only area-effect attacks such as a
torch or an appropriate poison affect it. Each point
of aggravated damage inﬂicted by a ﬂame or other
applicable attack halves the swarm’s Size. Once the
swarm is reduced to a two-yard radius, the swarm
is likely to disperse or ﬂee.

### Necropolis Specter (• to •••••)

The ghost has the following stats:

Willpower: 7
Morality: 4
Virtue: Choose any.
Vice: Choose any.
Initiative: 7
Defense: 4
Speed: 18 (species factor 10)
Size: 5
Corpus: 8

### Sepulchers (• to •••••)

Pick a Skill upon the purchase of
a Sepulcher. This Skill gains a bonus equal to dots purchased
when the character is present in the haven itself.

### Trapdoor (• to •••)

Using the Trapdoor for feeding purposes is a Strength + Brawl roll, with a bonus equivalent to dots purchased in Trapdoor. Using trapdoor deducts blood from the local feeding pool (be it territory feeding pool or Feeding Ground merit). A failed hunt using Trapdoor rarely, if ever, becomes a Masquerade risk. The feeding roll is penalized by the Territory's Awareness stat.

A Trapdoor can be found only by those looking for it:
it necessitates a Wits + Investigation roll, and this roll is penalized
by a number of dice equal to the dots purchased in Trapdoor. A
Necropolis can be home to several Trapdoors, meaning this Merit
can be purchased several times. A Haunt may even have her own
Trapdoor that other Nosferatu don’t know about.

### Jail (• to •••••)

A place to imprison captives. Dots in the Merit act as penalty to the captives' attempts to escape.
Also acts as a communal blood bank.

### Theater (• to •••••)

Grants a bonus to rolls for Expression or Nightmare by a number of dice equal to dots purchased.