MERROW
By Galliard (galliard@bellatlantic.net)
Description
This particular bloodline was believed to have branched off of the Gangrel. When the Merrow known as "The Sea Hag", the oldest known of this line (8thgeneration?) and supposed founder, is asked about this, she cackles and avoids the question. The line originated around 1780 in northern Scotland. While it has remained small (surely no more than 40), is has spread out some since its inception. There are known to be Merrow in Lake Pontchartrain in Louisiana, in the Chesapeake Bay, and even one in the waters off Easter Island. The bulk of the line that remains in Scotland has gained an unsavory reputation. They are believed to have formed alliances with various dark and dangerous parties, such as the Black Spiral Dancers and the Shadow Court.
Appearance
Most Merrow start out looking much as they did in life, but as they gain knowledge in the Nautika discipline their appearance starts to shift. With each dot their eyes become darker and their bodies more hairless. By rank 5, their eyes are totally black and their bodies are totally smooth. The hair they retain on their heads also has a tendency to take on a blue or green tinge, but this is not consistent with all members of the line. Also, at rank 1 all Merrows gain webbing between their fingers and toes. While this generally is not a problem towards Dexterity, the Storyteller may add +1 to the difficulty of certain feats that require a great deal of manual finesse.
Haven
Merrows almost universally maintain underwater havens. Some favor the wrecks of old ships, while others just seek out underwater caves. It has been known for some to have a few dry land stashes for items that they don't wish to get wet.
Background
Obviously they favor people who have some connection to the water. Fishermen, deep-sea divers, beachcombers, surfers and Navy SEALs have all been welcomed into this bloodline.
Disciplines
Fortitude, Nautika, Protean (While it is not considered a bloodline discipline, per se, Thaumaturgy is greatly sought after by many Merrow. The Sea Hag is quite adept at it, but rarely takes on apprentices).
Weaknesses
First off, there are the appearance changes mention above. These make it difficult to operate in mortal society, to say the least. More importantly though is that they need to be in the water that is their home. For each hour that a Merrow is out of water, she must make a Stamina (+Fortitude) roll or lose 1 from each Attribute. The difficulty starts at 6, and increase each hour by 1 to a maximum of 10. Lost stats are regained at a rate of 1/hour of complete submersion. If a Physical Attribute goes below 1, the vampire goes into torpor, if Intelligence or Wits goes below 1, the vampire goes into a Rötschreck that compels him to find water in which to submerge himself.
Organization
None really to speak of, though the Sea Hag can pretty much command any Merrow she comes across. Whether this is through respect, some Thaumaturgic ritual, or just plain good sense on the part of the younger vampire is unknown.
Quote
"So many of our kind ignore the waters. They have no idea of the life, secrets -- and power -- that they hold."
Flaws
Water Content Susceptibility: (1or 2 pt): Certain types of conditions in the water around you weaken you. You gain a +1 to all difficulties when in the particular water in question. This is a 1-pt flaw for a condition like fresh vs. salt water, or drastic changes in temperature, and a 2-pt flaw for polluted water.Increased Water Reliance (5 pt): You must start making your Stamina rolls for each minute that you remain out of water. It still takes you an hour to regain back each level of Attributes. Luck for you that the difficulty does not increase by 1 each minute, but stays a standard 6.
Susceptible to Fire (4 pt): You are easily dried out. You take twice the amount of damage from a fire as normal kindred, and difficulties to resist Rötshreck brought on by fire are increased by 1.
Merits
Friend to the Fishes (1 pt): If you learn the discipline Animalism, you gain an extra success anytime you use this power on any fish, crustacean or cephalopod. This does not apply to cetaceans.Decreased Water Reliance (3 pt): When you make your roll to remain out of the water, you do not have to increase the difficulty each hour. It stays a standard 6 for you. Also, once you have failed 2 such rolls, you do not need to make any more rolls. You still need to submerse yourself for 1 hour per stat level healed, though.
Stealth Swimmer (2 pt): Any attempt to notice or find you when you are in the water is increased in difficulty by 1.
Wet (4 pt): You are always moist to the touch. This wetness translates into the ability to use half of you Stamina (rounded up) to attempt to soak fire damage. As always, you may add Fortitude to this roll. This does not effect either Rötshreck or damage caused by sunlight.