Merits & Flaws
Merits and
Flaws are options Traits that a Storyteller may choose to include, or prohibit,
in her chronicle. Properly used, Merits
and Flaws help players create and individualize their characters. Merits are special abilities or
advantages that are rare or unique in the general Kindred population, while Flaws
are liabilities or disadvantages that pose challenges to a character’s nightly
existence. These Traits can provide
player characters with added depth and personality, but Storytellers should be
careful to ensure that any Traits chosen will not adversely influence the
course of the chronicle or give one character an unfair advantage over the
rest.
Merits and
Flaws can be selected only during character creation and are purchased using
freebie points. Each Merit has its own
point cost, while each Flaw has a point value which adds to the amount of
freebie points a player can spend during the creation process. A character may take as many Merits as the
player can afford, but no character may have more than seven points’ worth of
Flaws (which would give a character a total of 22 freebie points to spend in
other areas).
Merits and Flaws are divided into four categories: physical, mental, social and
supernatural. The physical category describes
Merits or Flaws that deal with a character’s physical makeup or abilities,
while the mental category addresses intellectual abilities or patterns of
behavior. The social category comprises
relationships and individual status in Kindred or mortal society, while
supernatural Merits and Flaws concern the paranormal abilities of vampires and
the way they interact with the physical world.
Storytellers are encouraged to create their own Merits or Flaws, ones
appropriate to their chronicles.
Physical
|
|||
14th Generation |
Daredevil |
Friendly Face |
One Eye |
Acute Sense |
Deaf |
Glowing Eyes |
Open Wound |
Addiction |
Deformity |
Hard of Hearing |
Paraplegic |
Allergic |
Disease Carrier |
Huge Size |
Permanent Fangs |
Ambidextrous |
Disfigured |
Infectious Bite |
Permanent Wound |
Baby Face |
Double-jointed |
Infertile Vitae |
Selective Digestion |
Bad Sight |
Dulled Bite |
Lame |
Short |
Blind |
Early Riser |
Lazy |
Slow Healing |
Blush of Health |
Eat Food |
Misplaced Heart |
Smell of the Grave |
Bruiser |
Efficient Digestion |
Monstrous |
Thin-Blooded |
Catlike Balance |
Enchanting Voice |
Mute |
Twitch |
Child |
Flesh of the Corpse |
One Arm |
Vulnerability to Silver |
Mental
|
|||
Absent-Minded |
Deep Sleeper |
Nightmares |
Thirst for Innocence |
Amnesia |
Eidetic Memory |
Phobia |
Time Sense |
Calm Heart |
Flashbacks |
Precocious |
Unconvinced |
Code of Honor |
Guilt-Wracked |
Prey Exclusion |
Useful Knowledge |
Coldly Logical |
Impatient |
Short Fuse |
Vengeful |
Common Sense |
Introspection |
Shy |
Victim of the Masquerade |
Computer Aptitude |
Iron Will |
Soft Hearted |
Weak-Willed |
Concentration |
Light Sleeper |
Speech Impediment |
|
Confused |
Lunacy |
Stereotype |
|
Conspicuous Consumption |
Natural Linguist |
Territorial |
|
Social
|
|||
Alternate Identity |
Escaped Target |
Mistaken Identity |
Red List |
Blood Hunted |
Expendable |
Mole |
Rep |
Boon |
Failure |
Narc |
Rising Star |
Botched Presentation |
Former Ghoul |
Natural Leader |
Rival Sires |
Bound |
Former Prince |
New Arrival |
Sabbat Survivor |
Broken Bond |
Friend of the Underground |
New Kid |
Sanctity |
Bullyboy |
Harmless |
Old Flame |
Scholar of Enemies |
Catspaw |
Harpy |
Old Pal |
Scholar of Others |
Clan Enmity |
Holder of Office |
Open Road |
Sheriff's Friend |
Clan Friendship |
Hunted |
Overextended |
Sire's Resentment |
Dark Secret |
Hunted Like a Dog |
Prestigious Sire |
Sleeping With the Enemy |
Debt of Gratitude |
Incomplete Understanding |
Primogen |
Special Responsibility |
Disgrace to the Blood |
Infamous Sire |
Primogen Friendship |
Sympathizer |
Domain |
Laughingstock |
Probationary Sect Member |
Uppity |
Elysium Regular |
Loathsome Regnant |
Protégé |
|
Enemy |
Masquerade Breaker |
Recruitment Target |
|
Supernatural
|
|||
Additional Discipline |
Deceptive Aura |
Inoffensive to Animals |
Oracular Ability |
Beacon of the Unholy |
Destiny |
Light-Sensitive |
Repelled by Crosses |
Can't Cross Running Water |
Eerie Presence |
Lord of the Flies |
Repulsed by Garlic |
Cast No Reflection |
Faerie Affinity |
Lucky |
Spirit Mentor |
Cold Breeze |
Grip of the Damned |
Magic Resistance |
Touch of Frost |
Cursed |
Guardian Angel |
Magic Susceptibility |
True Faith |
Danger Sense |
Haunted |
Medium |
True Love |
Dark Fate |
Healing Touch |
Nine Lives |
Unbondable |
Deathsight |
Hidden Diablerie |
Occult Library |
|
Illiterate |
Diabolic Sire |
Berserker |
Jack-of-All-Trades |
Insane Sire |
Compulsion |
Pitiable |
Notoriety |
Driving Goal |
|
Pawn |
Hatred |
|
Special Gift |
Higher Purpose |
|
Twisted Upbringing |
Intolerance |
|
|
Low Self-Image |
|
|
Overconfident |
Legend:
·
VtM Core = Vampire the Masquerade core book
·
Camarilla = Guide to the Camarilla
·
Sabbat = Guide to the Sabbat
·
LotN = Laws of the Night
14th Generation (2-pt
Flat – VtM Core)
You were created five or fewer years ago by a member of the 13th
generation. Though you have 10 blood points
in your body, only eight of them may be used to heal wounds, power Disciplines,
raise Attributes, etc. Obviously,
taking this Flaw precludes you from taking the Generation Background, and you
may not start with Status, either. You
are likely a clanless Caitiff, for your blood is probably too thin to pass down
the distinguishing characteristics of a clan.
Most 14th-generation vampires should also take the Thin Blood Flaw.
Acute Sense (1-pt Merit – VtM Core)
One of your senses is exceptionally sharp, be it sight,
hearing, smell, touch or taste. The
difficulties for all tasks involving the use of this particular sense are
reduced by two. This Merit can be
combined with the Discipline Auspex to produce superhuman sensory acuity.
Addiction (3-pt Flaw
– VtM Core)
You suffer from an addiction to a substance, which must now be
present in the blood you drink. This
can be alcohol, nicotine, hard drugs or simply adrenaline. This substance always impairs you in some
fashion (see “Poisons and Drugs, p. 231, for particulars).
Allergic (1-3-pt
Flaw – LotN)
You are allergic to some substance in a manner not unlike
mortal allergies. While you do not get
hives or sneeze, you are incapacitated by your reaction. If the substance was in the blood you drank,
the reaction will be very strong, though touch alone is enough to disturb
you. If it was in the blood, you will
be three bids down on all challenges for 20 minutes. If you just touched it, the penalty is reduced to one bid. Choose from the list below or make up the
substance to which you are allergic.
·
Plastic: 1 point
·
Illegal Drugs: 2 points
·
Alcohol: 2 points
·
Metal: 3 points
Ambidextrous (1-pt Merit – VtM Core)
You have a high degree of off-hand dexterity and can perform
tasks with the “wrong” hand at no penalty.
You must still use the rules for taking multiple actions, but will not
suffer a difficulty penalty if, say, you use two weapons or are forced to use
your off hand.
Baby Face (1-pt Merit – LotN)
You look more human than other vampires, enabling you to fit in
the human world much more easily. Your
skin is pink, you never really stopped breathing (even though you don’t need
to) and even sneezing comes naturally.
You can make your heart beat as long as you have at least one Blood
Trait. Nosferatu cannot take this
Merit.
Bad Sight (1- or
3-pt Flaw – VtM Core)
Your sight is defective.
The difficulties of any die rolls involving the use of your eyesight are
increased by two. As a one point Flaw,
this condition can be corrected with glasses or contacts; as a three-point
Flaw, the condition is too severe to be corrected.
You cannot
see. Characters can compensate for the
loss of vision by becoming more sensitive to other sensory input, but visual
cues and images are lost to them.
Actions involving hand-eye coordination are very difficult to perform,
especially under stressful conditions.
Difficulties of all Dexterity-based rolls are increased by two. Oddly, vampires with Level Two Auspex (Aura
Perception) area still able to use this ability, though the information is
interpreted via the other senses.
Blush of Health (2-pt
Merit – VtM Core)
You look more hale and healthy in appearance than other
vampires, allowing you to blend with human society much more easily. You still retain the color of a living
mortal, and your skin feels only slightly cool to the touch.
Your
appearance is sufficiently thuglike to inspire fear or at least disquiet in
those who see you. While you’re not
necessarily ugly per se, you do radiate a sort of quiet menace, to the
point where people cross the street to avoid passing near you. You are at –1 difficulty on all Intimidation
rolls against those who have not demonstrated their physical superiority to
you.
Catlike Balance (1-pt Merit – VtM Core)
You possess an innately perfect sense of balance. Characters with this Merit reduce
difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk
along a narrow ledge) by two.
Child (3-pt Flaw
– VtM Core)
You were a small child (between five and 10 years old) at the
time of your Embrace, leaving your Physical Attributes underdeveloped and
making it difficult to interact with some aspects of mortal society. You may not have more than two dots in
Strength or Stamina, except when raising Physical Attributes with blood points,
and the difficulties of all die rolls when attempting to direct or lead mortal
adults are increased by two. Characters
with this Flaw must also purchase the Short Flaw.
Daredevil (3-pt Merit – VtM Core)
You are good at taking risks, and even better at surviving
them. When attempting exceptionally
risky actions (such as leaping from one moving car to another), characters with
this Merit add an additional three dice to their rolls, and negate a single
botch die that may result from such a roll.
Generally, such actions must be at least difficulty 8 and have the
potential to inflict at least three health levels of damage if failed.
You cannot
hear. While you may ignore some
applications of Dominate, you may not listen to electronic or vocal media, and
the difficulties of many Alertness rolls are increased by three.
Deformity (3-pt
Flaw – VtM Core)
You have some kind of deformity – a misshapen limb, hunchback,
clubfoot, etc. – which affects your physical abilities and interactions with
others. A hunchback, for instance,
would lower a character’s Dexterity by two dots and increase the difficulty of
die rolls relating to social skills by one.
It is the responsibility of the Storyteller to determine the specific
effects of the deformity chosen.
Your blood
carries a lethal and highly contagious disease. The disease can be anything from rabies to HIV, and Kindred who
drink your blood have a 10 percent chance of becoming a carrier as well. You must spend an extra blood point each
night on awakening, or you will begin manifesting symptoms of the disease
(increased chance to frenzy from rabies, reduced soak rolls for HIV, etc.).
Disfigured (2-pt
Flaw – VtM Core)
A hideous disfigurement makes your appearance disturbing and
memorable. The difficulties of all die
rolls relating to social interaction are increased by two. You may not have an Appearance rating greater
than 2.
Double-jointed (1-pt
Merit – LotN)
You are unusually supple. You are one bid up on all Physical
Challenges requiring body flexibility.
Squeezing through a tiny space is one example of a use for this Merit.
For some
reason your fangs never developed fully – they may not have manifested at
all. When feeding, you need to find
some other method of making the blood flow.
Failing that, you must achieve double the normal number of successes in
order to make your bite penetrate properly.
A number of Caitiff and high-generation vampires often manifest this
Flaw.
Early Riser (1-pt Merit – Sabbat)
No one can explain it, but you seem to have the ability to
exist on less rest than your fellow packmates, tending to rise at least one
hour before everyone else. You always
seem to be the first to rise and the last to go to bed even if you’ve been out
until dawn. While your packmates may
still be groggy, you tend to be awake and aware.
Eat Food (1-pt
Merit – VtM Core)
You have the capacity to eat food and even savor its
taste. While you cannot derive any
nourishment from eating regular foods, this ability will serve you well in
maintaining the Masquerade. Of course,
you can’t digest what you eat, and there will be some point during the evening
when you must force yourself to heave it back up.
Efficient Digestion (3-pt
Merit – VtM Core)
You are able to draw more than the usual amount of nourishment
from blood. When feeding, you gain an
additional point to your blood pool for every two points of blood you
consume. This does not allow you to
exceed your blood pool maximum.
Enchanting Voice (2-pt Merit – VtM Core)
There is something about your voice that others cannot
ignore. When you command, they are
cowed. When you seduce, they
swoon. Whether thunderous, gentle,
persuading or simply talking, your voice commands attention. The difficulties of all die rolls involving
the use of the voice to persuade, charm or command are reduced by two.
Your flesh
does not fully regenerate itself once it is damaged. While you are able to heal yourself to the point of regaining
full functionality, your skin still retains the cuts, tears, bullet holes,
etc., which you have incurred.
Depending on the nature of the damage, this Flaw will make social
dealings exceedingly difficult.
You have a
face that reminds everyone of someone, to the point where strangers are
inclined to be well-inclined toward you because of it. The effect doesn’t fade if you explain the
“mistake,” leaving you at –1 difficulty on all appropriate Social-based rolls
(yes for Seduction, no for Intimidation, for example) when a stranger is
involved. This Merit only functions on
a first meeting.
You have
the stereotypical glowing eyes of vampire legend, which gives you a –1
difficulty on Intimidation rolls when you’re dealing with mortals. However, the tradeoffs are many; you are a
walking tear in the Masquerade and must constantly disguise your condition (no,
contacts don’t cut it); the glow impairs your vision and puts you at +1
difficulty on all sight-based rolls (including the use of ranged weapons); and
the radiance emanating from your eye sockets makes it difficult to hide (+2
difficulty to Stealth rolls) in the dark.
Hard of Hearing (1-pt
Flaw – VtM Core)
Your hearing is defective.
The difficulties of any die rolls involving the use of hearing are
increased by two.
Huge Size (4-pt
Merit – VtM Core)
You are abnormally large in size, at least 6’ 10” and 300
pounds in weight. Aside from making you
extremely noticeable in public, this extra mass bestows an additional Bruised
health level. Characters with this
Merit may also gain bonuses to push objects, open barred doors, avoid being
knocked down, etc.
Infectious Bite (2-pt
Flaw – VtM Core)
You lack the enzymes that allow most Kindred to seal the wounds
caused by their feeding. You may not
automatically lick the wounds of your feeding closed. In fact, your bites have a one in five chance of becoming
infected and causing the mortal victims to become seriously ill. The precise nature of the infection is
determined by the Storyteller.
Infertile Vitae (5-pt Flaw – Sabbat)
During your Embrace, something went
horribly wrong causing your blood to mutate under the stress of dying and
rising again. All those you try to
Embrace die. No matter what you do, you
may not create any childer. However,
your blood can still be used in the Vaulderie or for any other vampiric need,
including making ghouls.
Lame (3-pt Flaw – VtM Core)
Your legs are damaged, which prevents you from running or
walking easily. You are forced to walk
with a cane or possibly leg braces, and have a pronounced limp to your
stride. Your walking speed is
one-quarter that of a normal human, and running is impossible.
Lazy (3-pt Flaw – Sabbat)
You are simply laze, avoiding anything
that requires effort on your part.
Preferring to let others do the hard work, you lounge around. For any action that requires preparation,
there’s a good chance you didn’t properly prepare. Difficulty rolls for spontaneous Physical actions (including
combat, unless it’s part of a planned offensive) increase by one.
Misplaced Heart (2-pt Merit – LotN)
Your heart has actually moved within your body, though no more
than two feet from its original position near the middle of your chest. Those who attempt to stake you find it very
difficult to find the right locations (which should be your most tightly
guarded secret).
Monstrous (3-pt
Flaw – VtM Core)
Your physical form was twisted during the Embrace, and now
reflects the Beast that rages inside you.
Characters with this Flaw appear to be savage monsters and have
Appearance ratings of zero. Even
Nosferatu have difficulty interacting with such individuals.
Mute (4-pt
Flaw – VtM Core)
You cannot speak. You may communicate with the Storyteller and
describe your actions but cannot talk to player or Storyteller characters
unless everyone concerned uses Linguistics dots to purchase a commonly
understood sign language or you write down what you wish to say.
One Arm (3-pt Flaw – LotN)
You have only one arm – choose which, or determine randomly at
character creation. You lost your arm
before the Embrace and thus are accustomed to using your remaining hand, so you
suffer no offhand penalty. However, you
do suffer a two bid penalty to any test where two hands would normally be
needed to perform a task. If you have
two arms, when acting this part, one should hang limp at your side or be tied
behind your back.
One Eye (2-pt
Flaw – VtM Core)
You have only one eye – which eye is missing is up to you. The difficulties of all Perception rolls
involving eyesight are increased by two, and the difficulties of all die rolls
requiring depth perception are increased by one (this includes ranged combat).
You have
one or more wounds that refuse to heal, and which constantly drip blood. This slow leakage costs you an extra blood
point per evening (marked off just before dawn), in addition to drawing
attention to you. If the wound is
visible, you are at +1 difficulty for all Social-based rolls. For two points, the Flaw is simply unsightly
and has the basic effect mentioned above; for four points the seeping wound is
serious or disfiguring and includes the effects of the Flaw Permanent Wound.
Paraplegic (5-pt
Flaw – LotN)
You can hardly move without assistance,
such as a pair of crutches or a wheelchair.
Even then it can be painful and cumbersome to do so. The Storyteller and you should take care to
roleplay this Flaw correctly, no matter how difficult it makes things. A character may not take this Flaw along
with the Merit: Double-jointed.
Your fangs
do not retract, making it impossible for you to hide your true nature. While some mortals may think you’ve had your
teeth filed or are wearing prosthetics, sooner or later you’re going to run
into someone who knows what you truly are.
You are a constant threat to the Masquerade, and other Kindred may take
steps to prevent a breach from ever occurring.
You are also limited to an Appearnace rating of 3 at most.
Permanent Wound (3-pt
Flaw – VtM Core)
You suffered injuries during your Embrace which your
transformation somehow failed to repair.
At the beginning of each night, you rise from sleep at the Wounded
health level, though this may be healed by spending blood points.
Selective Digestion (2-pt
Flaw – LotN)
You can digest only certain types of
blood. You can choose whether you can
drink only cold blood (the blood of a dead person), blood with the taste of
fear (found in blood only in moments of terror), blood with the taste of joy,
or perhaps only certain blood types (A+, O-, etc.). Ventrue characters may not take this Flaw, since they already
have something like it through their clan weakness.
Short (1-pt
Flaw – VtM Core)
You are well below average height – four and a half feet tall
or less. You have difficulty reaching
or manipulating objects designed for normal adult size, and your running speed
is one-half that of a normally proportioned human.
Slow Healing (3-pt
Flaw – VtM Core)
You have difficulty healing wounds. It requires two blood points to heal one health level of normal
damage, and you heal one health level of aggravated damage every five days (plus the usual five
blood points and Willpower expenditure).
Smell of the Grave (1-pt
Flaw – VtM Core)
You exude an odor of dampness and newly turned earth, which no
amount of scents or perfumes will cover.
Mortals in your immediate presence become uncomfortable, so the
difficulties of all Social rolls to affect mortals increase by one.
Your blood
is thin, weak and does not sustain you well.
All blood point costs are doubled (e.g., using blood-related Disciplines
or healing damage), and you are unable to create a blood bond. Furthermore, efforts to sire other vampires
succeed only 20% of the time.
You have
some sort of repetitive motion that you make in times of stress, and it’s a
dead giveaway as to your identity.
Examples include a nervous cough, constantly wringing your hands,
cracking your knuckles and so on. It
costs one Willpower to refrain from engaging in your twitch.
Vulnerability to Silver (2-pt
Flaw - Sabbat)
To you, silver is as painful and as deadly as the rays of the
sun. You suffer aggravated wounds from
any silver weapons (bullets, knives, etc.) and the mere touch of silver objects
discomfits you.
Absent-Minded (3-pt Flaw, LotN)
Though you do not forget such things as Knowledges or Skills,
you do forget names, addresses and when you last ate. In order to remember anything more than your own name and the
location of your haven, you need to spend a Willpower Trait.
Amnesia (2-pt Flaw – VtM Core)
You are unable to remember anything about your past, yourself
or your family, though your past might well come back to haunt you. Your origins and the circumstances behind
your amnesia are for the Storyteller to determine, and she is encouraged to
make it as interesting as possible.
Calm Heart (3-pt Merit – VtM Core)
You are naturally calm and do not easily fly off the
handle. You receive two extra dice when
attempting to resist a frenzy. Brujah
may not take this Trait.
Code of Honor (2-pt Merit – VtM Core)
You have a personal code of ethics to which you adhere. The specifics of this code must be worked
out with the Storyteller prior to play, and the character must follow it
strictly. Characters with this Merit
gain two additional dice to all Willpower or Virtue rolls when acting in
accordance with their code (e.g., defending the helpless) or when attempting to
avoid situations that might force them to violate their code.
Coldly Logical (1-pt Merit – Camarilla)
While some might refer to you as a “cold fish,” you have a
knack for separating factual reporting from emotional or hysterical
coloration. You may or may not be
emotional yourself, but you can see clearly when others are clouding the facts
with their feelings (-1 difficulty on all Sense Deception and related rolls).
Common Sense (1-pt Merit – VtM Core)
You have a significant amount of practical, everyday
wisdom. Whenever the character is about
to act in a way contrary to common sense, the Storyteller can make suggestions
or warnings about the implications of said action. This is a very useful Merit to give to beginning players
unfamiliar with the game.
Computer Aptitude (2-pt Merit – Camarilla)
You are familiar with and talented in the uses of computer
equipment. Other Kindred may not
understand computers, but to you they are intuitive. All rolls involving computers are at –2 difficulty for you.
Concentration (1-pt Merit – VtM Core)
You have the ability to focus your mind and shut out any
distractions or annoyances. Characters
with this Merit are unaffected by any penalties stemming from distracting
circumstances (e.g., loud noises, strobe lights, hanging upside down).
Confused (2-pt Flaw – LotN)
You are often confused, and the world seems to be a very
distorted and twisted place. Sometimes
you are simply unable to make sense of things.
You need to roleplay this behaviour all the time to a small degree, but
your confusion becomes especially strong whenever stimuli surround you (such as
when a number of different people talk all at once, or you enter a nightclub
with loud, pounding music). You may
spend Willpower to override the effects of your confusion, but only
temporarily.
Conspicuous Consumption (4-pt
Flaw – VtM Core)
It is not enough for you to draw nourishment from the blood of
mortals – you believe you must also consume your victim’s heart, liver and
other blood-rich tissue. Of course,
this will necessitate the deaths of all your victims (unless you are extremely
creative), which might lead to numerous problems with the Masquerade and
maintaining Humanity. Characters with
this Flaw must additionally purchase the Eat Food Merit.
Deep Sleeper (1-pt Flaw – VtM Core)
When you sleep, it is very difficult for you to awaken. The difficulty of any die roll to awaken
during the day is increased by two.
Eidetic Memory (2-pt Merit – VtM Core)
You remember, with perfect detail, things seen and heard. Documents, photographs, conversations, etc.,
can be committed to memory with only minor concentration. Under stressful conditions involving
numerous distractions, you must make a Perception + Alertness roll (difficulty
6) to summon enough concentration to absorb what your senses detect.
Flashbacks (6-pt Flaw – Sabbat)
You managed to make it through the Creation Rites, but not
wholly intact. The most insignificant
thing can throw you into a different mood or state of mind. Your behavior is extremely
unpredictable. Because of your
precarious emotional state, your Willpower fluctuates. At the beginning of each story, make a
Willpower roll (you may not spend Willpower for an automatic success,
obviously). If you succeed, you may
participate in the story as normal. If
you fail, however, your Willpower is considered to be 1 for the duration of
that session. You may roll again at the
beginning of the next session to see if you regain your wits.
Guilt-Wracked (4-pt Flaw – Camarilla)
You simply cannot come to grips with the fact that you must
drink blood to survive. You suffer
horrible guilt over each time you feed (roll Conscience, difficulty 8, or else
frenzy every time you feed) and try to avoid doing so as much as possible. This means that you rarely have much blood
in your system, leaving you vulnerable to both attacks and hunger-based
frenzies.
Impatient (1-pt Flaw – Camarilla)
You have no patience for standing around and waiting. You want to do things now, and the Devil take the
hindmost. Every time you are forced to
wait around instead of acting, a Self-Control roll is required to see if you go
haring off on your own instead.
Introspection (1-pt Merit – Sabbat)
You have keen insight into the ulterior motives of all your
actions. Through this nightly exercise,
you also have incredible insight into the underlying motives of others’
actions. Add two dice to your
Perception dice pool when you must take an action against someone with the same
Nature or Demeanor as you.
Iron Will (3-pt Merit – VtM Core)
When you are determined and your mind is set, nothing can
thwart you from your goals. When you
are affected by a Dominate power, you may spend a point of Willpower to shake
off the effects. In addition, you receive
three extra dice to resist the effects of any mind-altering magic, spell or
Thaumaturgy path. This Merit does not
affect Presence or other powers dealing with the emotions.
Light Sleeper (2-pt Merit – VtM Core)
You can awaken instantly at any sign of trouble or danger, and
do so without any sleepiness or hesitation.
You may ignore rules regarding how Humanity/Path restricts the number of
dice available during the day.
Lunacy (2-pt Flaw – VtM Core)
You are affected by the phases of the moon, increasing your
chances to frenzy. Under the crescent
moon, difficulties to avoid frenzy increases by one. Under the half or gibbous moon, difficulties rise by two. When the moon is full, difficulties increase
by three.
Natural Linguist (2-pt Merit – VtM Core)
You have a flair for languages. You may add three dice to any dice pool involving written or
spoken languages.
Nightmares (1-pt Flaw – VtM Core)
You experience horrendous nightmares every time you sleep, and
memories of them haunt you during your waking hours. Upon awakening, you must make a Willpower roll (difficulty 7) or
lose a die on all actions for that night.
A botched Willpower roll indicates that, even when awake, you still
believe that you are locked in a nightmare.
Phobia (2-pt Flaw – VtM Core)
You have an overpowering fear of something. Spiders, snakes, crowds and heights are
examples of common phobias. You must
make a Courage roll every times you encounter the object of your fear. The difficulty of the roll is determined by
the Storyteller, and if you fail the roll you must retreat from the object.
Precocious (3-pt Merit – Camarilla)
You learn quickly. The
time for you to pick up a particular Ability (or Abilities, at Storyteller
discretion) is cut in half, as is the experience cost.
Prey Exclusion (1-pt Flaw – VtM Core)
You refuse to hunt a certain class of prey. You might refuse to feed upon drug dealers,
or policemen, or accountants, or rich people – if you accidentally feed upon
such an individual, you automatically frenzy and must make a roll to prevent
Humanity loss (difficulty 7).
Witnessing other Kindred feeding on the object of your exclusion might
also provoke a frenzy, at the Storyteller’s discretion. Ventrue, owing to the limitations imposed on
their feeding by their clan weakness, may not take this Flaw.
Short Fuse (2-pt Flaw – VtM Core)
You are easily angered.
Difficulties to avoid frenzy are two greater. Brujah vampires cannot take this Flaw, as they already suffer
from a similar malady.
Shy (1-pt Flaw – VtM Core)
You are distinctly ill at ease when dealing with people and try
to avoid social situations whenever possible.
Difficulties for all rolls involving social interaction with strangers
are increased by two. If the character
becomes the center of attention in a large group, difficulties are increased by
three.
Soft Hearted (1-pt Flaw – VtM Core)
You cannot stand to watch others suffer. You avoid any situation that involves
causing someone physical or emotional pain, unless you make a Willpower roll
(difficulty 8). You must have a
Humanity rating of 7 or above to take this Flaw.
Speech Impediment (1-pt Flaw – VtM Core)
You have a stammer or other speech impediment that hampers
verbal communication. The difficulties
of all die rolls involving verbal communication. The difficulties of all die rolls involving verbal communication
are increased by two. You must roleplay
this Flaw whenever possible.
Stereotype (2-pt Flaw – Camarilla)
You buy heavily into all of the vampire legendry you’ve read
and heard. You wear a cape, speak with
an accent and otherwise act in a cartoonish fashion. Such behavior is embarrassing in the extreme to other Kindred,
who are likely to ostracize or mock you (+2 difficulty to Social rolls with
other vampires who don’t share your habits).
Also, you stand out to hunters, and run the risk of violating the
Masquerade every time you take to the streets.
Territorial (2-pt Flaw – VtM Core)
You are extremely territorial, staking out a particular area as
your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory
uninvited, you must make a frenzy roll.
If you fail, you immediately attack the interloper and continue
attacking until the intruder is dead or has left your hunting grounds. You are reluctant to leave your territory
except in desperate circumstances.
Thirst for Innocence (2-pt
Flaw – Camarilla)
The sight of innocence – of any sort – arouses in you a
terrible bloodlust. Roll Self-Control,
or else frenzy and attack the source of your hunger.
Time Sense (1-pt Merit – VtM Core)
You have an innate sense of time and are able to estimate the
passage of time accurately without using a watch or other mechanical device.
Unconvinced (1-pt Flaw – Camarilla)
You fail to see the need for the Masquerade, and have gone on
record as saying so. Taking your stand
has made you suspect in the eyes of your elders, and may have attracted the
Sabbat’s attention as well.
Useful Knowledge (1-pt Merit – Camarilla)
You have expertise in a specific field that makes your
conversation intriguing to an older Kindred.
So long as your knowledge holds the other vampire’s attention, he has a
vested interest in keeping you around.
Then again, once he’s pumped you for every iota of information you
possess, that patronage may suddenly vanish.
(Note: This Merit should
be played like a 1-dot Mentor with a specific interest. However, unlike a Mentor, Useful
Knowledge
does not imply a permanent relationship.)
Vengeful (2-pt Flaw – VtM Core)
You have a score to settle, incurred either during your mortal
days or after the Embrace. You are
obsessed with taking your revenge on an individual or group, and it is your
overriding priority in any situation where you encounter the object of your
revenge. You may temporarily resist
your need for vengeance by spending a Willpower point.
Victim of the Masquerade (2-pt
Flaw – Camarilla)
The Camarilla’s propaganda machine did too good a job on
you. Even after your Embrace you
refused to believe you were a vampire.
You remain convinced that there is some logical explanation for your
condition, and spend as much times as you can searching for it. You also have problems feeding, and may
insist on trying to eat regular food.
None of these habits makes you particularly pleasant company for other
Kindred. This Flaw must be roleplayed
at all times.
Weak-Willed (3-pt Flaw – VtM Core)
You are highly susceptible to Dominate and intimidation by
others; Dominate attempts automatically affect you unless the Discipline
wielder is of higher generation, and your difficulties to resist Social
abilities such as Intimidation or Leadership, as well as mind-altering spells
or magic, are increased by two. Your
Willpower Trait may never rise above 4.
Alternate Identity (3-pt Merit – Camarilla)
In addition to your normal identity, you’ve taken up an
alternate role that allows you to run with another group or sect of
vampires. This other self has a
believable history and back story that can stand up to at least cursory checks,
and he is accepted at face value (more or less) by his associates. However, your sire, Allies, Contacts, etc.
don’t know that you maintain this second identity, and treat this “stranger”
accordingly.
Blood Hunted (4- to 6-pt Flaw –
Camarilla)
You have been made the target of a blood hunt, and for you to
return to your home city is death. For
four points, this Flaw means that only your home city is off-limits to
you. For six, it means that the entire
Camarilla is howling for your vitae.
Someone
owes you a favor. The vampire in your
debt might be the lowliest neonate in the city or might be the prince herself;
it all depends on how many points the Merit costs. You only have that single favor owed you (unless you take the
Merit multiple times), so using it properly is of paramount importance. Depending on status and other factors, the
vampire who owes you a favor may well resent his debt, and might go out of his
way to “settle” it early – even going so far as to create situations from which
he must “rescue” you and thus clear the slate.
When your
sire presented you to the prince of the city, you flubbed it. Now you’re convinced His Majesty hates you
(whether he does or not). You need to
succeed on a Willpower roll (difficulty 7) just to stand in front of the prince
or one of his duly authorized representatives without running, blubbering or
otherwise making a fool of yourself.
Bound (2-pt Flaw – Camarilla)
You are blood bound to another vampire. Your regnant may not necessarily treat you
badly, but the fact remains that your will is not entirely your own. The knowledge gnaws at you, even as you find
yourself lost in devotion to your vampiric master.
Broken Bond (4-pt Merit – Camarilla)
You were once blood bound but have secretly slipped the leash,
and you are free to act as you will once more.
Your regnant has no idea that you are not in fact bound, and continues
to treat you as if you were. At
Storyteller discretion, the experience of having been bound once may render you
immune to ever being enthralled again.
Bullyboy (2-pt Merit – Camarilla)
You’re part of the brute squad the local sheriff calls on when
he needs some muscle. As a result, you
get in on action that others miss entirely, score points with those in power,
and occasionally get a chance to act outside of the law. How far outside the law the sheriff is
willing to let you go depends on circumstance and how much the sheriff likes
you.
Catspaw (2-pt Flaw – Camarilla)
You’ve done dirty work for someone high up in the city’s hierarchy
in the past – the sheriff, the primogen or even the prince. However, instead of granting you favor, your
deeds have made you an embarrassment or a liability. For the moment, your former employer’s concern is to keep you
quiet. In the long term, it’s to get
rid of you.
Clan Enmity (4-pt Flaw – Camarilla)
One clan in particular wants you dead. You have offended the entire clan, from
elders to neonates, and as a result every member of that bloodline wants your
head on a plate. The effects of the
Flaw may manifest as anything from very public snubs and insults to actual
attempts on your existence. You are
also at +2 difficulty on all Social rolls relating to members of the clan in
question.
Clan Friendship (4-pt Merit – Camarilla)
One particular clan (not your own) has a special liking for
you. You might have done the clan as a
whole a favor at some point, or perhaps you’re just a loud voice in support of
their aims. Whatever the case, you’re
at –2 difficulty on all Social rolls involving members of the clan in
question. Of course, the reaction your
cozy relationship with another clan is likely to draw from your own clan
leaders is an entirely different can of worms.
Dark Secret (1-pt Flaw – VtM Core)
You have some sort of secret that, if uncovered, would be of
immense embarrassment to you and would make you a pariah in the local Kindred
community. This could be anything from
having murdered an elder to being a member of the Sabbat.
Debt of Gratitude (1- to 3-pt Merit – VtM
Core)
An elder owes you gratitude because of something either you or
your sire did for her. The depth of
gratitude the elder owes depends on how many points the player wishes to
spend. One point might mean the elder
owes the character a favor; three points might mean that she owes the character
her unlife.
Disgrace to the Blood (3-pt
Flaw – Camarilla)
Your sire regards the fact that he Embraced you to be a titanic
mistake, and has let everyone know it.
You are mocked in Elysium, taunted by your peers and actively despised
by the one who should be giving you guidance.
Any request or petition you make is likely to be looked down upon by
friends of your sire, and your achievements are likely to be discounted.
Domain (2- to 4-pt Merit – Camarilla)
The prince has given you exclusive rights to a piece of
territory. The size and importance of
that territory are in direct proportion to the cost of the Merit. A few blocks’ worth of rowhouses might be
worth two points, while four square blocks in the city’s financial district
could be worth four.
While the rights to this territory are yours, there are
responsibilities that come along with it.
If those responsibilities are not met, the prince may well strip you of
your holding.
Elysium Regular (1-pt Merit – Camarilla)
You spend an unusual amount of time at the various Elysiums in
your city. You see and are seen to such
an extent that all of the movers and shakers of Elysium at least know who you
are. Extended time spent in Elysium
also gives you extended opportunities to interact with the harpies and other
Kindred of that stature – and they’ll know your name when you approach them.
Enemy (1- to 5-pt Flaw – VtM Core)
You have an enemy, or perhaps a group of enemies, who seek to
harm you. The power of the enemy depends
upon how many points the player wishes to spend (five points indicates the
wrath of a Methuselah, archmage or other potent supernatural foe).
Escaped Target (2-pt Flaw – Camarilla)
The flip side of Rival Sires, Escaped Target means that you had targeted a mortal for the
Embrace, but someone else got there first.
You cannot stand the humiliation of being cheated of your prize, and fly
into a rage (+2 difficulty to avoid frenzy) whenever you see the one who got away. This hatred may lead you into other irrational
behaviors, like Embracing enemies of the neonate, creating unauthorized childer
or even trying to kill your rival.
Furthermore, your petty and irrational behavior is well-known and quite
noticeable, and as a result you are at +1 difficulty on all Charisma rolls
until the situation is resolved.
Expendable (1-pt Flaw – Camarilla)
Someone in power doesn’t want you around. Maybe she wants territory you possess, or is
jealous of the attention you’re getting from a prize mortal retainer – the
details are irrelevant. What does
matter is that she has the power to maneuver you into dangerous situations “for
the good of the Camarilla,” and has no compunctions about doing so.
Failure (2-pt Flaw – Camarilla)
You once held a title in the city, but failed catastrophically
in your duties. Now you are branded
incompetent, excluded from circles of power and responsibility and generally
ostracized by those on their way up.
Your exclusion may make you a target for recruitment by the Sabbat (or
so the whispers run, making you even more distrusted). Conversely, the consequences of your error –
a breach of the Masquerade, an unauthorized Embrace, a lawbreaker allowed to
escape – might come back to haunt you.
Former Ghoul (1-pt Merit – Camarilla)
You were introduced to the Blood long before you were made
Kindred. Your long experience as a
ghoul gives you insight into and comfort with vampiric society. You are at –1 difficulty on all Social rolls
when in the presence of other neonates (particularly those who haven’t been
educated by their sires), and have a standing –1 difficulty on rolls relating
to knowledge of the Kindred.
Former Prince (3-pt Flaw – Camarilla)
Once, you head near-absolute power in a city, but those nights
are gone now. Perhaps you stepped down,
perhaps you were deposed, or perhaps your city fell to the Sabbat; it matters
little in your reduced state. What does
matter is that the prince in the city where you now dwell is aware of your
prior employment, and has concerns that you might be trying to make a
comeback. The machinery of the
Camarilla in the city where you now make your home is subtly stacked against
you, and if the prince sees an opportunity to get rid of you he just might take
it.
Friend of the Underground (3-pt
Merit – Camarilla)
While you’re not a Nosferatu, you know your way around the
sewers, tunnels, ducts, subway tubes and other subterranean passages of your
hometown. The local Nosferatu (and any
other creatures dwelling down in the muck) may not actually like you, but they’re
not inclined to kill you on sight when they see you in their territory. You are at –1 difficulty on all Sewer Lore
rolls, and any rolls involving the subterranean world (sneaking from place to
place underground, finding routes into sub-basements and so on). Nosferatu cannot purchase this Merit.
Harmless (1-pt Merit – Camarilla)
Everyone in the city knows you, and knows that you’re no threat
to their plans. While that sort of
estimation may seem insulting, it’s also what’s kept you from being killed. No one considers you worth their time to
deal with, and that low opinion keeps you safe. If you start acting in a way that demonstrates that you are no
longer harmless, others’ reactions to you will likely change as a result.
Harpy (5-pt Merit – Camarilla)
You count yourself among the harpies, the vampires who rule the
roost in Elysium. Yours is one of the
voices that mock, exalt, praise or humble the Kindred of the city. Your opinion is very influential, which
means that you’re going to face all sorts of attempts – from bribes to threats
– to change it. You are at –1
difficulty on all Social rolls when acting in your official capacity.
Holder of Office (3- to 5-pt Merit –
Camarilla)
You currently hold one of the official Camarilla positions in
your city. The degree of power you
possess depends on the cost of the Merit.
Hunted (4-pt Flaw – VtM Core)
You are pursued by a fanatical witch-hunter who believes
(perhaps correctly) that you are a danger to humanity. All those with whom you associate, be they
mortal or Kindred, may be hunted as well.
Hunted Like a Dog (3-pt Flaw – Camarilla)
Another sect or groups of vampires – be it an independent clan
or the Sabbat as a whole – has decided that you’re a target for extermination,
and pursues you relentlessly. On the
bright side, the enemies of your enemy may well wish to help you out,
potentially garnering you allies in this one instance.
Incomplete Understanding (1-pt
Flaw – Camarilla)
The whole matter has been explained to you, but you’re still
not quite sure how this whole Camarilla/Masquerade thing works. Your Imperfect understanding of the rules
and regulations of your new existence means that sooner or later, you’re going
to make a mistake. It’s only a matter
of time…
Infamous Sire (1-pt Flaw – VtM Core)
Your sire was, and perhaps still is, distrusted and disliked by
many of the city’s Kindred. As a
result, you are distrusted and disliked as well.
Laughingstock (5-pt Flaw – Camarilla)
Somehow you’ve drawn the scorn of the local harpies, who make
you their favorite and reflexive target.
You are at a +2 difficulty on all Social rolls in Elysium and a +1
anywhere else in the city. In addition,
you are at +2 difficulty to use Intimidation or any Dominate powers on anyone
who has heard the stories mocking you.
Loathsome Regnant (4-pt Flaw – Camarilla)
Not only are you blood bound, but you are also in thrall to a
vampire who mistreats you hideously.
Perhaps you are publicly abused or humiliated; perhaps your master
forces you to commit unspeakable acts for him.
In any case, existence under the bond is a never-ending nightmare, with
your regnant serving to conduct the symphony of malice.
Masquerade Breaker (2-pt Flaw – Camarilla)
In your first nights as a member of the Kindred, you accidentally
broke the Masquerade – and were spotted doing so. Someone else covered for your mistake, but holds the favor over
you. Now you exist in fear that your
error will be revealed. In the
meantime, your “savior” takes pitiless advantage of you.
Mistaken Identity (1-pt Flaw – VtM Core)
You look similar to descriptions of another Kindred, which
causes cases of mistaken identity. This
can prompt numerous awkward or even dangerous situations, especially if your
“twin” has a terrible reputation or is wanted for some crime.
Mole (3-pt Merit – Camarilla)
You have an informer buried in the Sabbat (or, less likely, one
of the independent clans or the Anarch Free States) who funnels you all sorts
of information as to what her peers are up to.
What you do with the information is up to you, but abusing the knowledge
might be a good way to get your informer killed. The other side has spies too, you know…
Narc (3-pt Flaw – Camarilla)
You are known to be a snitch, an informer firmly planted in the
sheriff’s pocket. Those on whom you
might yet inform loathe you as a result, feeding you misinformation when they
can in an attempt to discredit you.
Given the opportunity, they might do you mischief. Regardless, your reputation as a
full-fledged weasel precededs you, putting you at +1 difficulty on all Social
rolls against those who don’t agree with your politics.
Natural Leader (1-pt Merit – Camarilla)
You are gifted with a certain magnetism to which others
naturally defer. You receive two extra
dice when making Leadership rolls. You
must have a Charisma rating of 3 or greater to purchase this Merit.
New Arrival (1-pt Flaw – Camarilla)
You’ve just arrived in your new city of residence, and have
done so without knowing anyone in the place.
Existing factions may try to recruit or eliminate you, while the harpies
size you up and take your measure.
Meanwhile, your ignorance of the city’s current events, history and
politics (not to mention the personality quirks of the vampires already in
place) may cause you to make a serious blunder.
New Kid (1-pt Flaw – Camarilla)
You’re the latest Embracee in the city, and everyone knows
it. That automatically puts you at the
bottom of the social totem pole. Other
neonates take every opportunity to demonstrate your inferiority to you, proving
that the dynamics of the schoolyard are alive and well in the Camarilla. Even if someone else is added to the ranks
of the unloving, you’re still regarded as something as a bit of a geek by your
peers – a distinction that can have dangerous consequences if bullets start
flying. All Social-related rolls are at
+1 difficulty when you are dealing with other neonates.
Old Flame (2-pt Flaw – Camarilla)
Someone you once cared deeply for is now with the enemy. He still attempts to play on your sympathies
“for old times’ sake” while working against you. Unless you succeed on a contested Manipulation + Expression roll
against your former friend, you do not act against him unless the situation becomes
life-threatening.
Old Pal (2-pt Merit – Camarilla)
An acquaintance from your breathing days was Embraced at the
same time you were. Fortunately, your
friendship has endured even death and unlife, and you find a constant source of
support and aid in your old friend. She
expects the same of you, which isn’t always convenient, but at least you each
have someone to hang onto who remembers the good old nights – and days. (Storyteller Note: An Old Pal should be played as a very loyal
Ally.)
Open Road (2-pt Merit – Camarilla)
Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel
routes and methodologies, not to mention haven space available in any number of
destinations. Unless someone out there
knows your exact route and is specifically looking for you, you can move
between cities unimpeded by random encounters with Lupines, overzealous state
troopers and the like.
Overextended (4-pt Flaw – Camarilla)
You’ve got your fingers in too many pies, and people are
starting to notice. You have too many
ghouls, too many retainers and too many influences, which means that a lot of
people have a vested interest in trimming back your operations. These enemies take every opportunity to
reduce your power and influence, and if that means lying, cheating or killing,
so be it. Furthermore, your enemies
block every attempt you make to move into new areas of control. You’re boxed in, and the box is getting
smaller.
Prestigious Sire (1-pt Merit – VtM Core)
Your sire has or had great status in her sect or clan, and this
has accorded you with a certain amount of prestige. Though your sire may no longer have any dealings with you, the
simple fact of your ancestry has marked you forever. This prestige might aid you greatly in dealings with your elders
or other neonates, or it might engender jealousy or contempt.
Primogen (7-pt Merit – Camarilla)
You are part of the ruling coterie of vampires in the city in
which you reside. Your voice is one of
the few to which the prince must listen, and you have tremendous influence in
your clan. On the other hand, there are
always others plotting to take your place, making your position a precarious
one.
Primogen Friendship (4-pt Merit – Camarilla)
The ruling council of the city values you and your
opinions. You are called in to consult on
decisions, and your recommendations carry great weight. Your position may not be an official one,
but it’s powerful nonetheless.
Probationary Sect Member (4-pt
Flaw – VtM Core)
You are a defector. You
turned traitor to the Camarilla, Sabbat, Followers of Set or other vampiric
order, and you still have much to prove before you are accepted by the Kindred
you have defected to. Elders, ancillae
and even neonates treat you with distrust and even hostility, and your
reputation might even sully those whom you regularly associate with.
Protégé (1-pt Merit – Camarilla)
Your sire watched you for some time before Embracing you, and
spoke glowingly of you to acquaintances.
These vampires may be inclined to look favorably on you by dint of your
sire’s recommendation; you are at –1 difficulty on Social rolls with all those
who’ve heard good things about you.
Recruitment Target (1-pt Flaw – Camarilla)
The Sabbat wants you, and they want you bad. Every effort is being made to recruit you,
willing or no, and the press gangs usually show up at the worst possible time.
Red List (7-pt Flaw – Camarilla)
You are
either being considered for or are already on the dreaded Red List, the
registry of those vampires the Camarilla most wants extinguished. Any Camarilla vampire will either attack you
on sight or, more likely, call in for a great deal of help.
Rep (1-pt
Merit – Camarilla)
Your fame
has exceeded the bounds of your sect.
Everyone knows who you are, what you’ve done and what you’re supposed to
have done (which might not be the same thing).
The publicity can be good or bad; what matters is that everybody knows
your name. Whether individuals outside
of your immediate social circle know enough to match your face to your name is
a different matter.
Rising
Star (3-pt Merit – Camarilla)
You’re one
of the up and comers in your city, a rising star in the Camarilla’s
firmament. Everyone wants to know you
and be your friend, even as those in power groom you for positions of higher
responsibility. You are at –1 difficulty
on all Social rolls against any Camarilla vampires who aren’t actively opposing
you ascent.
Rival
Sires (2-pt Flaw – Camarilla)
Not one,
but two vampires wanted to gift you with the Embrace. One succeeded, one failed – and she’s not happy about that
failure. Either you, your actual sire
or both of you have become the target of the failed suitor’s ire. Regardless, your persecutor is at +2
difficulty to refrain from frenzy in your presence. In addition, she may well be working actively to discredit or
destroy you.
Sabbat
Survivor (1-pt Merit – Camarilla)
You’ve
lived through at least one Sabbat attack and/or attempted recruitment. Your experience helps you anticipate
situations where you might potentially be endangered by the Sabbat once again. You are at a –1 difficulty on all Perception
rolls when it comes to Sabbat-based matters.
This Merit comes into play most frequently as a means of avoiding
ambushes and the like.
Sanctity (2-pt
Merit – Sabbat)
The Merit
is sometimes called the halo effect; everyone considers you pure and innocent,
though not necessarily naïve. You have
a saint-like quality that is hard to pinpoint but cannot be denied. You are trusted, even if you are not
trustworthy. At the Storyteller’s
discretion, you tend to receive lesser punishments for wrongdoing, and you are
liked by most.
Scholar of
Enemies (2-pt Merit – Camarilla)
You have
taken the time to learn about and specialize in one particular enemy of the
Camarilla. You are aware of at least
some of the group’s customs, strategies, abilities and long-term goals, and can
put that knowledge to good use. This
Merit is worth a –2 difficulty for all rolls pertaining specifically to the
subject of your specialization. On the
other hand, you are at a +1 difficulty when it comes to dealing with other
enemies, simply because you’re so thoroughly focused on your field.
Scholar of
Others (2-pt Merit – Camarilla)
This Merit
functions identically to Scholar of Enemies, except that it applies to a
group that is not necessarily inimical to the Camarilla.
Sheriff’s
Friend (2-pt Merit – Camarilla)
For
whatever reason (maybe your winning smile or perhaps just your superb groveling
tenchnique), the local head lawman likes you.
He’s inclined to overlook your minor trespasses and let you in on things
you’re not supposed to know about. He
even gives you warnings about occasional crackdowns and times when the prince
isn’t feeling generous. Of course,
abusing this connection might well turn a friendly sheriff into an enemy – and the
change might not be apparent until it’s too late.
Sire’s
Resentment (1-pt Flaw – VtM Core)
Your sire
dislikes you and wishes you ill. Given
the smallest opportunity, she will actively seek to do you harm. Your sire’s allies also work against you, and
many elders may resent you.
Sleeping
With the Enemy (3-pt Flaw – Camarilla)
You have
some sort of intimate connection with a member of an opposing sect or inimical
clan. You may have a lover, a childe, a
friend or a contact working the other side of the fence, but regardless of
politics you retain a friendly (or more than friendly) relationship with your
putative foe. Your close ties to
someone on the other side would be regarded as treason by your superiors within
the Camarilla, and if you are discovered the penalty will surely be death.
Special
Responsibility (1-pt Flaw – Sabbat)
Shortly
after your Embrace, you volunteered for some task in order to gain respect and
approval from your pack members. Now,
you wish you had never opened your damn mouth!
While you are not given any special credit for performing this duty, you
would lose much respect from the pack if you were to stop. The nature and the details of your duty
should be worked out with the Storyteller in advance. Ideas can range from lending money to pack members to acting as
pack messenger or possibly gathering victims for Blood Feasts.
Sympathizer (1-pt
Flaw – Camarilla)
You have
publicly expressed sympathy for some of the Sabbat’s goals and policies. Your outspoken views on the subject have
made you suspect in the eyes of the city’s hierarchy, and you may be suspected
of (or arrested for) treason.
Uppity (2-pt
Flaw – Camarilla)
You are
proud of your new status and clan – so proud that you’ve shot your mouth off to
other Kindred and made some enemies.
Wiser vampires laugh at you and chalk your rudeness up to youth, but
others regard you as arrogant and insulting.
These enemies will take action to embarrass or harm you. Furthermore, you are at +2 difficulty on all
Social rolls against any vampires you have alienated through your yammering –
and you may not know who they are.
At
Storyteller discretion, you may also be required to make a Willpower roll
(difficulty 6) to keep your mouth shut any time the opportunity presents itself
for you to brag about your lineage, your clan or your status.
Additional
Discipline (5-pt Merit – Camarilla)
You can
take one additional Discipline (Storyteller discretion) as if it were a clan
Discipline. All costs to learn that
Discipline are paid out as if it were native to your clan. A character cannot take this merit more than
once.
Beacon of
the Unholy (2-pt Flaw – Camarilla)
You
radiate palpable evil. Clergy and
devout mortals know instinctively that there is something horribly wrong with
you, and react accordingly. Churches
and other places of worship are barred to you as well.
Can’t
Cross Running Water (3-pt Flaw – VtM Core)
You
believe in the old folklore, and cannot cross running water unless you are at
least 50 feet above it. Running water
is considered to be any body of water at least two feet wide in any direction
and not completely stagnant.
Cast No
Reflection (1-pt Flaw – VtM Core)
You
actually cast no reflection, just like the vampires of legend. This can have a very detrimental effect when
trying to pass as a human. Vampires of
Clan Lasombra automatically have this Flaw (and you may be mistaken for one of
them if you possess this).
Cold
Breeze (1-pt Flaw – Camarilla)
A chill
wind follows you everywhere you go. While
it may make for dramatic entrances, this effect also discomfits mortals (+1
difficulty on all appropriate Social rolls) and also endangers the
Masquerade. Cold winds sweeping through
executive offices or crowded nightclubs can raise all sorts of questions.
Cursed (1- to
5-pt Flaw – VtM Core)
You are
the recipient of a supernatural curse.
The strength and pervasiveness of the curse depend upon how many points
you wish to incur. Examples follow:
·
If you pass on a secret
you were entrusted with, your betrayal will come back to harm you in some way.
(1 pt)
·
You stutter
uncontrollably when you try to describe what you have seen or heard (2 pts)
·
Tools break or
malfunction when you try to use them. (3 pts)
·
You are doomed to make
enemies of those whom you most love or admire. (4 pts)
·
Every one of your
accomplishments or triumphs will eventually become soiled or fail in some way.
(5 pts)
Danger
Sense (2-pt Merit – LotN)
You have a
sixth sense that warns you of danger.
When you are in a perilous situation that would potentially surprise
you, you have four seconds in which to react instead of the normal two seconds.
Dark Fate (5-pt
Flaw – VtM Core)
You are
doomed to experience Final Death or, worse, suffer eternal agony. No matter what you do, you cannot avoid this
terrible fate. At some point during the
chronicle, your Dark Fate will come upon you.
Even more ghastly is the fact that you occasionally have visions of this
fate, and the malaise these images inspire requires an expenditure of a
temporary Willpower point to avoid, or else you lose a die from all your
actions for the remainder of the night.
It is up to the Storyteller to determine the exact nature of this fate,
and when it will occur. This is a
difficult Flaw to roleplay; ironically, though it may seem as thought it
removes all free will, the knowledge of one’s death can be quite liberating.
Deathsight (2-pt
Flaw – Camarilla)
Everything appears rotted and decayed to you. The world appears to you as a corpse;
mortals look diseased or skeletal, buildings seem decrepit, and your fellow
Kindred seem to be walking, moldering cadavers. You are at –2 difficulty to resist all rolls based on Appearance,
but by the same token you are at +2 difficulty on all Perception-based
rolls. In addition, you find social
interaction difficult and are at +1 difficulty on all Social-based rolls.
Deceptive Aura (1-pt
Merit – Camarilla)
Your aura is unnaturally bright and colorful for a
vampire. You register as a mortal on
all attempts to read your aura.
Destiny (4-pt
Merit – LotN)
You have a great destiny, though you may well not realize
it. Your destiny will become more and
more apparent as the chronicle continues.
Prophecies and dreams guide your way, and grant you clues to your
ultimate goal. The sense of direction
and security that this feeling of destiny grants you helps you to overcome
fear, depression and discouragement caused by anything not relevant to your
destiny. Until your destiny is
fulfilled, you may suffer setbacks, but nothing will thwart you
permanently. How this is played is up
to the Storyteller.
Eerie Presence (2-pt
Flaw – VtM Core)
Mortals have an unconscious awareness of your undead nature,
which makes them anxious and ill at ease in your presence. Because of this, difficulties of all die
rolls relating to social interaction with mortals are increased by two.
Faerie Affinity
(2-pt Merit – LotN)
Your presence does not frighten faeries; indeed, it attracts
them, and you are naturally attuned to their ways.
Grip of
the Damned (4-pt Flaw – VtM Core)
There is
no ecstasy in your Embrace – only terror and pain. Mortals upon whom you feed struggle and shriek all the while as
you attempt to feed, requiring you to grapple with them for as long as you wish
to take their blood. For vampires with
high Humanity, this experience may require a Humanity roll, at the discretion
of the Storyteller.
Guardian
Angel (6-pt Merit – LotN)
Someone or
something watches over you and protects you from harm. You have no idea who or what it is, but
you’re sure it’s there. You may be
supernaturally protected, but you should never count upon your guardian
angel. The Storyteller must decide why
you are being watched over, and by what (not necessarily an angel).
Haunted (3-pt
Flaw – VtM Core)
You are
haunted by an angry and tormented spirit, most likely one of your first
victims. This spirit actively attempts
to hinder you, especially when feeding, and does its utmost to vent its anguish
upon you and anyone in your presence.
The Storyteller determines the exact nature of the spirit, its powers,
and whether or not it can eventually be laid to rest.
Healing
Touch (1-pt Merit – Camarilla)
Normally
vampires can only seal the wounds they inflict by licking them. With but a touch, you can achieve the same
effect.
Hidden
Diablerie (3-pt Merit – Camarilla)
The
tell-tale black streaks of diablerie do not manifest in your aura.
Inoffensive
to Animals (1-pt Merit – Camarilla)
With rare
exceptions, animals usually despise the Kindred. Some flee, other attack, but all dislike being in the presence of
a vampire. You have no such
problem. Animals may not enjoy being in
your company, but they don’t actively flee from you.
Light-Sensitive (5-pt
Flaw – VtM Core)
You are
even more sensitive to sunlight than other vampires are. Sunlight causes double normal damage, and
the light of the moon can cause lethal damage in a manner similar to the sun,
though it must shine directly upon you.
Even bright lights hurt your eyes, requiring the use of sunglasses.
Lord of
the Flies (2-pt Flaw – Camarilla)
Buzzing
harbingers of decay swirl around you everywhere. Their constant presence makes it difficult for you to interact
socially (+1 difficulty when appropriate) and nearly impossible to sneak up on
someone or hide effectively. The
buzzing of the flies inevitably gives you away – all Stealth rolls are at +2
difficulty.
Lucky (3-pt
Merit – VtM Core)
You were
born lucky – or else the Devil looks after his own. Either way, you may repeat any three failed rolls per story, including
botches, but you may try only once per failed roll.
Magic
Resistance (2-pt Merit – VtM Core)
You have
an inherent resistance to the rituals of the Tremere and the spells of the
mages of other creeds and orders. The
difficulty of all such magic, both malicious and beneficent, is two higher when
directed at you. You may never learn
the Discipline of Thaumaturgy.
Magic
Susceptibility (2-pt Flaw – LotN)
You are
susceptible to the magical rituals of the Tremere, as well as to the spells of
mages of other creeds and orders. You
are two bids down on all spells cast upon you, and all spells cast have twice
normal effect on you.
Medium (2-pt
Merit – VtM Core)
You
possess the natural affinity to sense and hear spirits, ghosts, and
shades. Though you cannot see them, you
can sense them, speak to them and, through pleading or cajoling, draw them to
your presence. You may call upon them
for aid or advice, but there will always be a price.
Nine Lives (6-pt
Merit – VtM Core)
Fate has
granted you the opportunity to come as close to Final Death as anyone can get
and still survive. When a roll occurs
that would result in your death, the roll is made again. If the next roll succeeds, then you live –
and one of your nine lives is used up.
If the subsequent roll fails, then another reroll is made, until either
a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of
how many lives the character has remaining.
Occult
Library (2-pt Merit – LotN)
You
possess a library of occult materials, which may include at least one version
of The Book of Nod. You are not
necessarily familiar with the contents of these volumes of knowledge (that is a
function of your Abilities), but in time of need your library can be an
invaluable source for research.
Oracular
Ability (3-pt Merit – VtM Core)
You can
see and interpret signs and omens. You
are able to draw advice from these omens, for they provide hints of the future
and warnings of the present. When the
Storyteller feels that you are in position to see an omen, you will be required
to make a Perception + Occult roll, with the difficulty relative to how well
the omen is concealed. If successful,
you may then roll Intelligence + Occult to interpret what you have seen, the
difficulty again relative to the complexity of the omen.
Repelled
by Crosses (3-pt Flaw – Vtm Core)
You are
repelled by the sight of ordinary crosses, believing them to be symbols of holy
might. When confronted by a cross, you
must make a Willpower roll (difficulty 9) or flee from the symbol for the
duration of the scene. If you botch the
roll, not only must you attempt to flee, but the touch of the cross can cause
aggravated damage (one health level of damage per turn that the cross touches
your skin). This damage cannot be
soaked, even if the vampire possesses Fortitude.
Repulsed
by Garlic (1-pt Flaw – VtM Core)
You cannot
abide garlic, and the smallest whiff of its scent will drive you from a room
unless you make a successful Willpower roll (difficulty based on the strength
of the odor).
Spirit
Mentor (3-pt Merit – VtM Core)
You have a
ghostly companion and guide. The
identity and exact power of this spirit are up to the Storyteller, but it can
be called upon in difficult situations for help and guidance.
Touch of
Frost (1-pt Flaw – VtM Core)
Plants
wither as you approach and die at your touch.
Your touch leeches heat from living beings, as though you are made of
ice.
True Faith (7-pt
Merit – VtM Core)
You have a
deep-seated faith in and love for God, or whatever name you choose to call the
Almighty. You begin the game with one
point of True Faith; this Trait adds one die per point to all Willpower and
Virtue rolls. You must have a Humanity
of 9 or higher to choose this Merit, and if you lose even a single point, all
your Faith points are lost and may be regained only when the lost Humanity is
recovered. Individuals with True Faith
are capable of performing magical acts akin to miracles, but the exact nature
of those acts is up to the Storyteller.
True Love (4-pt
Merit – VtM Core)
You have
discovered, perhaps too late, a true love.
He or she is mortal, but is the center of your existence, and inspires
you to keep going in a world of darkness and despair. Whenever you suffer, the thought of your true love gives you the
strength to persevere. This Merit
grants you one automatic success on all Willpower rolls, which can be negated
only by a botch die. This can be a great
gift and also a hindrance, for your true love may require protection and occasionally
rescue.
Unbondable (3-pt
Merit – VtM Core)
You are
immune to being blood bound.
Illiterate (1-pt
Flaw – LotN)
You are
unable to read or write.
Jack-of-All-Trades (5-pt
Merit – LotN)
You have a
large pool of miscellaneous skills and knowledges obtained through your
extensive travels, the jobs you’ve held, or just all-around know-how. You may automatically attempt any action
even though you do not have the appropriate skill, and you need not spend
Willpower to do so. However, if you
lose this challenge, the Traits you bid are also gone. You can, of course, spend a Willpwer Trait
to avoid losing the Traits you just bid.
Pitiable (1-pt
Merit – LotN)
There is
something about you that others pity.
This causes them to care for you as if you were a child. Some Natures will not be affected by this
Merit (e.g., Deviant and Fanatic), and some Demeanors may pretend they are
not. You need to decide what it is
about you that attracts such pity, and how much (or how little) you like
it. When someone has challenged you
with intent to do you harm, you may use this Merit as one free bid in your
defense. You can never lose this bid as
a result of a test, and you can use it only once in every challenge situation
of this nature.
Your sire
is engaged in acts that could cause a tremendous uproar in the Camarilla. She could be wantonly breaking the
Masquerade, or hunting down the elders of the city and feasting on their blood. Archons are likely to come to you in order
to discover your sire’s whereabouts, and they may not believe you if you tell
them you do not know.
Insane
Sire (1-pt Flaw – LotN)
Your sire
has completely lost his grip on reality and has become dangerously insane. Any wrong he commits may affect your
standing, and some of your sire’s dangerous schemes may somehow involve
you. Because their sires are already
assumed to be insane, Malkavians cannot take this Flaw.
Notoriety (3-pt
Flaw – LotN)
You have a
bad reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your
sire. Other Kindred treat you as if you
have one Status Trait less than you actually do. Although you will still have this Trait to spend and bid, other
Kindred will not immediately recognize it, unless they’re forced to. A character with this Flaw may not take the
Merit: Rep.
Pawn (3-pt
Merit – LotN)
You can
manipulate and have some control over another vampire – one of weaker
generation than yourself. Your hold was
likely formed through Blood Bond, but can also come from a variety of other
sources, such as blackmail, bribes or threats – you decide. The pawn does not necessarily know that it
is being controlled.
Special
Gift (1- to 3-pt Merit – LotN)
Your sire
gave you a valuable gift after the Embrace.
The Storyteller should create something suitable, and will decide how
much a particular item is worth.
Twisted
Upbringing (1-pt Flaw – LotN)
Your sire
was quite malevolent and taught you all the wrong things about Kindred
society. All your beliefs about how
vampires interact are wrong, and your faulty beliefs are likely to get you into
a great deal of trouble. Over time, after
many hard lessons, you can overcome this bad start (the Storyteller will tell
you when). But until then, you will
continue to believe what you were first told, no matter how others try to
“trick” you into thinking otherwise.
Berserker (2-pt
Merit – LotN)
The Beast
is in you, but you know how to direct and make use of it. You have the capacity to frenzy at will and
are thus able to ignore your wound penalties until you’ve reached Torpor. However, you must pay the consequences of
your actions while in frenzy, just as you normally would. Your chance of entering an unwilling frenzy
is also unaffected.
Compulsion (1-pt
Flaw – LotN)
You have a
psychological compulsion that causes you a number of different problems. Your compulsion may be for cleanliness,
perfection, bragging, stealing, gaming, exaggeration or just talking. You may temporarily avoid your compulsion by
spending a Willpower Trait, but it is in effect at all other times.
Driving
Goal (3-pt Flaw – LotN)
You have a
personal goal, which sometimes compels and directs you in startling ways. The goal is always limitless in depth, and
you can never truly achieve it. It
could be to eradicate the Sabbat or achieve Golconda. Because you must work toward your goal throughout the chronicle
(though you can avoid it for short periods by spending Willpower), it will get
you into trouble and may jeopardize other actions.
Hatred (3-pt
Flaw – LotN)
You have
an unreasoning hatred of a certain thing.
This hate is total and largely uncontrollable. You may hate a species of animal, a class of person, a color, a
situation – anything. You constantly
pursue opportunities to harm the hated object or to gain power over it.
Higher
Purpose (1-pt Merit – LotN)
You have a
goal that drives and directs you in everything. You do not concern yourself with petty matters and casual
concerns because your higher purpose is everything. Though this purpose may sometimes force you to behave contrary to
your survival instinct, it can also grant you great personal strength. You gain two extra bids on all rolls that
have anything to do with this higher purpose.
Be sure to discuss your idea for a higher purpose with the
Storyteller. If you have the Flaw: Driving Goal, you cannot take this Merit.
Intolerance (1-pt
Flaw – LotN)
You have
an unreasoning dislike of a certain thing.
It may be an animal, a class of people, a color, a situation, or just
about anything at all. Some dislikes
may be too trivial to be reflected here – a dislike of pomegranates or tissue
paper, for instance, will have little effect on play in most chronicles. The Storyteller is the final arbiter on what
you can pick to dislike.
Low
Self-Image (2-pt Flaw – LotN)
You lack
self-confidence and don’t believe in yourself.
You are two bids down in situations where you don’t expect to succeed
(at the Storyteller’s discretion, though the penalty might be limited to one
bid if you help the Storyteller by pointing out times when this Flaw might
affect you). At the Storyteller’s
option, you may be required to use a Willpower Trait to do things that require
self-confidence, in situations that others would not be obliged to do so.
Overconfident (1-pt
Flaw – LotN)
You have
an exaggerated and unshakable opinion of your own worth and capabilities – you
never hesitate to trust your abilities, even in situations where you risk
defeat. Because your abilities may not
be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to
blame. If you are convincing enough,
you can infect others with your overconfidence.