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

 

 

 

Aptitudes

Kindred Ties

Psychological

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

 

 

 

 

Physical

 

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.

 

Blind (6-pt Flaw – VtM Core)

      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.

 

Bruiser (1-pt Merit, Camarilla)

      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.

 

Deaf (4-pt Flaw – VtM Core)

      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.

 

Disease Carrier (4-pt Flaw – VtM Core)

      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.

 

Dulled Bite (2-pt Flaw – Camarilla)

      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.

 

Flesh of the Corpse (5-pt Flaw – VtM Core)

      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.

Friendly Face (1-pt Merit – Camarilla)

      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.

 

Glowing Eyes (3-pt Flaw – Camarilla)

      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).

 

Open Wound (2- or 4-pt Flaw – Camarilla)

      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.

 

Permanent Fangs (3-pt Flaw – Camarilla)

      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.

 

Thin-Blood (4-pt Flaw – VtM Core)

      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.

 

Twitch (1-pt Flaw – Camarilla)

      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.

 

MENTAL

 

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.

 

Social

 

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.

 

Boon (1- to 6-pt Merit – Camarilla)

      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.

 

Botched Presentation (1-pt Flaw – Camarilla)

      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.

 

Supernatural

 

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.

 

Aptitudes

 

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.

 

Kindred Ties

 

Diabolic Sire (2-pt Flaw – LotN)

      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.

 

Psychological

 

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.