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Merits &

 

 

Physical

 

ACUTE SENSE (1-PT. MERIT)

    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.

 

COLOR BLINDNESS (1 PT FLAW)

You can only see in black and white. Color means nothing to you, although you are sensitive to color density, which you perceive as shades of gray. Note: color blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of playability.

 

AMBIDEXTROUS (1-PT. MERIT)

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.

 

EATFOOD (1-PT. MERIT)

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.

 

CATLIKE BALANCE (l-PT. MERIT)

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.

 

DOUBLE-JOINTED: (1 PT MERIT)

You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit.

 

BLUSH OF HEALTH (2-pT. MERIT)

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.

 

MISPLACED HEART: (3 PT MERIT)

Your heart has actually moved within your body, though no farther than two feet from its original position. You cannot be staked unless your attacker knows the right location of your heart. Obviously, you will want to keep this highly secret.

 

ENCHANTING VOICE (2-pT. MERIT)

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 one.

 

DAREDEVIL (3-pT. MERIT)

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.

 

EFFICIENT DIGESTION (3-pT. MERIT)

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.

 

HUGE SIZE (4-pT. MERIT)

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 the Merit may also gain bonuses to push objects, open barred doors, avoid being knocked down, etc.

 

SMELL OF THE GRAVE (1-PT. FLAW)

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.

 

SHORT (I-PT. FLAW)

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.

 

HARD OF HEARING (l-Pt. FLAW)

Your hearing is defective. The difficulties of any die rolls involving the use of hearing are increased by two.

 

DISFIGURED (2-pT. FLAW)

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 then 2. Players of Clan Nosferatu may not take this flaw, unless doing so at no value..

 

INFECTIOUS BITE (3-pT. FLAW)

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 mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller.

 

BADSIGHT (l- or 3-pT. FLAW)

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.

 

ONE EYE (2-pT. FLAW)

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).

 

SELECTIVE DIGESTION: (2 PT FLAW)

You can only digest certain types of blood. You may choose whether you can only drink cold blood (that from a corpse), or blood with the taste of a strong emotion (fear, joy, and so on) or possibly only the blood of animals. This Flaw may not be taken by Ventrue, who are already similarly limited by their clan weakness.

 

PERMANENT WOUND (4-pT. FLAW)

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.

 

DEFORMITY (3-pT. FLAW)

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.

 

LAME (3-pT. FLAW)

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.

 

ONE ARM: (3 PT FLAW)

   You have only one arm—choose which, or determine randomly at character creation. This could be a battle scar, birth defect or other form of injury (which cannot be regenerated it is assumed that you are accustomed to wing your remaining hand, so you suffer no off-hand penalty. However, you do suffer a two dice penalty to any Dice Pool wherein two hands would normally be needed to perform a task. A character may not take this Flaw along with the Merit Ambidextrous (of course, there's little need). Additionally, you cannot wield two handed weapons.

 

MONSTROUS (3-pT. FLAW)

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.

 

SLOW HEALING (3-pT. FLAW)

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).

 

ADDICTION  ( 1 - 3-pT. FLAW )

Somewhere along the line you got trapped in an addiction, and like it or not you still haven’t kicked the habit. The value of this Flaw depends on how common (and legal) the substance is, and to a lesser extent how addicted the character is to it. One Trait would indicate an addiction to a legal and easily obtainable substance, such as
cigarettes or a $10-a-day coffee fixation. Two Traits indicates a legal or mildly illegalsubstance that impairs the hunter’s ability to carry on the hunt, such as marijuana or ecstasy. Three Traits indicates an addiction to a highly illegal and/or extremely dangerous drug such as heroin or crack. You are considered to always be under the effect of this substance (Storyteller discretion, but should be far more negative than positive overall), and should you be denied it you may begin losing Willpower or suffering Trait penalties temporarily as you go through withdrawal.

 

MUTE (4-PT. FLAW)

You cannot speak. You may communicate with the Storyteller and describe your actions, but cannot talk to other characters.  Storyteller characters may understand you unless everyone concerned uses Linguistics dots to purchase a commonly understood sign language or you write down what you wish to say. This flaw may not be circumvented by technology, mental disciplines or any other means. A character who is mute not only does not have the power of speech but has lost the desire to even attempt it.

 

INFERTILE VITAE: (3-PT FLAW)

For some reason you are unable to create new vampires. All those you try to Embrace die. Your vitae is faulty even beyond that of Thin Blood. You may not create any childer no matter what you do. However, unlike the Flaw Thin Blood, you can use your blood just as all other vampires can. You are ignorant of your infertile vitae, all you know is that your childer die, if you’ve ever attempted to sire.

 

THIN BLOOD (4-pT. FLAW)

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.

 

PERMANENT FANGS (2 pT. FLAW)

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 nun 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.

 

 

Flaws

DISEASE CARRIER (4-pT. FLAW)

Your blood cames a lethal and highly contagious disease. The disease can be anything from rabies to HIV, and Kindred who drink your blood have a 20 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 for rabies, reduced soak rolls for HIV, etc.) Your storyteller will determine the nature of your disease.

 

DEAF (4-pT- FLAW)

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. You also cannot listen to people within telepathy or mind speeches of any kind. Your mind is blocked from such words.

 

FLESH OF THE CORPSE (5-pT. FLAW)

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.

 

BLIND (6-pT. FLAW)

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) are still able to use this ability, though the information is interpreted via the other senses.

 

BRUISER (1PT. MERIT)

Your appearance is sufficiently thug-like 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.

 

FRIENDLY FACE (1 PT. MERIT)

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.

 

DULLED BITE (2 Pt. FLAW)

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.

 

TWITCH (1PT. FLAW)

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.

 

USEFUL KNOWLEDGE (1 pT. MERIT)

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 he played like a 1-dot Mentor with a specific interest. However, unlike a Mentor, Useful Knowledge does not imply a permanent relationship.)

 

OPEN WOUND (2-4 pT. FLAW)

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 Raw 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 (Vampire, page 297). Your wound must be specifically approved by a member of the Storyteller staff.

 

GLOWING EYES (3 pT. FLAW)

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.

 

Mental

 

COMMON SENSE (1-PT. MERIT)

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. It is your responsibility to ask the storyteller for such warnings, not the storyteller’s responsibility to watch your every move.

 

CONCENTRATION (1-PT. MERIT)

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, strong lights, hanging upside down).

 

CODE OF HONOR (2-pT. MERIT)

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.

 

TIME SENSE (1-PT. MERIT)

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.

 

DUAL NATURE. (1 PT MERIT)

You have two distinct yet compatible Natures, both of which influence your personality. You may regain Willpower using both Natures. You may still choose a Demeanor, one as different from your Natures as you like. This Merit is not the same as having multiple personalities (which is a Derangement).

 

COMPULSION: (1 PT FLAW)

You have a compulsion of some sort, which can cause you a number of different problems. Your 

compulsion may be for cleanliness, perfection, bragging, stealing, gambling, exaggeration or just talking too much. A compulsion can be temporarily avoided at the cost of a Willpower point, but it is in effect at all other times.

 

INTOLERANCE/HATRED: (1-3 PT FLAW)

You have an unreasoning dislike of a certain thing. You may loathe a species of animal, a class of person, a situation or just about anything else, and you constantly pursue opportunities to harm the hated object or to gain power over it. If you are merely intolerant (the 1 -point version of this Flaw), the difficulties of all your dice rolls involving the subject are increased by two. If you hold actual hatred (worth 3 points), you must make a frenzy roll whenever confronted with the subject of your hate. Note that some things are just too trivial to be angered by—intolerance of Chinese cooking or hatred of red-haired Sicilian cobblers will have little effect on most chronicles. The Storyteller is the final arbiter on what you can pick to dislike or hate.

 

EIDETIC MEMORY (2-pT. MERIT)

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. This does not mean you poke the Storyteller until they tell you, this means you roll and find out if you CAN recall the information.

 

LIGHT SLEEPER (2-pT. MERIT)

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.

 

NATURAL LINGUIST (2-pT. MERIT)

You have a flair for languages. You may add three dice to any dice pool involving written or spoken languages.

 

LIGHTNING CALCULATOR: (2 pt. Merit)

You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. The difficulties of all relevant rolls are decreased by two. Another possible use for this ability, assuming you have numbers on which to base your conclusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Storyteller the difficulty rating of a task you are about to perform.

 

COMPUTER APTITUDE (2 pT. MERIT)

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.

 

CRACK DRIVER: (2 pt. Merit)

You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors. The difficulties of all rolls requiring risky or especially difficult driving maneuvers are two less.

 

ENTREPRENEUR (1 pt. Merit)

Making money comes easy to you, and you know what it takes to succeed in business. All rolls that involve acquiring money through business reduce their difficulty by 2.

 

MECHANICAL APTITUDE: (2 pt. Merit)

You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices such as computers). The difficulties of all dice rolls to understand, repair or operate any kind of mechanical device are two less. However, this Merit doesn't help you drive any sort of vehicle.

 

JACK-OF-ALL-TRADES (5 PT MERIT)

You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held or just all-around knowhow. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to simulate a wide range of abilities. If the character trains or spends experience in the Skill or Knowledge, he must pay the point cost for the first level a "second time" before raising the Skill or Knowledge to 2.  This does not affect Lore as a knowledge.

 

INEPT (5 PT FLAW)

You are not attuned to your natural aptitudes, and therefore have five fewer points to spend on your Talents (the most you could take on your Talents would be eight, and the least would be 0). Of course, you can still spend freebie points to take Talents. However, you cannot at the start of the game, have any Talent higher than 3.

 

UNEDUCATED: (5 PT FLAW)

As Inept, above, but dealings with Knowledge Abilities.

 

UNSKILLED: (5 POINT FLAW)

As Inept, above, but dealings with Skill Abilities.

 

CALM HEART (3-pT. MERIT)

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.

 

SELF-CONFIDENCE: (5 PT MERIT)

When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. When you declare that you are using a point of Willpower and roll for successes, you do not lose the point of Willpower unless you fail. This will also prevent you from botching, but only if you declare that you are spending the Willpower point before you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. You can use it only when the difficult of your roll is 6 or higher. You may spend Willpower at other times; however, if the difficult is 5 or less, this Merit will not help you.

 

DEEP SLEEPER (1-PT. FLAW)

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.

 

ILLITERATE: (1 pt. Flaw)

Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.

 

NIGHTMARES (1-PT. FLAW)

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 (1 or 3-pT. FLAW)

You have an overpowering fear of something. Spiders, snakes, crowds and heights are examples of common phobias. You must make a Courage roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller the lower the phobia point the lower the difficulty variable.  If you fail the roll you must retreat from the object, if you botch you must roll to check for frenzy.

 

PREY EXCLUSION (1-PT. FLAW)

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.

 

OVERCONFIDENT: (1 PT FLAW)

You have an exaggerated and unshakable opinion of your own worth and capabilities—you never hesitate to trust your abilities, even in situations in which 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.

 

LOW SELF-IMAGE: (2 PT FLAW)

You lack self-confidence and don't believe in yourself. You have two fewer dice in situations in which you don't expect to succeed (at the Storyteller's discretion, though the penalty might be limited to one die if you help her by pointing out times when this Flaw might affect you). At the Storyteller's option, you may be required to make Willpower rolls to do things that require self-confidence, or even to use a Willpower point when others would not be obliged to do so. If this flaw is noticed by other Kindred, expect to be forced into situations which will amplify its effects.

 

SOFT-HEARTED (1-PT. FLAW)

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.  This flaw does not go away if your humanity drops below a 7.Masquerade and maintaining Humanity. Characters with this Flaw must additionally purchase the Eat Food Merit.

 

LAZY: (1-PT FLAW)

You are simply lazy. You do not like to do anything that requires a lot of effort on your part. You prefer to let others do the hard work. You like to lie around and, by vampiric standards, you are certainly a coffin potato.

 

COLDLY LOGICAL (1 pT. MERIT)

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).

 

PRECOCIOUS (3 pT. MERIT)

You learn quickly. The experience cost for you to pick up a particular Ability (That will not change, even after mastering that ability.) is cut in half.

 

IMPATIENT (1 PT. FLAW)

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.

 

STEREOTYPE (2 pT. FLAW)

You buy heavily into all of the vampire legendary 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 too 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. If you are noticed, expect dire consequences.

 

VICTIM OF THE MASQUERADE (3 pT. FLAW)

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 time 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. Expect this Flaw to take a long time to buy off.

 

GUILT-WRACKED (4 pT. FLAW)

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 7, 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.

 

THIRST FOR INNOCENCE (2 pT. FLAW)

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.

 

UNCONVINCED (1PT.FLAW)

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.

 

Social

 

PRESTIGIOUS SIRE(l-pT. MERIT)

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. This merit must be purchased if your character’s sire is an NPC within the game setting.

 

SECRET FRIENDSHIP: (1pt. FLAW)

You maintain a friendship with a mortal or a vampire of  Sabbat or other non Camarilla sect, despite knowing that if you are discovered there is a good chance that both of you would be destroyed. You are always having to cover up this relationship. You must never reveal this secret or you will be in deep trouble.

 

NATURAL LEADER (1-PT. MERIT)

You are gifted with a certain magnetism to which others usually defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.

 

DEBT OF GRATITUDE (l-6-pT. MERIT)

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 minor favor; three points might mean that she owes the character a major favor; six points might mean that she owes the character her unlife..

 

SPECIAL GIFT: (1-3 PT MERIT) - RESTRICTED

For some reason, your sire gave you a valuable gift after your Embrace. The Storyteller should create something suitable. You are free to make suggestions, but the final choice of item (as well as how many points it is worth) lies with the Storyteller.  This does not include pages of Nod.

 

REPUTATION: (2 PT MERIT)

You have a good reputation among the vampires of your city. You may have earned this reputation, or inherited it from your sire. Add three dice to any Dice Pools involving social dealings with the city's Cainites. A character with this Merit may not take the Flaw Notoriety.

 

PAWN: (3 PT MERIT)

You have a measure of control over another vampire, one of higher generation than you. Your control might lie in the Blood Oath, blackmail or some other means of coercion. Your pawn might not even realize he's being controlled. In any event, you must keep a careful eye on him, lest he slip his leash.  This is an NPC not within the game setting.

 

DARK SECRET (1-PT. FLAW)

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.

 

PITIABLE: (1 PT. MERIT/FLAW)

There is something about you that others pity. This causes them to care for you as if you were a Child (see the Archetypes section). Some Natures will not be affected I this Merit (Autocrat, Deviant, Fanatic, Sycophant), are 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.

 

TWISTED UPBRINGING (1-PT. FLAW)

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.

 

CLAN ENMITY (4 pT. FLAW) - RESTRICTED

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) - RESTRICTED

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.

 

DIABOLIC SIRE: (2 PT. FLAW)

Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla. She could he 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.

 

INFAMOUS SIRE (1-PT. FLAW)

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.

 

MISTAKEN IDENTITY (1-4 PT. MERIT/FLAW)

You look similar to descriptions of another Kindred, which cause 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. How closely you resemble your lookalike and how fierce their allies or enemies may turn out to be can be amplified with additional expenditure. Feel like rolling the dice?

 

ENEMY (1-5-PT. FLAW)

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 indicate the wrath of a Methuselah, archmage or other potent supernatural foe).

 

HUNTED (4-PT. FLAW)

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.

 

WARD: (3 PT FLAW)

You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. This character is often a friend or relative from your living days. Retainers do not count as wards, as they "pay their own way." Wards have a talent for getting caught up in the action of stories, and are frequent targets of a character's enemies and random acts of violence.

 

PROBATIONARY SECT MEMBER (4-PT. FLAW)

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.

 

NOTORIETY (3 PT FLAW)

You have a bad reputation among your peers perhaps you violated the Traditions once too often, or you belong to an unpopular coterie. You have a two dice penalty to all dice rolls for social dealings with other Cainites. A character with this Flaw may not take the Reputation Merit.

 

SIRE’S RESENTMENT (1-PT. FLAW)

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.

 

Supernatural

 

 

MEDIUM (2-pT. MERIT)

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.

 

MAGIC RESISTANCE (2-pT. MERIT)

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.

 

ORACULAR ABILITY (3 -pT. MERIT) - RESTRICTED

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.

 

SPIRIT MENTOR (3-PT. MERIT)

You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance.  Must be purchased with Medium Merit.

 

UNBONDABLE (6-pT. MERIT) - RESTRICTED

You are immune to being blood bound.

 

LUCKY (3-pT. MERIT)

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.

 

INOFFENSIVE TO ANIMAL (1PT MERIT)

With rare exceptions, animals usually despise the Kindred. Some flee, others 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.

 

OCCULT LIBRARY: (2-pT. MERIT)

You possess a library of occult materials. 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.

 

CHARMED EXISTENCE: (7 pT. MERIT)

Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore a single "one" on every roll you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain.

 

GUARDIAN ANGEL: (6 pT. MERIT)

Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need you may be supernaturally protected. However, one can never count upon a guardian angel. The Storyteller must decide why you are being watched over, and by what (not necessarily an angel, despite the name).

 

TRUE LOVE (4-pT. MERIT)

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.

 

DANGER SENSE: (2 PT MERIT)

You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger. If the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance or nature.

 

NINE LIVES (7-PT. MERIT)

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 that 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.

 

TRUE FAITH (7-pt. MERIT)

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.

 

TOUCH OF FROST (1-PT. FLAW)

Plants wither as you approach and die at your touch. Your touch leeches heat from living beings as though you are made of ice.

 

MAGIC SUSCEPTABILITY: (2PT. FLAW)

You are susceptible to the magical rituals of the Tremere, as well as to spells of mages of other creeds and orders. The difficulty to cast a spell upon you is two less, and all spells cast have twice normal effect on you.

 

REPULSED BY GARLIC (1-PT. FLAW)

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).

 

CURSED (1-5-PT. FLAW)

You are the recipient of a supernatural curse. The strength and pervasiveness of the curse depend upon how many points you wish to incur. Example 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.)

 

CAST NO REFLECTION (1 PT. FLAW)

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 maybe mistaken for one of them if you possess this).

 

EERIE PRESENCE (2-pT. FLAW)

Mortals have an unconscious awareness of your undead nature, which makes then 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.

 

REPELLED BY CROSSES (3-PT. FLAW)

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.

 

CAN’T CROSS RUNNING WATER (3-pT. FLAW)

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.

 

HAUNTED (3-pT. FLAW) - RESTRICTED

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.

 

GRIP OF THE DAMNED (4 -pT. FLAW)

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.

 

DARK FATE (7-pT. FLAW) - RESTRCITED

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 of 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 though it removes all free will, the knowledge of one's death can be quite liberating.

 

LIGHT SENSITIVE (5-pT. FLAW)

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.

 

MAGIC SENSITIVITY: (3-PT. MERIT)

You have a supernatural gift that allows you to know if any magic is in use or has been used recently (within 1 hour) within a 10-foot radius of yourself. This includes all supernatural Disciplines as well. How much you know about the magic depends upon the number of successes you roll using your Perception + Occult (difficulty 8).

 

SILENCE: (2-PT. MERIT)

You have an unusual ability to move quietly that goes far beyond the norm. Reduce the difficulty on any Stealth roll involving moving quietly by two. You are even able to move quietly over dry leaves. Should the wind blow while you are moving, there is no way to hear you.

 

SANCTITY: (2-PT. MERIT)

For some reason, everyone considers you pure and innocent, though certainly not naive. You have a saint-like quality that is hard to put a finger on, but others tend to see it in you. You are trusted, even if you are not trustworthy. You tend to receive lesser punishments for wrongdoing and are liked by most.

 

INNATE MAGICAL ABILITY: (6-PT MERIT) - RESTRICTED

You have some sort of magical ability that makes you unique. The ability is different from any normal vampiric power or Discipline. The exact nature of the ability should remain somewhat mysterious to you, though you have some say in what the ability is. The ability has an estimated power level similar to a Level Three Discipline.

 

SPECIAL RAPPORT: (2-PT MERIT)

You have a special bond with another vampire that extends beyond any other type of bond you know of. you may or may not love the other vampire, but you have a special link to her. This link allows you to always know when she is in trouble, when she is in pain, when she is lying, and when she needs you. In return, she knows the same about you. Both characters have to buy this Merit. This Merit should not be abused by allowing a relatively weak character to choose a powerful one, unless this is approved by the Storyteller.

 

VULNERABILITY TO SILVER OR GOLD: (2-PT FLAW)

You suffer aggravated wounds from silver or gold (player’s choice), just like a werewolf or other Shifters..

 

ANIMAL AFFINITY: (2-PT MERIT)

You have an innate understanding of and rapport with a certain type of animal, such as dogs, bats, rats, cats or wolves. Animalism and Animal Ken rolls with these animals have their difficulty reduced by 2.

 

SUPERNATURAL COMPANION (3 PT MERIT) - RESTRICTED

You are allied with a supernatural being, but not a vampire. This may be a  werewolf comrade, the ghost of a relative, or even a friendly mage. You may ask for her help in times of need, but she may not always be able to help. She may also require your help at inconvenient times (such is the cost of friendship). It is highly improbable that your allegiance is looked on favorably by her kind, and any Kindred who discovered your relationship would almost certainly disapprove. The Storyteller will create your companion, be it werewolf, wraith, mage or something else entirely, and won't reveal her full capabilities. (Note: This Merit supersedes those of Werewolf Companion and Spirit Mentor in The Vampire Players Guide and Mage Companion in the Dirty Secrets of the Black Hand.)

 

DECEPTIVE AURA (1 pT. MERIT)

Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura. This does not hide the black lines indicative of diablerie, however they may confuse the Cainite reading your aura.

 

HEALING TOUCH (1PT MERIT)

Normally vampires can only seal the wound they inflict by licking them. With but a touch, you can achieve the same effect.

 

ADDITIONAL DISCIPLINE (5 pT. MERIT) - RESTRICTED

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 can not take this merit more than once. The discipline learned will still require the expenditure of exp for its first dot. This discipline may not be taught to another Cainite. You know how to perform this feat, but explaining it to someone else?

 

COLD BREEZE (1PT. FLAW)

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.

 

HIDDEN DIABLERIE  (5 pT MERIT)

The tell-tale black streaks of diablerie do not manifest in your aura.

 

BEACON OF THE UNHOLY (2 pT. FLAW)

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. Someone who possesses the True Faith merit will know you on sight and abhor your existence.

 

 

 

Ghouls

 

PALE AURA (1 PT MERIT)

Due to some quirk of fate or your reaction to the Blood, your aura is naturally pale. Vampires reading your aura via Auspex assume you to be Kindred unless they have strong reason to suspect otherwise. This Merit can be of great use if you wish to impersonate a vampire, but can also cause some very dangerous misunderstandings.

 

BLOOD FLAW IMMUNITY (3 PT MERIT)

For some reason, you are resistant to the bloodline flaws of any vampire from whom you drink. You can guzzle Nosferatu vitae until your stomach bursts, and your complexion won't suffer a whit, as a ghoul. If your Ghoul should be turned, this merit will not continue to function, no freebies will be refunded.

 

KINFOLK (4 PT. FLAW/MERIT)

Whether you know it or not, you are kin to a werewolf tribe. You carry the blood of the Garou in your veins, and your own children may be Garou. For ghouls, being Kinfolk can be an advantage or a hindrance. If purchased as a Merit, then you are still on amicable terms with your relatives (Garou and Kinfolk alike). Although they will never allow you to bring any vampire "friends" into their territory (and may well use lethal means to enforce their privacy), they have an interest in your well-being and give you aid so long as this doesn't compromise their principles. Of course, your kin do not want you to be a ghoul forever, as they would like you to return to their society and raise a family of your own. Typically, only independent ghouls may purchase Kinfolk as a Merit. However, it's more likely that the Garou consider a ghoul Kinfolk to be a serious threat. If bought as a Flaw, then your extended family believes you may compromise their security. They seek either to remove you entirely from your diet and/or domitor's influence, or to kill you as a favor to your corrupted soul. This Flaw earns you dangerous enemies, one from whom your domitor (if any) is very unlikely to intercede and rescue you. This Flaw is more appropriate for vassal ghouls, as no werewolf would agree to let one of their precious Kin be sworn to a vampire.

 

Revenants cannot be Kinfolk, either as a Merit or as a Flaw.

 

SUPERNATURAL COMPANION (4PT. MERIT)

You are allied with a supernatural being, but not a vampire. This may be a  werewolf comrade, the ghost of a relative, or even a friendly mage. You may ask for her help in times of need, but she may not always be able to help. She may also require your help at inconvenient times (such is the cost of friendship). It is highly improbable that your allegiance is looked on favorably by her kind, and any Kindred who discovered your relationship would almost certainly disapprove. The Storyteller will create your companion, be it werewolf, wraith, mage or something else entirely, and won't reveal her full capabilities.

 

VITAE SINK (3PT. FLAW)

For whatever reason, you metabolize vitae more quickly than other ghouls do. You must be fed every two weeks, rather than every month, or lose all supernatural traits and revert to a human once more. Few ghouls with this Flaw last beyond their natural life spans; at this rate, missed feedings do happen... .

 

Toreador

 

CONTROLLABLE THIRST: (1 pt. Merit)

Because Toreador spend so much time around mortals, resisting Frenzy caused by the smell, sight or taste of blood is easier for them. Whenever the Kindred makes a Frenzy roll over blood, reduce the difficulty by two.

 

EYE FOR BEAUTY: (1 pt. Merit)

The Kindred is a natural critic. Reduce difficulties for Art Appreciation by four.

 

MORTAL DOUBLE: (2 pt. Merit)

You have the services of someone alive who looks just like you. This person might be your actual twin. (Other explanations are possible: a long-lost brother, a master of disguise, a Progenitor clone, a victim of Vicissitude, etc.) However, unless he is made into a ghoul, he will continue to age normally. Eventually, he will no longer be your exact double. The double may move about freely during the day, aiding you in hiding your vampiric nature. The double must be fully aware of your personal life, including all your relationships and activities. He must also be a good actor.

 

REFINED: (2 pt. Merit)

You a member of the elite. You are at home in high society and you never feel out of place around the "beautiful people." The difficulty on all Etiquette rolls involving high society is reduced by three. In addition, you are often invited to Toreador socials reserved for those of higher Toreador Prestige (or Camarilla Status) than yourself.

 

"GIFTED": (3 pt. Merit)

The difficulty on all Creativity rolls and Artistic Expression rolls are reduced by three.

 

GREATER COLORS: (5 pt. Merit)

The vampire sees colors more distinctly and with greater definition. The world is far more colorful. Unfortunately, the vampire is more likely to become enraptured by colorful objects. Despite the drawback, when used in conjunction with Aura Perception, the vampire will discover far more information about her target. The difficulty for reading a target's aura is reduced to five. The player may ask the Storyteller one question about the target for every success, and the Storyteller must provide accurate information. This may be used only once per story on a particular target. Finally, all Artistic Expression difficulties involving color are reduced by one.

 

VAMPIRE SPOUSE: (4 pt. Merit) - RESTRICTED -

TOREADOR CLAN NOT REQUIRED HUMANITY MINIMUM: 7 FOR BOTH PARTIES

You hold regnant over another Kindred, though she holds regnant over you as well. The two of you are in love, and you automatically have the benefit of the Merit: True Love. Your vampire spouse is your equal in terms of power and status. However, as a couple, you are very formidable. You allow nothing to get in the way of your love. You and your spouse would die or kill for one another.

 

POWERFUL GHOUL: (5 pt. Merit)

You have a very powerful ghoul Blood Bound to you. The ghoul has reasonably good Virtues and Willpower ratings and will do anything you say, since it loves you so much. However, the ghoul might also get jealous or any relationships you have with others. Ghoul’s abilities/traits/influences/etc. subject to Storyteller discretion and whim.

 

POOR TASTE: (1 pt. Flaw)

You can never have the Art Appreciation skill. You are forever a Poseur, and you have no ability to judge a masterpiece from trash. In fact, if you had the choice, you would choose the trash.

 

RIVAL: (1 pt. Flaw)

You have an intense rivalry with another Kindred. You are always competing with this individual, either for fun or out of spite. In besting this individual, you go to extremes, and he behaves similarly towards you. Your rival occasionally gets the best of you, but you do the same to him. Your Rival will be an NPC played by a storyteller at their whim.

 

TORTURED ARTIST: (1 pt. Flaw)

You must suffer for your work. Your work is never good enough to suit you. You often suffer ennui for extended periods of time, preventing you from working steadily. In addition, you constantly find yourself in heartbreaking positions; perhaps you subconsciously lead yourself into those situations to acquire the experience you need for your work.

 

VULGAR: (1 pt. Flaw)

You will never fit into high society. You are crude, rude and socially unacceptable, forever a Philistine. You are treated as having one less level of Status when invitations to Toreador socials are prepared. You will never be fully accepted as a Toreador. Many will question your Sire and possibly ridicule him for choosing you.

 

ARTISICALLY INEPT: (2 pt. Flaw)

You must work harder than most artists to accomplish great work. you are still capable of creating a masterpiece, but it is tougher for you than for someone else of equal training. All difficulties on Creativity rolls and Artistic Expression rolls are increased by two to a maximum of nine.

 

SOCIAL OUTCAST: (3 pt Flaw)

You have severed your ties to the Artistes and Poseurs. You no longer play their silly games. You will never rise in Clan Prestige, and you are the equivalent of an anarch. However, the anarchs will not accept you due to some past transgressions you have committed against them. You have no place in the world of the Damned.

 

 

Nosferatu

 

LIZARD LIMBS (1 pt. Merit)

When your limbs are restrained or grappled, you may spend a Blood Point and make a Willpower roll (difficulty 8) . if you succeed, you may "shed" a limb, leaving it in your opponent's grasp while you escape. The limbs may be regrown normally. If you shed enough limbs, you can escape nearly any bonds, though it is hard to flee the scene of captivity when one has no legs.... Nosferatu with this Merit often use it for practical jokes (Let's shake on it. . . ).

 

LONG FINGERS ( 1 pt. Merit)

Your finger are unnaturally long and spidery. You gain one extra die to Dice Pools involving digital coordination or grappling.

 

OVERSIZED FANGS ( 1 pt. Merit)

When you grew your fangs, you really grew 'em. Your fangs are enormous, snaggly things resembling cobra fangs or possibly even tusks. Your bite does one additional die of damage, and you may add one to your Intimidation Dice Pool.

 

OVERSIZED MOUTH ( 1 pt. Merit)

Your mouth is huge and you are able to open it to prodigious width. You may drink an additional two Blood Points from your victim each turn.

 

CLUB FOOT (1 pt. Flaw)

One of your feet is gnarled and deformed. You move at only half normal speed.

 

BLUNT TEETH ( 1 pt. Flaw)

Your teeth are huge and square, not sharp like those of most other vampires. You must score one extra success to do damage with a bite, and once you have locked your teeth into your prey, you automatically cause the victim one additional Health Level of damage for every two Blood Points taken (you have to chew and chew and chew . . .).

 

DISGUSTING (2pt. Merit)

You have the ability to contort your body and face in all sorts of shocking and grotesque ways. You can drool blood, pop your eyes out to double their width, spontaneously grow and burst boils on your flesh, extend your tongue three feet out your mouth, etc. In addition, you are an accomplished practitioner of the fine art of disgusting others, and take considerable pride in your ability to gross out anyone or anything. By concentrating for a turn and spending a Blood Point, you may will your body to do something vile, making a Wits+Intimidation roll (difficulty of the opponent’s Wits+Self-Control). Each success on this roll subtracts one from the opponent’s Dice Pool for any action taken next turn (the opponent is so repulsed and horrified by your antics that concentration is broken).

 

SLIMY  (2 pt. Merit)

Your skin secretes slime like that of a worm or mollusk. Opponents must score two more successes than normal to grapple you, and your difficulty to soak fire damage is reduced by one.

 

SWARM ATTRACTOR (2 pt. Merit)

You must have at least one dot in Animalism to take this Merit. Your skin exudes a grease that attracts flies, gnats, bees and other flying insects. While these insects normally buzz passively about you in a thick cloud, you may command them in a limited fashion. The bugs may travel up to 20 feet from you to sting and distract your foes. The swarm does no actual damage, but any being caught in the swarm must make a Willpower roll (difficulty 7) . If the roll fails, the victim loses two dice from her Dice Pool that turn; if it botches, she may take no action whatsoever.

 

FOUL BLOOD (3 pt. Merit)

Your blood tastes truly awful. Opponents who bite you in combat must make a Willpower roll (difficulty 6) or spend the next turn retching and gagging; the idiot who actually tries to commit diablerie upon you must make a Willpower roll (difficulty 9) and score three successes to complete the process.

 

PATAGIA (4 pt. Merit)

You have grown large flaps of skin under your arms, like those of a pterodactyl or flying squirrel. You may use these patagia to glide for short distances, provided there is an updraft or strong wind.

 

STENCH (1pt- Flaw)—Few Nosferatu smell good, but you reach a new nadir of odiferousness. Even other Nosferatu are repulsed by your stink, and your Stealth Dice Pools are reduced by two against any creature that can smell, unless you are upwind.

 

PUTRESCENT (3 pt. Flaw)

The mystic processes that inhibit the natural decay of the vampiric form were less effective on you. As a result, you constantly rot, though a day's rest checks and to some degree heals the effects. Your soak Dice Pool is reduced by one, and if you are jarred or hit violently (more than three successes after soak) you must make a Stamina roll (difficulty 6). If you fail, one of your facial features or fingers falls off; if you botch, one of the levels of damage is aggravated and one of your limbs fall off. This will regrow when the aggravated wound is healed.

 

PARASITIC INFESTATION (2 pt. Flaw)—In many ways this Flaw is the negative counterpart of Swarm Attractor (above). Several species of hemovores – ticks, lice, mosquitoes, gnats, chiggers, leeches and the like – find your blood particularly tasty. These creatures crawl and hide among the creases and folds of your skin despites your best efforts to remove them. Particularly persistent are those vermin that drink from you three times and thus become enormous, bloated, Blood Bound ghouls. You may not command the vermin in any fashion; they are too intoxicated on your vitae to be any of any use (though they do love you, for what it’s worth). The parasites also drink from one to four of your Blood Points each night (roll  a die and divide by three, rounding up). This force you to hunt more often. Finally, the constant itching and irritation increase by one the difficulties of all your rolls to avoid frenzy.

 

TOUGH HIDE (2 pt. Merit)

Your skin is thick and leathery, resembling that of a pachyderm. You gain one extra die on your soak Dice Pool (though not to soak fire and sunlight).

 

 

 

Gangrel

 

RUSE OF THE WOLF'S CLOTHING (2-pt Merit)

In animal form only, the vampire still smells alive, even to the super-sensitive nostrils of the Lupines. This is essentially a "Baby Face" merit for altered forms and may include other lifelike symptoms at the Storyteller's discretion as well as a defense against the werewolf gift Sense Wyrm. If this is the case then the Storyteller may well want to increase the cost of this merit.

 

GIFT OF PROTEUS (1, 2 or 4-pt Merit)

This merit allows the Gangrel to "fine-tune" the shapes achieved by the Protean Discipline. The number of points spent determines the scope of the variation which must he specific approved by the Storyteller and defined when the merit is chosen.

 

Examples:

For 1 point the character can vary the special effects. The character may modify the incidental effects of a form. Red Eyes might glow an eerie green instead of red.

 

For 2 points the character may achieve a minor variation on a form. For instance a player may determine the actual breed of wolf which her character may become.

 

For 4 points the character may make a significant variation in one of the Protean shapes (as long as it is still a shape traditionally associated with Vampires) such as becoming a black cat instead of a wolf. Among the forms traditionally ascribed to Vampires were those of cats crows black dogs wolves toads and bats.

 

 

 

Brujah

 

BEARING OF KINGS (2 PT. MERIT)

Unlike the primary rivals the Lasombra and Ventrue, Brujah do not concern themselves with Embracing mortals of noble lineage. The Zealots, more than any other clan, encourage humans to influence change for their own well-being, rather than that of vampiric plasters. Such leaders as the Brujah seek require rare qualities. While they may not possess a single drop of noble blood, certain Brujah possess a force of personality that could make the most confident of monarchs show deference. A Brujah with this Merit is at -2 difficulty for all rolls involving Presence.

 

LACK OF CONTROL (1-3 PT FLAW)

For whatever reason (thin blood, an uneducated lineage), the character's control over one or both physical disciplines is lacking.

Brujah with this flaw have demonstrated numerous deficiencies: Celerity may only be used for running and combat movement. Any attacks made while using Celerity are at + 1 difficulty. Activities requiring precision such as saddling a mount or garbing oneself in armor are impossible with Celerity activated (one point).

The character cannot control his own Strength and must concentrate on keeping it in check lest havoc result (breaking a friend's hand in greeting him, for example, or snapping his spine with a hug). If a Willpower roll (difficulty 6) fails, the character must apply his full Potence in damage to the target object. Additionally, an unsuccessful attack with a melee weapon necessitates a Dexterity + Melee roll (difficulty of the character's Strength + Potence). An unsuccessful roll means the character loses his next action while recovering his balance (two points).

The blood of the character does not focus his strength effectively. Potence successes are not automatic, but in stead are only added as additional dice for Strength and damage rolls. A physical action such as lifting a gate or overturning a cart requires a Strength + Potence roll (difficulty 6). The result is the number of dice that the character can apply to the task (three points).

Some truly inept Brujah have flaws in their control of both Celerity and Potence, and face the constant derision of their peers. With proper tutelage from a trained elder, the character might be able to remove this Flaw, but she had best set aside a lifetime or two to devote upon the task....

A Cainite should not be hindered with more than one expression of this Flaw at a time.

 

FURY'S FOCUS (3 PT. MERIT)

Whether they accept the truth of it or not, susceptibility to frenzy is a distinguishing characteristic of the Brujah. Certain brethren of the clan, through their devotion to Entelechy, have more fully integrated their awareness of Beast and Self. While unable to resist the call of the Beast any more than their less disciplined brothers, these Brujah can for a brief time control the direction their frenzies take. A player with this Merit must spend a Willpower point and roll her Self Control or Instincts at a difficulty one higher than the original difficulty to resist frenzy. For each success achieved the character may control her actions for one turn.

 

 

 

Ventrue

 

PARAGON (7 pt Merit)

The Embrace has awakened within you an aspect of personality that others find particularly compelling. You may select any one Background from the following group: Allies, Black Hand Membership, Clan Prestige, Contacts, Fame, Herd, Influence, Mentor, Resources, Retainers, Sabbat Status or Status. Your maximum Trait score in that Background may exceed your normal generation limit by one. For example, a 10th-generation Kindred may take this Merit and enjoy the benefits of a Contacts Background of 6. You may take this Merit for only one Background, which may drop (and therefore rise again) at the Storyteller's discretion. Players should choose this Merit only for a Background that makes sense -- a Camarilla archon is unlikely to have a Black Hand Membership Background of 7, for example.

 

MAJESTY(2 pt Merit)

Everything about you seems to be particularly noble: the way you walk, speak, and feel. You are at a -2 difficulty on all social rolls.

 

PIERCING GAZE (3 pt Merit)

Your gaze seems to be paralyzing. Whether it instills people with fear, love, or self-loathing, all Disciplines that require sight contact have their difficulties reduced by 3.

 

IRON STOMACH (7 pt Merit)

The taste of Ventrue is so refined that they can normally feed from only one class of mortal. With this merit, the Ventrue-in-question may temporarily ingest the blood of any other class as well, and even hold it for a brief time. If the character decides to feed from someone other than his pre-set class of mortals, he must first expend two Willpower points. As long as he wishes to keep the blood in his system, he must expend an additional Willpower point everywhere. Should he run out of Willpower or no longer wish to stomach the stuff, he vomits the blood back up immediately, and takes one unsoakable level of bashing damage in the process. This is considered a Supernatural merit.

 

ANTI-VENTRUE (4 pt Flaw)

You're the exact opposite of a Ventrue - instead of being graceful, you are clumsy. Instead of being handsome and charming, you are bland, unappealing, and annoying. Other Ventrue will give you no end of grief for your lack of any Blue Blood qualities whatsoever, and you are at a +3 difficulty on all social rolls with other Ventrue who do not possess this flaw. You may never purchase Clan Prestige.


 

Malkavian

 

IMMACULATE AURA (1-PT Merit)

Whether because of your iron control or some fluke of chance, your aura does not give away your insanity. The aura doesn’t shift or swirl at all, even when you’re confused, frenzied, or in a psychotic fit.

 

BENEVOLENT BLOOD(1-PT Merit)

Your blood still carries the Curse of Malkav, but its effects have been lessened just a little bit. Any ghouls you create suffer none of the usual deranging side effects of drinking Malkavian blood – they can be loaded to the gills with your blood and not come one step nearer to gaining a derangement. (They might still be driven insane by life with you, though, depending on how demanding your reality is.) Of course, any childer you Embrace will still gain a derangement after the Embrace as usual – although your vitae is easily diluted by mortal blood, the pure stuff carries the Curse as one would expect.

 

INFECTIOUS (3-PT Flaw)

Your bite transmits the madness of your clan. Whenever you feed from a mortal, the power of the Kiss holds them in place as normal. However, your mortal prey gains a temporary derangement for every three blood points you take from them; the madness lasts for a week or so. Malkavians with this flaw are often the ones you hear about infesting asylums; it’s the most low-key place for them to feed.

 


 

Tremere

 

ATTUNED TASTE(2 pt Supernatural Merit)

For whatever reason, your character finds blood magic instinctive- more so than for most Tremere. When your Tremere tastes blood, she naturally tastes the subtle currents and occult correspondences in the vitae. To her, it's not even magic; it's just a heightened state of taste stemming from the Embrace and the Tremere clan's long experience with blood. When your character tastes blood, she may automatically glean one fact about the source, as per the Level One Path of Blood power, A Taste for Blood No blood cost or roll is required; the vampire simply garners information as if with one success. You may still choose to use the Discipline itself in order to gain more specific information, in which case the normal systems apply and the results of the Discipline use supersede this affinity. This affinity is not always beneficial- your character may accidentally taste undercurrents of fear, extraordinary power or poison in vitae, and such tastes can cause nausea or incapacitation at the Storyteller's discretion. This sensitivity cannot be turned off.

 

EMBRACED WITHOUT THE CUP (4 pt Social Merit)

When your character was Embraced, her sire dispensed with Tremere tradition, or perhaps didn't have the means necessary to finish the job, or just died before it could be done right. Your T remere was drained of blood and then brought across, but never went through the Transubstantiation of Seven. As a result, even if your character took the oath, she didn't undertake any steps toward a blood bond with the Council of Seven. Because your character has no imperative toward the Seven, her loyalty to the T remere clan comes solely from her own conscience. Effectively, you can do as you damn well please without any unnatural feelings getting in the way. Of course, if any loyal Tremere find out about this oversight, your character will probably wind up hauled in for the Transubstantiation of Seven, as well as some detailed questioning about why she didn't come forward to fix this oversight ofher own volition. This may result in a binding to the council, or a tribunal of some sort, and ignorance may not be a valid excuse. . . .

 

BOUND TO THE COUNCIL  (3 pt Social Flaw)

Whether because of a highly suspicious regent, a faux pas in the past or a missive from on high, your character was bound to the Council of Seven - a condition that he hasn't escaped. This doesn't stop the character from having personal goals and motives, but love of the Tremere clan always comes first. You must spend Willpower just to go against T remere policy; violating the oath, to your character, is literally as difficult as a blood bound thrall trying to betray her regnant. When the councilor their duly-appointed representatives (read: anyone with more Tremere rank than your character) says, "Jump," your character jumps, then waits around to find out how high before coming down. If you somehow manage to get out of this problem, say by partaking of a Vaulderie, accepting another blood bond or using the ritual Abandon the Fetters, your character may well find himself marked for destruction should the proper parties find out. If the blood bond wasn't enough to keep him in line, and he was enough of a threat to merit it, then destruction is the only way to be sure that he won't be a problem later. The Storyteller can and should use all Tremere resources available both to check the character's loyalty and to hunt him down like the renegade he is ifhe fails to make the grade.

 

DOUBLE BETRAYER (4 pt Social Flaw)

At some point in the past, your character undertook the Vaulderie. She may have legitimately tried to join the Sabbat, or perhaps she didn't know any better or was compelled. Regardless, she now bears the mark of theBetrayer. She has since been redeemed and welcomed back into the clan's ranks, but the mark will haunt her always. As usual with the mark, all Tremere can tell that your character betrayed the clan once. Those who know of your character's past will treat her with contempt; add two to the social difficulties for interacting with other T remere, so long as they're loyal to the clan. Tremere who don't know the circumstances will probably assume that your character is a Sabbat traitor, and might try to capture or destroy her, or at least attempt to inform the pyramid of her whereabouts. Should your character ever fail in her reports or relapse in bad behavior, you can expect that she willbe hunted down just like the Tremere do with other threats.

 

THAUMATURGICALLY INEPT (5 pt Supernatural Flaw)

Tremere and the council took decades to develop the principles of Thaumaturgy, so it's not a "natural" Discipline. Over centuries it's spread through the Tremere clan as a habitual practice, but a few unfortunate Tremere never seem to get the hang of it. Your character is one such unfortunate: He effectively adds 4 instead of the normal 3 to his difficulties ( to a maximum of 10) to use paths or rituals. He can still learn Thaumaturgy (higher-ranking Tremere will be happy to share their secrets so long as he earns the favor from them), but it takes real effort. Thaumaturgy still counts as a clan Discipline for him, though he can begin the story with no more than one dot. Socially, this tends to mark the character as a poor student among other Tremere. He will likely be passed over for promotions or responsibilities simply because he "just doesn't get it."

 

PRODIGY (2 pt. Social Merit)

You were born to be Tremere, your elders say. You have an easier time grasping magical concepts and understanding clan protocols, and will surely advance through the circles of enlightenment faster than most. Your elders think well of you, and it is often you they come to when they require an assistant. You are at a -1 on social rolls when dealing with Tremere older than yourself, though may find your peers and inferiors jealous.

 

WITCH'S BLOOD (2 pt. Supernatural Merit)

You come from a long line of witches or warlocks, and have been practicing some form of the craft since you were young. The metaphysics of magic have always been a part of the 'real' world for you, and arcane secrets come more easily because of it. You have a much easier time learning and remembering Rituals, and have an uncanny ability to create them.

 

OATHBREAKER (1-4 pt. Social Flaw)

You have broken the Oath you taken at your embrace, and you have been caught. Now your superiors are considering both your crime and your punishment, and your every action is under a microscope until your fate is decided.

This flaw at one point might mean that your crime was that of developing a personal relationship with another Tremere - an infraction that is likely to be punished less severely than others.

At four points, this flaw might mean that you have taught the secrets of Thaumaturgy to one of the clan's enemies, or ensorcelled one of your clanmates to terrible ends. The punishment for these crimes will likely be death, if you're fortunate.

 

TREMERE'S CURSE(4 pt. Supernatural Flaw)

From the first night of your embrace, you have borne the earmarks of Tremere's diablerie. Your aura will always have the strong black veins that result from this social sin, though you may have never committed it. It is unlikely any will believe that you are innocent of this crime, and you may become hunted anywhere you go. This flaw should not be taken lightly, as there is no way for the Tremere to know of their curse unless someone tells them.

 


 

Camarilla

 

HARMLESS (1 pT. MERIT)

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.

 

REP (1PT MERIT)

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.

 

SABBAT SURVIVOR (1 pT. MERIT)

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 -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.

 

BOON (1-6 pT. MERIT) - RESTRICTED

Someone owes you a favor. The vampire in your debt might be the lowliest neonate in the city or might he 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.  This someone is a NPC of the ST’s discretion and whim.

 

SCHOLAR OF ENEMIES (2Pt. MERlT)

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 she 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.   Please note the Lore System.  You may focus on one type of clan/tribe/seeming/etc. and gain the -2 to difficulty listed above.

 

OPEN ROAD (2pT. MERIT)

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 remove between cities unimpeded by random, encounters with Lupines, overzealous state troopers and the like.

 

FRIEND OF THE UNDERGROUND (3pT. MERIT)

While you're not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway 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 subterrean world (sneaking from place to place underground, finding routes into sub-basements and so on). Nosferatu cannot purchase this Merit.

 

SCHOLAR OF OTHERS (2 Pt. MERIT)

This Merit functions identical 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)

For whatever reason (maybe your winning smile or perhaps just your superb grovelling technique), 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.

 

DOMAIN (2-4pT. MERIT)

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.  This domain is located in a different city other than New Orleans.

 

ALTERNATE IDENTITY (3pT. MERIT)

In addition to your normal identity, you've taken up an attenuate role that allows you to run with another group or sect of vampires. This other self has a believable history and backstory 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.

 

BOTCHED PRESENTATION (1 pT. FLAW)

When your sire presented you to the prince of another city, you flubbed it. Now you'd 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.  This flaw will follow you to any city you travel to until you buy it off and may result in the Prince recognizing you as “The one who vomited in New York.” or something similarly embarrassing.

 

INCOMPLETE UNDERSTANDING (1 pT. FLAW)

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....

 

SYMPATHIZER (1 pT. FLAW)

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.

 

CATSPAW (2 pT. FLAW)

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.

 

DISGRACE OF THE BLOOD (3 pT. FLAW)

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 he looked down upon by friends of your sire, and your achievements are likely to be discounted.

 

RIVAL SIRES (2pT. FLAW)

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.

 

MASQUERADE BREAKER (2 pT. FLAW)

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.  The person who spotted your character doing this is a  NPC who will act upon the information for good or ill of your character at ST discretion and whim.

 

HUNTED LIKE A DOG (3pT.FLAW)

Another sect or group 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.

 

SLEEPING WITH THE ENEMY (3 pT. FLAW)

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.

 

BLOOD HUNTED (4-6PT. FLAW) - RESTRICTED

You have been made the targets 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. ST Note: If you take this flaw and another player from your home city appears and attempts to fulfill the hunt, it would be unwise indeed for them to not seek the approval of the Prince. However, if the prince upholds the hunt, you will be subject to the full extent of the Lextalionis. It highly recommended that if you take this as a six point flaw you also consider Dark Secret.

 

LAUGHINGSTOCK (5 pT. FLAW)

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.


 

A Vampire the Masquerade Chronicle

© 2023 by Mortis Nocturne.

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