Merits & Flaws
14th Generation (2pt Flaw)
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 distinguished characteristics of a clan. Most 14th generation vampires should also take the Thin Blood Flaw.
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 distinguished characteristics of a clan. Most 14th generation vampires should also take the Thin Blood Flaw.
A
Absent-Minded (3pt Flaw)
This Flaw may not be taken with the Merit Concentration. 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 make a Wits roll or, as a last resort, spend a Willpower point.
Acute Sense: (1pt Merit)
You have exceptionally sharp hearing, smell, vision or taste. The difficulties of all dice rolls that relate to the sense in question (e.g. Perception +Alertness to hear a faint noise, taste poison in food or see an oncoming attacker) are decreased by two. Combined with Auspex, this Merit can grant truly superhuman sense. This Merit can be purchased multiple times (a Cainite could have Acute Vision and Acute Taste for instance).
Addiction (3pt Flaw)
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.
Additional Discipline (5pt Merit)
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.
Allergic (1-3pt Flaw)
You are allergic to some substance, in a manner not unlike mortal allergies. However, you do not get hives or sneeze, but are actually incapacitated y your reaction. If the substance was in the blood you drank, the reaction will be very strong, though touch along is enough to disturb you. If it was in the blood, you will have five fewer dice on all your Dice Pools for 10 minutes. - if you just touched it, the penalty is reduced to two dice. Choose form the list below or make up the substance to which you are allergic: · Plastic: 1pt, · Alchohol:2pt, · Illegal Drugs: 2pt, · Metal: 3pt.
Alternate Identity (3pt Merit)
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 backstory that can stand up to at least cursory checks, and he is accepted at face value (more or less) by his associates. However, you sire, Allies, Contacts, etc. don’t know you maintain this second identity, and treat this "stranger" accordingly.
Ambidextrous (1 pt Merit)
You have a high degree of off hand dexterity, and can perform tasks with the "wrong" hand at no penalty. The normal penalty for using both hands at once to perform different tasks (such as fighting with a weapon in each hand) is a +1 difficulty for the "right" hand and a +3 difficulty for the other hand.
Amnesia (2pt Flaw)
You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may someday come back to haunt you. (you can, if you wish, take up five points of other Flaws without specifying what they are, and leave it to the Storyteller to detail them. Over the course of the chronicle, you and your character will slowly discover them.
Anachronism (2pt Flaw)
You have been a vampire for some time, an are unable (or unwilling) to keep up with the changing times. An Intelligence roll is needed whenever you have to deal with something from a later period than your own breathing days. If the roll is failed, total the net failures and use this total as a negative modifier to your attempts. Example: Osric, a fifth-century Goth by birth, has this Flaw and is attempting to deal with a computer. His Intelligence results in two net failures. Osric now has a two-dice penalty when determining the outcome of his attempt to make the infernal machine cooperate. Not that characters with this Flaw will generally have been vampires for a longer time than the 50 years suggested in Vampire, so Storytellers should decide whether or not to allow this Flaw in their characters.
Assamite - Blood Madness (2 or 4pt Flaw)
The curse that the Baali of Chorazin laid upon the warrior caste has fallen on your head, and you are plagued with an unending hunger for the blood of other Cainites. Whenever you taste Cainite blood, you must make a Self-Control roll (difficulty 8) or you fall into a hunger frenzy in which you will do anything to gorge upon as much blood as physically possible. If you follow a Road that teaches Instinct, you are instantly lost to this frenzy; no roll is possible and the Flaw is worth four points. You often find yourself thinking of other Cainites - even other Assamites - as potential vessels rather than equals. This Flaw is mainly found among the warrior caste. It is much rarer among sorcerers and viziers, only affecting those who have partaken of warrior vitae or who spend the majority of their time associating with warriors.
Assamite - Disgraced (2pt Flaw)
You broke the laws of the khabar at some point during your training, and though you have since partially made amends (enough to prevent yourself from being destroyed on the spot, and to be grudgingly accepted as a rafiq), your name still bears the stain of your misdeed. All dealings with other Assamites are at +1 difficulty, though the Storyteller has the discretion to vary this penalty fore individuals who know you well or whom you have served well or badly in the past. Clearing your name will be a strong motivation for performing well in all respects while on an assignment.
Assamite-Du’at Enemy (4pt Flaw)
During your apprenticeship at Alamut, you somehow incurred the displeasure of one of the du’at, and your existence will be considerably more difficult as a result. Your enemy is unlikely to be your direct commander (the caliph in the case of warriors), and you may not even know his identity - though you may certainly try to find out and make your peace somehow.
Assamite - Magical Addict (3 or 5pt Flaw Physical Flaw)
Whether through a weak will, a lingering anomaly from you r mortals day or overuse of ritual components like kalif, you have become addicted to the alchemical psycho- active drugs that some sorcerers use to focus their blood magic. Going beyond a mere physical or psychological addiction, this dependence goes so far as to affect your very mastery of the powers at your command. Your competence with Assamite Sorcery is dependent on the frequency at which you cater to your addiction.
If you take this Flaw at 3 points, suffer a +2 difficulty to all rolls related to blood magic, including (but not limited to) use of path powers and rituals, whenever you are not under the effect of your drug of choice. For 5 points, you are completely unable to focus yourself enough to perform even the simplest blood magic if the drug is not in your system.
Only characters with at least one dot in Assamite Sorcery may take this Flaw. Non-Assamites may take this Flaw if they somehow receive tutelage in the Discipline.
MET System: If you take the Flaw at 3 points, you must bid two extra Traits on all challenges related to your blood magic when you are not under the influence of your substance of choice. For 5 points, you may not use any of your blood magic powers or rituals without the aid of-your preferred chemical. You may not take this Flaw unless you have at least one basic Assamite Sorcery power. For the assistance of the terminally stupid, we'll say this explicitly: Roleplay your character's drug use, don't actually do it yourself.
Assamite-Marijava Contact (1pt Merit)
You have an ally who is a member of the Marijava ghoul family, and can be called upon for a favor from time to time. Likewise, your Marijava friend may call upon you for help occasionally. The clan is aware of this relationship and will normally grant you leave to help your ally (knowing that you have given your word to do so),provided that the clan’s interests are not compromised in the process. The Storyteller creates the ghoul character, but should not reveal Trait score and other game-sensitive information to you.
Assamite-Silsila Enemy (2pt Flaw)
A member of the silsila has taken against you for some reason - faction enmity, for example - and will exert influence to thwart your chances of promotion, make sure you get difficult or inglorious jobs, and generally make your existence uncomfortable. The Storyteller should decide whether you know who your enemy is at the start of the game, though you may do what you can to find out.
Assamite- Multicultral (3pt Merit)
The Assamites have spread over an immense amount of territory, and they have encountered a wider array of cultures than many other clans can conceive of. Either in life or unlife, you have traveled among many different cultures and gained an almost instinctive understanding of how to blend in and not offend. You enjoy a -1 difficulty bonus on all attempts to move smoothly through a foreign society (though speaking the language is still a function of Linguistics), as you reflexively come across as familiar and knowledgeable in areas where other outlanders would be at a loss. This also applies to such tasks as appearing native in an area where you don't belong (such as a French Assamite hiding from German Ventrue pursuers in the markets of Constantinople).
Assamite-Unconquered Ally (2pt Merit)
You have a friend and ally among the Unconquered. The Storyteller creates this character, but should not reveal any information to you beyond that warranted by the two character’s acquaintance. Your Unconquered ally may be called upon for assistance and may also enlist your support from time to time. Naturally, neither of you may do anything which endangers your side of the clan without incurring the considerable wrath of your superiors.
Assamite - Outcast (2pt Flaw)
You have rejected the role of the caste into which you were Embraced, choosing instead to define your own existence and follow the path of another caste. While many Assamites take this course with few negative repercussions, you have managed to make enough waves to gain a certain amount of notoriety. Perhaps you made a public spectacle of your lack of interest in your heritage, or maybe you asked a mentor in another caste to take you as his surrogate childe. Whatever the specifics may be, you have shown your lineage a great deal of disrespect. Your sire refuses to acknowledge your existence, and all other members of your caste treat you with scorn You suffer a +2 difficulty penalty on all Social rolls involving dealing with your Embrace caste.
Assamite - Religious Prohibition (2 or 4pt Flaw)
In your breathing days, you were either Jewish or Muslim, and have retained your faith through the Embrace. As both religions prohibit their followers from tasting, let alone drinking, blood, this creates a moral dilemma for you. Even animal blood is a forbidden substance, and your conscience pricks whenever you feed.
This Flaw has a variable point value. At two points, you voluntarily restrict your feeding to animals or blood that has been drained by a ritual butcher. At four points, you refuse to feed unless it is an immediate necessity (blood pool is three or less), and even then you may fall victim to depression and self-loathing for several night after the forbidden act.
Assamite-Silsila Enemy (2pt Flaw)
A member of the silsila has taken against you for some reason - faction enmity, for example - and will exert influence to thwart your chances of promotion, make sure you get difficult or inglorious jobs, and generally make your existence uncomfortable. The Storyteller should decide whether you know who your enemy is at the start of the game, though you may do what you can to find out.
Assamite - Unbroken (3pt Supernatural Flaw)
For whatever reason, the Tremere curse was stronger in you than in most of your clanmates. This was no great liability while all of you were so afflicted. However, when Ur-Shulgi cast the Breaking, the great ritual's power did not fully cleanse you. You now share your caste's thirst for Cainite blood - but for you, the very substance you crave is still a poison.
The Tremere curse that once affected your clan has been weakened in you, but it is not completely gone. When you drink non-Assamite Cainite vitae, each blood point enters your blood pool normally. However, on the way down, it inflicts one automatic, unsoakable level of lethal damage in a combination of unnatural toxic shock and internal acid bums. On the plus side, all your difficulties to resist the warrior caste's addiction are at -1 difficulty - think of it as aversion therapy. If you are a sorcerer or vizier, this Flaw is worth one additional point (for a total of 4), but you gain the warrior caste's addiction in addition to your own caste's weakness.
MET System: You take one health level of lethal damage for every Blood Trait of non-Assamite blood you ingest, though these BloodTraits do enter your Blood Pool after the damage is inflicted. You may not use Fortitude powers or other supernatural abilities to reduce this dam- age. You gain one free retest on every Self-Control challenge dealing with the warrior caste flaw.
Assamite-Unconquered Ally (2pt Merit)
You have a friend and ally among the Unconquered. The Storyteller creates this character, but should not reveal any information to you beyond that warranted by the two character’s acquaintance. Your Unconquered ally may be called upon for assistance and may also enlist your support from time to time. Naturally, neither of you may do anything which endangers your side of the clan without incurring the considerable wrath of your superiors.
Assamite-Unconquered Enemy (1pt Flaw)
You have an enemy among the Unconquered who will try to thwart your plans and may even try to destroy you if this can be done without being found out. Your enemy has been blackening your name, and as a result you find that all dealings with the Unconquered are at +1 difficulty.
This Flaw may not be taken with the Merit Concentration. 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 make a Wits roll or, as a last resort, spend a Willpower point.
Acute Sense: (1pt Merit)
You have exceptionally sharp hearing, smell, vision or taste. The difficulties of all dice rolls that relate to the sense in question (e.g. Perception +Alertness to hear a faint noise, taste poison in food or see an oncoming attacker) are decreased by two. Combined with Auspex, this Merit can grant truly superhuman sense. This Merit can be purchased multiple times (a Cainite could have Acute Vision and Acute Taste for instance).
Addiction (3pt Flaw)
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.
Additional Discipline (5pt Merit)
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.
Allergic (1-3pt Flaw)
You are allergic to some substance, in a manner not unlike mortal allergies. However, you do not get hives or sneeze, but are actually incapacitated y your reaction. If the substance was in the blood you drank, the reaction will be very strong, though touch along is enough to disturb you. If it was in the blood, you will have five fewer dice on all your Dice Pools for 10 minutes. - if you just touched it, the penalty is reduced to two dice. Choose form the list below or make up the substance to which you are allergic: · Plastic: 1pt, · Alchohol:2pt, · Illegal Drugs: 2pt, · Metal: 3pt.
Alternate Identity (3pt Merit)
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 backstory that can stand up to at least cursory checks, and he is accepted at face value (more or less) by his associates. However, you sire, Allies, Contacts, etc. don’t know you maintain this second identity, and treat this "stranger" accordingly.
Ambidextrous (1 pt Merit)
You have a high degree of off hand dexterity, and can perform tasks with the "wrong" hand at no penalty. The normal penalty for using both hands at once to perform different tasks (such as fighting with a weapon in each hand) is a +1 difficulty for the "right" hand and a +3 difficulty for the other hand.
Amnesia (2pt Flaw)
You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may someday come back to haunt you. (you can, if you wish, take up five points of other Flaws without specifying what they are, and leave it to the Storyteller to detail them. Over the course of the chronicle, you and your character will slowly discover them.
Anachronism (2pt Flaw)
You have been a vampire for some time, an are unable (or unwilling) to keep up with the changing times. An Intelligence roll is needed whenever you have to deal with something from a later period than your own breathing days. If the roll is failed, total the net failures and use this total as a negative modifier to your attempts. Example: Osric, a fifth-century Goth by birth, has this Flaw and is attempting to deal with a computer. His Intelligence results in two net failures. Osric now has a two-dice penalty when determining the outcome of his attempt to make the infernal machine cooperate. Not that characters with this Flaw will generally have been vampires for a longer time than the 50 years suggested in Vampire, so Storytellers should decide whether or not to allow this Flaw in their characters.
Assamite - Blood Madness (2 or 4pt Flaw)
The curse that the Baali of Chorazin laid upon the warrior caste has fallen on your head, and you are plagued with an unending hunger for the blood of other Cainites. Whenever you taste Cainite blood, you must make a Self-Control roll (difficulty 8) or you fall into a hunger frenzy in which you will do anything to gorge upon as much blood as physically possible. If you follow a Road that teaches Instinct, you are instantly lost to this frenzy; no roll is possible and the Flaw is worth four points. You often find yourself thinking of other Cainites - even other Assamites - as potential vessels rather than equals. This Flaw is mainly found among the warrior caste. It is much rarer among sorcerers and viziers, only affecting those who have partaken of warrior vitae or who spend the majority of their time associating with warriors.
Assamite - Disgraced (2pt Flaw)
You broke the laws of the khabar at some point during your training, and though you have since partially made amends (enough to prevent yourself from being destroyed on the spot, and to be grudgingly accepted as a rafiq), your name still bears the stain of your misdeed. All dealings with other Assamites are at +1 difficulty, though the Storyteller has the discretion to vary this penalty fore individuals who know you well or whom you have served well or badly in the past. Clearing your name will be a strong motivation for performing well in all respects while on an assignment.
Assamite-Du’at Enemy (4pt Flaw)
During your apprenticeship at Alamut, you somehow incurred the displeasure of one of the du’at, and your existence will be considerably more difficult as a result. Your enemy is unlikely to be your direct commander (the caliph in the case of warriors), and you may not even know his identity - though you may certainly try to find out and make your peace somehow.
Assamite - Magical Addict (3 or 5pt Flaw Physical Flaw)
Whether through a weak will, a lingering anomaly from you r mortals day or overuse of ritual components like kalif, you have become addicted to the alchemical psycho- active drugs that some sorcerers use to focus their blood magic. Going beyond a mere physical or psychological addiction, this dependence goes so far as to affect your very mastery of the powers at your command. Your competence with Assamite Sorcery is dependent on the frequency at which you cater to your addiction.
If you take this Flaw at 3 points, suffer a +2 difficulty to all rolls related to blood magic, including (but not limited to) use of path powers and rituals, whenever you are not under the effect of your drug of choice. For 5 points, you are completely unable to focus yourself enough to perform even the simplest blood magic if the drug is not in your system.
Only characters with at least one dot in Assamite Sorcery may take this Flaw. Non-Assamites may take this Flaw if they somehow receive tutelage in the Discipline.
MET System: If you take the Flaw at 3 points, you must bid two extra Traits on all challenges related to your blood magic when you are not under the influence of your substance of choice. For 5 points, you may not use any of your blood magic powers or rituals without the aid of-your preferred chemical. You may not take this Flaw unless you have at least one basic Assamite Sorcery power. For the assistance of the terminally stupid, we'll say this explicitly: Roleplay your character's drug use, don't actually do it yourself.
Assamite-Marijava Contact (1pt Merit)
You have an ally who is a member of the Marijava ghoul family, and can be called upon for a favor from time to time. Likewise, your Marijava friend may call upon you for help occasionally. The clan is aware of this relationship and will normally grant you leave to help your ally (knowing that you have given your word to do so),provided that the clan’s interests are not compromised in the process. The Storyteller creates the ghoul character, but should not reveal Trait score and other game-sensitive information to you.
Assamite-Silsila Enemy (2pt Flaw)
A member of the silsila has taken against you for some reason - faction enmity, for example - and will exert influence to thwart your chances of promotion, make sure you get difficult or inglorious jobs, and generally make your existence uncomfortable. The Storyteller should decide whether you know who your enemy is at the start of the game, though you may do what you can to find out.
Assamite- Multicultral (3pt Merit)
The Assamites have spread over an immense amount of territory, and they have encountered a wider array of cultures than many other clans can conceive of. Either in life or unlife, you have traveled among many different cultures and gained an almost instinctive understanding of how to blend in and not offend. You enjoy a -1 difficulty bonus on all attempts to move smoothly through a foreign society (though speaking the language is still a function of Linguistics), as you reflexively come across as familiar and knowledgeable in areas where other outlanders would be at a loss. This also applies to such tasks as appearing native in an area where you don't belong (such as a French Assamite hiding from German Ventrue pursuers in the markets of Constantinople).
Assamite-Unconquered Ally (2pt Merit)
You have a friend and ally among the Unconquered. The Storyteller creates this character, but should not reveal any information to you beyond that warranted by the two character’s acquaintance. Your Unconquered ally may be called upon for assistance and may also enlist your support from time to time. Naturally, neither of you may do anything which endangers your side of the clan without incurring the considerable wrath of your superiors.
Assamite - Outcast (2pt Flaw)
You have rejected the role of the caste into which you were Embraced, choosing instead to define your own existence and follow the path of another caste. While many Assamites take this course with few negative repercussions, you have managed to make enough waves to gain a certain amount of notoriety. Perhaps you made a public spectacle of your lack of interest in your heritage, or maybe you asked a mentor in another caste to take you as his surrogate childe. Whatever the specifics may be, you have shown your lineage a great deal of disrespect. Your sire refuses to acknowledge your existence, and all other members of your caste treat you with scorn You suffer a +2 difficulty penalty on all Social rolls involving dealing with your Embrace caste.
Assamite - Religious Prohibition (2 or 4pt Flaw)
In your breathing days, you were either Jewish or Muslim, and have retained your faith through the Embrace. As both religions prohibit their followers from tasting, let alone drinking, blood, this creates a moral dilemma for you. Even animal blood is a forbidden substance, and your conscience pricks whenever you feed.
This Flaw has a variable point value. At two points, you voluntarily restrict your feeding to animals or blood that has been drained by a ritual butcher. At four points, you refuse to feed unless it is an immediate necessity (blood pool is three or less), and even then you may fall victim to depression and self-loathing for several night after the forbidden act.
Assamite-Silsila Enemy (2pt Flaw)
A member of the silsila has taken against you for some reason - faction enmity, for example - and will exert influence to thwart your chances of promotion, make sure you get difficult or inglorious jobs, and generally make your existence uncomfortable. The Storyteller should decide whether you know who your enemy is at the start of the game, though you may do what you can to find out.
Assamite - Unbroken (3pt Supernatural Flaw)
For whatever reason, the Tremere curse was stronger in you than in most of your clanmates. This was no great liability while all of you were so afflicted. However, when Ur-Shulgi cast the Breaking, the great ritual's power did not fully cleanse you. You now share your caste's thirst for Cainite blood - but for you, the very substance you crave is still a poison.
The Tremere curse that once affected your clan has been weakened in you, but it is not completely gone. When you drink non-Assamite Cainite vitae, each blood point enters your blood pool normally. However, on the way down, it inflicts one automatic, unsoakable level of lethal damage in a combination of unnatural toxic shock and internal acid bums. On the plus side, all your difficulties to resist the warrior caste's addiction are at -1 difficulty - think of it as aversion therapy. If you are a sorcerer or vizier, this Flaw is worth one additional point (for a total of 4), but you gain the warrior caste's addiction in addition to your own caste's weakness.
MET System: You take one health level of lethal damage for every Blood Trait of non-Assamite blood you ingest, though these BloodTraits do enter your Blood Pool after the damage is inflicted. You may not use Fortitude powers or other supernatural abilities to reduce this dam- age. You gain one free retest on every Self-Control challenge dealing with the warrior caste flaw.
Assamite-Unconquered Ally (2pt Merit)
You have a friend and ally among the Unconquered. The Storyteller creates this character, but should not reveal any information to you beyond that warranted by the two character’s acquaintance. Your Unconquered ally may be called upon for assistance and may also enlist your support from time to time. Naturally, neither of you may do anything which endangers your side of the clan without incurring the considerable wrath of your superiors.
Assamite-Unconquered Enemy (1pt Flaw)
You have an enemy among the Unconquered who will try to thwart your plans and may even try to destroy you if this can be done without being found out. Your enemy has been blackening your name, and as a result you find that all dealings with the Unconquered are at +1 difficulty.
B
Baby Face or Sanguine Humor (2pt Merit)
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 Point. This Merit cannot be taken by Nosferatu.
Bad Sight (1 or 3pt Flaw)
Your sight is defective. The difficulties of any dice rolls involving 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 sever to be corrected.
Baali-Apostate (2pt Merit)
It is said that dread Shaitan himself forged the ranks of the first followers of Baal from those Cainites of other lineages he could sway to his side. The practice continued to this day; a substantial minority of the bloodline are not Baali by blood at all, but rather, stem from n adopted parentage - converts to the Baali banner. This unpredictable and versatility of talents has proven to be one of the infernalists’ greatest strengths - but it does not always benefit those diverse within the bloodline. Characters with this Merit started their unlives as descendants of other blood, later converting to the Baali creed, or are sufficiently close decent from one such convert so as to maintain some link to her ancestral clan affinities. Apostates may replace either Obfuscate or Presence with any one Discipline, as appropriate to her ancestral clan. (Daimonon is innate and cannot be replaced). Furthermore, Apostate Baali can still pass with relative ease for member of other clans. A determined effort will still root out an Apostate, but how many Cainites are willing to make that sort of effort? The one negative to this Merit is strictly a political drawback. Apostate Baali are forever barred from leadership roles in the bloodline because of their "inferior" blood.
Baali-Carrion Comfort (3pt Flaw)
Certain Baali associate too closely with spirits of corruption and plague to take please from normal feeding. These vampires must instead take the cold blood of the dead, and if putrefaction has begun to set in, all the better. Of course, cold blood is less nutritious than warm, and vampires wit this Flaw take one fewer Blood Point’s benefit than they should from feeding.
Baali-Infernal Aura (3pt Flaw)
Not only does True Faith cause Baali with this Flaw to flee, but their mere presence alerts those touched by the Divine that evil is in the vicinity. Any character with True Faith within a mile of a Baali with an Infernal Aura is instantly aware of his presence and general direction.
Baali-Lord of Flies (2pt Flaw)
This singular affliction is seen as a sign of infernal favor; indeed, among devotees of the Swarm-God, the severity of one’s affliction is treated as a badge of rank. Insects find the character irresistible (despite or perhaps because of her unliving nature), and flock to her immediate vicinity. Once attracted, the vermin never leave her presence. Instead, they circle in a grotesque cloud, not matter when she goes or what precautions she takes. As this swarm can never be dispelled, Baali afflicted with such devotees have certain problems in non-Baali social circles.
Baali-Touch From Beyond (1-4pt Flaw)
Often referred to as the "Devil’s marks" by mundane inhabitants of the Medieval world, these anatomical aberrations sometimes manifest on those who spend too much time consorting with demoniac powers. Certain mortals or vampires who have entered into bargains with the infernal or have otherwise kept company with the denizens of the nether realms may also display these physical anomalies, at the Storyteller’s option. Possible deformities include, but are not limited to: malformed teeth, club feet, horrid stench, slimy excretions, tough or warty hide, parasitic infestations, putrescence, vestigial wings or other ineffectual (perhaps additional) limbs. The victim may never remove or "improve" these disfigurements, although magic or Disciplines can hide them from plain sight. Note: The disfigurements mentioned here are not a replacement for the marks of Demonic Investments. Instead, they manifest in addition to those tangible proofs of dealings with the infernal.
Baali-Unholy Aura (7pt Merit)
The other side of Infernal Aura’s coin, Unholy Aura allows a Baali to remain undaunted by most expressions of True Faith, The stench of spiritual corruption surrounding the Baali is literally so strong that holy things cannot abide it. Minor relics crumble to dust in the Baali’s hand, holy men and women flee his gaze (or suffer horrible consequences), and even consecrated places can be tuned to evil by the Baali’s mere presence. Any being with True Faith who faces a Baali with Unholy Aura must make a Willpower roll (difficulty 8) or else flee the scene in terror. A botch on the roll indicates that the Baali’s infernal power has literally reached out to taint the victim, causing some sort of injury (stigmata are popular) or even stripping True Faith away.
Bastard Childer (2pt Flaw)
You have sired one or more childer without the permission of the local prince or Justicar. Under Kindred law, both you and you4r childer may be subject to a Blood Hunt should other vampires discover your secret. This flaw is cumulative and must be taken once per bastard sired.
Beacon of the Unholy (2pt 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.
Berserker (2pt Merit)
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 this able to ignore your wound penalties. 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.
Blasphemer Among Heretics (1-2pt Flaw)
While the Cainite Heresy itself rests somewhat outside the bounds of Christian orthodoxy, your particular flavors of theological imagining are bizarre even by Heretical standards. You no longer stand within the Heresy itself but have been expelled; you have both the Heresy and the faithful as your enemies. If your blasphemy is minor and you still have friendly dealings with other heretics, this flaw is worth I point; otherwise, it is worth 2.
Blind (6pt Flaw)
You cannot see. Characters can compensate for the loss of vision by becoming more sensitive to other sensory imput, 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 interpretably via other senses.
Blood Hunted (4-6pt Flaw)
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.
Blush of Health or Baby Face (2pt Merit)
You look more hale and health 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 cold to the touch.
Boon (1-6pt Merit)
Someone owes you a favor. The vampire in your debt ,ight 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 to you (unless you take the Merit multiple times), so using it properly id 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 form which he must "rescue" you and thus clear the slate.
Botched Presentation (1pt Flaw)
When your sire presented you to the prince of the city, you flubbed it. Now you’re convince 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 (2pt Flaw)
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 (4pt Merit)
You were once blond bound but have secretly slipped the leash, an 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 threat you as if you were. At Storyteller discretion, the experience of having been bound once may render you immune to even being enthralled again.
Bruiser (1pt Merit)
Your appearance is sufficiently thuglike to inspire dear 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.
Brujah-Bearing of Kings (2pt Merit)
Unlike their primarily 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 masters. 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 Merits is at -2 difficulty for all rolls involving Presence.
Brujah - Compassionate (4pt - Mental Merit)<BR> You have the moral character of the Brujah of old, the proud warrior-poets who did what they did because their hearts called to them. If you ever fail a Conscience (but not Conviction) toll, you may spend a point of Willpower and attempt the roll again, at a difficulty of I higher than the last. If you succeed on this roll, it counts as if you succeeded on the first. You may do this only once per Conscience roll; you must accept the results of the re-roll. If you botch this second roll, you lose one permanent point of Willpower in addition to any consequences of the failed Conscience roll.
In MET, the player must spend one Willpower Trait to attempt a retest, which is treated as if it were one level higher on the Hierarchy of Sins. The player must accept the results of the second test.
Brujah - Dynamic Personality (5pt - Social Merit)
People are drawn to you, due to some characteristic appeal you exude. You may purchase additional Backgrounds using your experience points at the end of each story - two experience points earn you one Background dot from the following group: Allies, Contacts, Herd, Retainers.
In MET, this Merit allows the player to purchase more Backgrounds with Experience Traits. When the player purchases Traits in Allies, Contacts, Herd or Retainers, he may gain two Background Traits per Experience Trait spent. Storytellers should watch this Merit carefully for potential abuse.
Brujah-Fury’s Focus (2pt Merit)
Whether they accept the truth of it or not, susceptibility to frenzy is a distinguished 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 he 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.
Brujah-Lack of Control (1-3pt Flaw)
For whatever reason (thin blood, an uneducated lineage), the character’s control over on 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 instead 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 has 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.
Brujah-Mentor‘s Tutelage (4pt Merit)
The character has a scholarly mentor, not necessarily his sire but one with the patience and resources to school the character in various courses of study. At the end of each story, so long as the player has extended contact with his patron, the player may roll as many dice as he has in the mentor Background (difficulty 10 minus the character’s Intelligence). For each success, the character gains one experience point to spend on increasing a Knowledge. No more than half the points spent to increase a Knowledge can be from use of this Merit. Obviously, a Brujah with this Merit must posses at least one dot in Mentor.
Brujah - Obvious Predator (2pt - Social Flaw)
Either your face or your immediate disposition lets people know that you have nothing good in store for them. Mortals react poorly to people who exude such a blatant air of menace, and all your difficulties for Social rolls increase by two (with the exception of Intimidation- related rolls).
In MET, this is largely a matter of roleplaying. A player who chooses this Flaw must wear a card or other item that identifies him as an Obvious Predator. Kindred with this Flaw lose all ties in social challenges with mortals. Obvious Predator does not inflict a penalty upon Intimidation-related challenges.
Brujah-Pariah (2-4pt Flaw)
The Brujah consider themselves a clan of brothers (and sister) working towards common goals, if by different means. The clan encourages self-determination, but the character has taken her individuality too far and is now outcast. At the two-point level she has insulted, by word or deed, one of the two extremes of the Brujah clan. As a descendant of ancient scholar-kings, she may have vigorously denounced the rash brutality of her more radical clanmates. Alternately, the Brujah might feel that the goals of the elders are mere fantasies, and has acted according to her own whims - whims that have come in direct conflict with her more conservative brethren. Difficulties of all Social rolls in dealing with Brujah holding the opposite viewpoint increase by three. This penalty is reduced to one for more middle-of the road Brujah. A character with four-point Flaw has committed an act of treachery or murder against a clanmate. Word of this crime has spread throughout the clan, resulting in her ostracism. Brujah will neither come to her aid nor speak with her, nor will they accept her assistance unless at risk of Final Death. The clan considers the character Caitiff. While it is conceivable for a pariah to be restored to good standing within the Brujah, many do not bother to seek such opportunities.
Brujah - Uncontrollable (5pt - Mental Flaw)
Rage and passion constantly war in the soul of a volatile Brujah. Perhaps you were ill tempered before the Embrace, or perhaps your Brujah lineage awakened some latent fury. In any case, even more so than your classmates, you are prone to frenzy. Difficulties to resist frenzy are always 10 for this character. Prepare for a short, hellish ride.
In MET: characters with this Flaw always lose on ties in attempts to resist frenzy. Uncontrollable can easily disrupt a LARP, and Storytellers are cautioned to carefully consider whether it's be appropriate in their games.
Bulimia (4pt Flaw)
The thought of drinking blood is repulsive to you, and while you acknowledge the need to feed, you often have the irresistible desire to forcibly remove the blood from your system. It is likely that you had an eating disorder in your life before you were Embraced. In order to successfully hold the blood inside of your system until your body has absorbed all of the precious fluid, you must make a Stamina roll against a difficulty of 8. Failure means the sudden and extremely messy (to say nothing of embarrassing) loss of all newly consumed Blood Points as they are vomited from your body. However, any blood gained while in a feeding frenzy can be kept down. So, the only guaranteed method of nourishment is to feed when frenzying. This can prove to be socially demeaning and often places the Masquerade in jeopardy.
Bullyboy (2pt Merit)
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 change to act outside 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.
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 Point. This Merit cannot be taken by Nosferatu.
Bad Sight (1 or 3pt Flaw)
Your sight is defective. The difficulties of any dice rolls involving 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 sever to be corrected.
Baali-Apostate (2pt Merit)
It is said that dread Shaitan himself forged the ranks of the first followers of Baal from those Cainites of other lineages he could sway to his side. The practice continued to this day; a substantial minority of the bloodline are not Baali by blood at all, but rather, stem from n adopted parentage - converts to the Baali banner. This unpredictable and versatility of talents has proven to be one of the infernalists’ greatest strengths - but it does not always benefit those diverse within the bloodline. Characters with this Merit started their unlives as descendants of other blood, later converting to the Baali creed, or are sufficiently close decent from one such convert so as to maintain some link to her ancestral clan affinities. Apostates may replace either Obfuscate or Presence with any one Discipline, as appropriate to her ancestral clan. (Daimonon is innate and cannot be replaced). Furthermore, Apostate Baali can still pass with relative ease for member of other clans. A determined effort will still root out an Apostate, but how many Cainites are willing to make that sort of effort? The one negative to this Merit is strictly a political drawback. Apostate Baali are forever barred from leadership roles in the bloodline because of their "inferior" blood.
Baali-Carrion Comfort (3pt Flaw)
Certain Baali associate too closely with spirits of corruption and plague to take please from normal feeding. These vampires must instead take the cold blood of the dead, and if putrefaction has begun to set in, all the better. Of course, cold blood is less nutritious than warm, and vampires wit this Flaw take one fewer Blood Point’s benefit than they should from feeding.
Baali-Infernal Aura (3pt Flaw)
Not only does True Faith cause Baali with this Flaw to flee, but their mere presence alerts those touched by the Divine that evil is in the vicinity. Any character with True Faith within a mile of a Baali with an Infernal Aura is instantly aware of his presence and general direction.
Baali-Lord of Flies (2pt Flaw)
This singular affliction is seen as a sign of infernal favor; indeed, among devotees of the Swarm-God, the severity of one’s affliction is treated as a badge of rank. Insects find the character irresistible (despite or perhaps because of her unliving nature), and flock to her immediate vicinity. Once attracted, the vermin never leave her presence. Instead, they circle in a grotesque cloud, not matter when she goes or what precautions she takes. As this swarm can never be dispelled, Baali afflicted with such devotees have certain problems in non-Baali social circles.
Baali-Touch From Beyond (1-4pt Flaw)
Often referred to as the "Devil’s marks" by mundane inhabitants of the Medieval world, these anatomical aberrations sometimes manifest on those who spend too much time consorting with demoniac powers. Certain mortals or vampires who have entered into bargains with the infernal or have otherwise kept company with the denizens of the nether realms may also display these physical anomalies, at the Storyteller’s option. Possible deformities include, but are not limited to: malformed teeth, club feet, horrid stench, slimy excretions, tough or warty hide, parasitic infestations, putrescence, vestigial wings or other ineffectual (perhaps additional) limbs. The victim may never remove or "improve" these disfigurements, although magic or Disciplines can hide them from plain sight. Note: The disfigurements mentioned here are not a replacement for the marks of Demonic Investments. Instead, they manifest in addition to those tangible proofs of dealings with the infernal.
Baali-Unholy Aura (7pt Merit)
The other side of Infernal Aura’s coin, Unholy Aura allows a Baali to remain undaunted by most expressions of True Faith, The stench of spiritual corruption surrounding the Baali is literally so strong that holy things cannot abide it. Minor relics crumble to dust in the Baali’s hand, holy men and women flee his gaze (or suffer horrible consequences), and even consecrated places can be tuned to evil by the Baali’s mere presence. Any being with True Faith who faces a Baali with Unholy Aura must make a Willpower roll (difficulty 8) or else flee the scene in terror. A botch on the roll indicates that the Baali’s infernal power has literally reached out to taint the victim, causing some sort of injury (stigmata are popular) or even stripping True Faith away.
Bastard Childer (2pt Flaw)
You have sired one or more childer without the permission of the local prince or Justicar. Under Kindred law, both you and you4r childer may be subject to a Blood Hunt should other vampires discover your secret. This flaw is cumulative and must be taken once per bastard sired.
Beacon of the Unholy (2pt 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.
Berserker (2pt Merit)
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 this able to ignore your wound penalties. 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.
Blasphemer Among Heretics (1-2pt Flaw)
While the Cainite Heresy itself rests somewhat outside the bounds of Christian orthodoxy, your particular flavors of theological imagining are bizarre even by Heretical standards. You no longer stand within the Heresy itself but have been expelled; you have both the Heresy and the faithful as your enemies. If your blasphemy is minor and you still have friendly dealings with other heretics, this flaw is worth I point; otherwise, it is worth 2.
Blind (6pt Flaw)
You cannot see. Characters can compensate for the loss of vision by becoming more sensitive to other sensory imput, 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 interpretably via other senses.
Blood Hunted (4-6pt Flaw)
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.
Blush of Health or Baby Face (2pt Merit)
You look more hale and health 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 cold to the touch.
Boon (1-6pt Merit)
Someone owes you a favor. The vampire in your debt ,ight 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 to you (unless you take the Merit multiple times), so using it properly id 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 form which he must "rescue" you and thus clear the slate.
Botched Presentation (1pt Flaw)
When your sire presented you to the prince of the city, you flubbed it. Now you’re convince 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 (2pt Flaw)
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 (4pt Merit)
You were once blond bound but have secretly slipped the leash, an 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 threat you as if you were. At Storyteller discretion, the experience of having been bound once may render you immune to even being enthralled again.
Bruiser (1pt Merit)
Your appearance is sufficiently thuglike to inspire dear 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.
Brujah-Bearing of Kings (2pt Merit)
Unlike their primarily 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 masters. 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 Merits is at -2 difficulty for all rolls involving Presence.
Brujah - Compassionate (4pt - Mental Merit)<BR> You have the moral character of the Brujah of old, the proud warrior-poets who did what they did because their hearts called to them. If you ever fail a Conscience (but not Conviction) toll, you may spend a point of Willpower and attempt the roll again, at a difficulty of I higher than the last. If you succeed on this roll, it counts as if you succeeded on the first. You may do this only once per Conscience roll; you must accept the results of the re-roll. If you botch this second roll, you lose one permanent point of Willpower in addition to any consequences of the failed Conscience roll.
In MET, the player must spend one Willpower Trait to attempt a retest, which is treated as if it were one level higher on the Hierarchy of Sins. The player must accept the results of the second test.
Brujah - Dynamic Personality (5pt - Social Merit)
People are drawn to you, due to some characteristic appeal you exude. You may purchase additional Backgrounds using your experience points at the end of each story - two experience points earn you one Background dot from the following group: Allies, Contacts, Herd, Retainers.
In MET, this Merit allows the player to purchase more Backgrounds with Experience Traits. When the player purchases Traits in Allies, Contacts, Herd or Retainers, he may gain two Background Traits per Experience Trait spent. Storytellers should watch this Merit carefully for potential abuse.
Brujah-Fury’s Focus (2pt Merit)
Whether they accept the truth of it or not, susceptibility to frenzy is a distinguished 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 he 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.
Brujah-Lack of Control (1-3pt Flaw)
For whatever reason (thin blood, an uneducated lineage), the character’s control over on 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 instead 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 has 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.
Brujah-Mentor‘s Tutelage (4pt Merit)
The character has a scholarly mentor, not necessarily his sire but one with the patience and resources to school the character in various courses of study. At the end of each story, so long as the player has extended contact with his patron, the player may roll as many dice as he has in the mentor Background (difficulty 10 minus the character’s Intelligence). For each success, the character gains one experience point to spend on increasing a Knowledge. No more than half the points spent to increase a Knowledge can be from use of this Merit. Obviously, a Brujah with this Merit must posses at least one dot in Mentor.
Brujah - Obvious Predator (2pt - Social Flaw)
Either your face or your immediate disposition lets people know that you have nothing good in store for them. Mortals react poorly to people who exude such a blatant air of menace, and all your difficulties for Social rolls increase by two (with the exception of Intimidation- related rolls).
In MET, this is largely a matter of roleplaying. A player who chooses this Flaw must wear a card or other item that identifies him as an Obvious Predator. Kindred with this Flaw lose all ties in social challenges with mortals. Obvious Predator does not inflict a penalty upon Intimidation-related challenges.
Brujah-Pariah (2-4pt Flaw)
The Brujah consider themselves a clan of brothers (and sister) working towards common goals, if by different means. The clan encourages self-determination, but the character has taken her individuality too far and is now outcast. At the two-point level she has insulted, by word or deed, one of the two extremes of the Brujah clan. As a descendant of ancient scholar-kings, she may have vigorously denounced the rash brutality of her more radical clanmates. Alternately, the Brujah might feel that the goals of the elders are mere fantasies, and has acted according to her own whims - whims that have come in direct conflict with her more conservative brethren. Difficulties of all Social rolls in dealing with Brujah holding the opposite viewpoint increase by three. This penalty is reduced to one for more middle-of the road Brujah. A character with four-point Flaw has committed an act of treachery or murder against a clanmate. Word of this crime has spread throughout the clan, resulting in her ostracism. Brujah will neither come to her aid nor speak with her, nor will they accept her assistance unless at risk of Final Death. The clan considers the character Caitiff. While it is conceivable for a pariah to be restored to good standing within the Brujah, many do not bother to seek such opportunities.
Brujah - Uncontrollable (5pt - Mental Flaw)
Rage and passion constantly war in the soul of a volatile Brujah. Perhaps you were ill tempered before the Embrace, or perhaps your Brujah lineage awakened some latent fury. In any case, even more so than your classmates, you are prone to frenzy. Difficulties to resist frenzy are always 10 for this character. Prepare for a short, hellish ride.
In MET: characters with this Flaw always lose on ties in attempts to resist frenzy. Uncontrollable can easily disrupt a LARP, and Storytellers are cautioned to carefully consider whether it's be appropriate in their games.
Bulimia (4pt Flaw)
The thought of drinking blood is repulsive to you, and while you acknowledge the need to feed, you often have the irresistible desire to forcibly remove the blood from your system. It is likely that you had an eating disorder in your life before you were Embraced. In order to successfully hold the blood inside of your system until your body has absorbed all of the precious fluid, you must make a Stamina roll against a difficulty of 8. Failure means the sudden and extremely messy (to say nothing of embarrassing) loss of all newly consumed Blood Points as they are vomited from your body. However, any blood gained while in a feeding frenzy can be kept down. So, the only guaranteed method of nourishment is to feed when frenzying. This can prove to be socially demeaning and often places the Masquerade in jeopardy.
Bullyboy (2pt Merit)
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 change to act outside 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.
C
Calm Heart (3pt Merit)
You are naturally calm and well-composed, and do not easily fly off the handle. Raise the difficulties of all your frenzy rolls by two, no matter how the incident is provoked.
Can’t Cross Running Water (3pt Flaw)
You cannot cross running water unless you are at least 50 feet above it. "Running water" is any body of water more than two feet wide in any direction and not completely stagnant. A Kindred with this Flaw obviously believes too much in old wives’ tales.
Cappadocians-Horrific Appearance (3pt Flaw)
An increasingly frequent occurrence among Cappadocians is a strange accentuation of their inherent clan weakness. Numerous Cappadocians, already prone to resembling walking corpses, have show a more pronounced Horrific Appearance. Those who exhibit this aberrant trait become even more corpselike; their skin draws tight over their bones and scales away entirely in patches. Advances cases may exhibit open sores, excessive decomposition of the body, limbs and head (commonly resulting in the loss of the nose and ears) and a repulsive scent reminiscent of the grave. Cappadocians suffering from this Flaw have Appearance ratings of 0. This may never be improved although it may be physically hidden or masked with magic or Disciplines.
Cappadocians-Mad Visions (3pt Flaw)
Some Cappadocians report cases of peculiar aberrations of Prescience, in which the afflicted Cainites claim to have apocalyptic visions. The vampire cursed with Mad Visions sinks periodically into tormented trances, sometimes in the middle of performing tasks, and drops to the ground, twitching feebly. When questioned as to the nature of these waking nightmares, the Cappadocian reports either visions of hellish person agony or vivid by inexplicable premonitions of the entire clan’s destruction. A few frail psyches even block out all memory of the episodes. Cappadocians who suffer Mad Visions or experience Prescience rarely share their visions with Cainites outside the clan. Indeed, many of those with the visions are driven to the verge of madness by burgeoning Cassandra Complexes in which the prescient know the horrid truth of the future and realize their inability to prevent it. Thankfully, this condition is infrequent, and few suffer to the dullest extent , though more than one Graverobber has had to be alleviated of her misery.
Cappadocians-Prescience (3pt Merit)
Some Cappadocians bear the strange gift of foresight, though their revelations are brief and dim, Prescience gives little insight of immediate or tactical value, but it does prepare the vampire somewhat for the future. This insight may be anything form knowing whether or not an individual may be trusted, recognizing an object of value, or any other effect that the Storyteller will allow for the sake of the story. The exact nature of the character’s premonitions are handled by the Storyteller. It is worthwhile to note that the Graverobber’s visions are not "possible futures". Rather, they are murky and vague fragments of a definite time to come.
Cappodocians-Giovanni Lineage (2pt Merit)
The Cappadocians have recently Embraced key members of the Venetian Giovanni family. These necromancer-merchants posses a keen insight into what may one night become a legitimate Discipline, and their Embrace encourages its development. Characters with Giovanni Lineage may take and learn the founding Discipline of Necromancy as an additional clan Discipline. Giovanni characters may not begin a chronicle any lower than 11th generation, nor may they take Prescience or Mad Visions; they peculiarities are curiously absent among Giovanni Cappadocians.
Cast No Reflection (1pt 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 may be mistaken for one for them if you posses this).
Catlike Balance (1-pt Merit)
You possess an innately perfect sense of balance. Characters with this Merit reduce difficulties of all balance related rolls (e.g. Dexterity + Athletic to walk along a narrow ledge) by two.
Catspaw (2pt 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 a 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.
Charmed Existence (5pt 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.
Child (3pt Flaw)
You were a small child at the time of the Embrace. Although time and experience may have changed your outlook, you are stuck with a child’s body. You have the Short Flaw, and you find it difficult to be taken seriously by others (two-dice penalty to all relevant rolls). Because you have never before experienced any sort of transformation change (never having undergone experiences of puberty), you are ill suited to withstand the demands of the Hunger (the difficulties of all such rolls are one greater). Additionally, certain clubs may not admit you, because you are "underage".
Childe, Loyal (3pt Merit)
Your childe’s loyalty goes beyond any Blood Bond, being born of true affection and admiration. She would do almost anything to aid you, and you trust her as you do no other among the Kindred. You would be grief-stricken should anything happened to her.
Childe, Vengeful (2pt Flaw)
You have sired a childe who has grown to loathe you. Not only does your childe not aid you in your dealings with other Kindred, he actively works towards detriment. At time you feel your childe would commit diablerie upon you if given half a chance, and you could be right.
Church Rank (1-3pt Merit)
You were part of the Church in life, and somehow maintain the illusion that you still live, thereby still possessing some of the advantages of church rank. You can influence local politics to some extent, an locals respect you as a representative of God. One point of this Merit might mean you are a summoner or deacon; 2 a monk, nun or pardoner. Three points represent a local friar or ranking monk. Higher ranks (abbess, bishop, and so on) should only be allowed with the Storyteller’s permission (and an even higher cost) - these ranks carry a great amount of influence and a grave level of responsibility.
Church Ties (3pt Merit)
You have influence and contacts in some local churches, and have them means to create protest rallies and raise money. The more you use your ties of course, the greater your risk of being found out.
Clan Enmity (2 or 4pt Flaw)
For some reason something about you inspires contempt or hatred in members of a clan other than your own. There is a two dice penalty to all social rolls for social dealings with members of this other clan. Select the ‘enemy’ clan randomly or choose. For 4 points: One clan in particular wants you dead. You have offended the entire clan, from elders to neonates, and as a result every member from 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 (3-4pt Merit)
For any number of different reasons - appearance, bearing, background, or demeanor - something about you appeals to members of a clan other than your own (your choice). The difficulties of all rolls related to social dealings with members of this clan are two less. This can be a two edged sword: you are also marked by others as a sympathizer with that clan, whether you like it (or deny it!) or not. For 4 points: 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 cause, you’re at -2 difficulty on 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.
Code of Honor (1pt Merit)
You have a personal code of ethics to which you strictly adhere. Even when you are in frenzy, you will attempt to obey it6 (an thus get three extra dice to your Self-Control rolls when in danger of violating your code). You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion that would make you violate your code, you either gain three extra dice to resist supernatural persuasions, or the opponent’s difficulties are increase by two (Storyteller’s choice). You must construct you own personal code of honor in as much detail as you can, outlining the general rules of conduct by which by abide.
Cold Breeze (1pt Flaw)
A chill wind follows you wherever you go. While it may make for dramatic entrances, this effect also discomforts mortals (+1 difficulty on all appropriate Social rolls) and also endangers the Masquerade. Cold winds sweeping through executive offices or crowed nightclubs can raise all sorts of questions.
Coldly Logical (1pt 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)
Color Blindness (1pt Flaw)
You can see in black ad white. Color means nothing to you, though you are sensitive to color density, which you perceive as shades of gray. This makes it impossible to use the Level Two Auspex power of Aura Perception. (Note color blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of brevity.
Common Sense (1pt Merit)
You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense., the Storyteller should alert you to how your potential action might violate practicality. This is an ideal Merit if you are a novice player because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (even more importantly) what you should and should not do.
Compulsion (1pt Flaw)
You have a psychological compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration or just talking. A compulsion can be temporality avoided at the cost of a Willpower point, but is in effect at all other times.
Computer Aptitude (2pt Merit)
You are familiar with and talents in the uses of computer equipment. Other Kindred may not understand computers, but to you they are intuitive. All rolls involving computers at -2 difficulty for you.
Concentration (1pt Merit)
You have the ability to focus your mind and shut out any distractions or annoyances. Any penalty to a difficulty or Dice Pool arising from a distraction or other inauspicious circumstance is limited to two, though no extra benefits are gained if only one penalty die is imposed.
Confused (2pt Flaw)
You are often confused, and the world seems to be a very disoriented and twisted place. Sometimes you are simply unable to make sense of things. You need to roleplay this behavior 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 (4pt Flaw)
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 the 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.
Corporate Ties (3pt Merit)
You have both influence over and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time.
Corporation CEO (5pt Merit)
You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer. Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place in the corporate community, and have the means to wage economic warfare. This Merit provides you with some informal Contacts and Resources, the exact extent of which are determined by the Storyteller.
Crack Driver (1pt Merit)
You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18 wheelers and other tractors. The difficulty of all rolls requiring risky or especially difficult driving maneuvers are two less.
Cursed (1-5pt Flaw)
You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed, it cannot be dispelled without extreme effort, and it can be life-threatening. Some examples follow: · If you pass on a secret that was told to you, your betrayal will later harm you in some way (1pt), · You stutter uncontrollably when you try to describe what you have seen or heard (2pt), · You are doomed to make enemies of those to whom you have become most attached (so whatever you do, don’t get too close to other characters!) (4pt), Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way. (5pt)
You are naturally calm and well-composed, and do not easily fly off the handle. Raise the difficulties of all your frenzy rolls by two, no matter how the incident is provoked.
Can’t Cross Running Water (3pt Flaw)
You cannot cross running water unless you are at least 50 feet above it. "Running water" is any body of water more than two feet wide in any direction and not completely stagnant. A Kindred with this Flaw obviously believes too much in old wives’ tales.
Cappadocians-Horrific Appearance (3pt Flaw)
An increasingly frequent occurrence among Cappadocians is a strange accentuation of their inherent clan weakness. Numerous Cappadocians, already prone to resembling walking corpses, have show a more pronounced Horrific Appearance. Those who exhibit this aberrant trait become even more corpselike; their skin draws tight over their bones and scales away entirely in patches. Advances cases may exhibit open sores, excessive decomposition of the body, limbs and head (commonly resulting in the loss of the nose and ears) and a repulsive scent reminiscent of the grave. Cappadocians suffering from this Flaw have Appearance ratings of 0. This may never be improved although it may be physically hidden or masked with magic or Disciplines.
Cappadocians-Mad Visions (3pt Flaw)
Some Cappadocians report cases of peculiar aberrations of Prescience, in which the afflicted Cainites claim to have apocalyptic visions. The vampire cursed with Mad Visions sinks periodically into tormented trances, sometimes in the middle of performing tasks, and drops to the ground, twitching feebly. When questioned as to the nature of these waking nightmares, the Cappadocian reports either visions of hellish person agony or vivid by inexplicable premonitions of the entire clan’s destruction. A few frail psyches even block out all memory of the episodes. Cappadocians who suffer Mad Visions or experience Prescience rarely share their visions with Cainites outside the clan. Indeed, many of those with the visions are driven to the verge of madness by burgeoning Cassandra Complexes in which the prescient know the horrid truth of the future and realize their inability to prevent it. Thankfully, this condition is infrequent, and few suffer to the dullest extent , though more than one Graverobber has had to be alleviated of her misery.
Cappadocians-Prescience (3pt Merit)
Some Cappadocians bear the strange gift of foresight, though their revelations are brief and dim, Prescience gives little insight of immediate or tactical value, but it does prepare the vampire somewhat for the future. This insight may be anything form knowing whether or not an individual may be trusted, recognizing an object of value, or any other effect that the Storyteller will allow for the sake of the story. The exact nature of the character’s premonitions are handled by the Storyteller. It is worthwhile to note that the Graverobber’s visions are not "possible futures". Rather, they are murky and vague fragments of a definite time to come.
Cappodocians-Giovanni Lineage (2pt Merit)
The Cappadocians have recently Embraced key members of the Venetian Giovanni family. These necromancer-merchants posses a keen insight into what may one night become a legitimate Discipline, and their Embrace encourages its development. Characters with Giovanni Lineage may take and learn the founding Discipline of Necromancy as an additional clan Discipline. Giovanni characters may not begin a chronicle any lower than 11th generation, nor may they take Prescience or Mad Visions; they peculiarities are curiously absent among Giovanni Cappadocians.
Cast No Reflection (1pt 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 may be mistaken for one for them if you posses this).
Catlike Balance (1-pt Merit)
You possess an innately perfect sense of balance. Characters with this Merit reduce difficulties of all balance related rolls (e.g. Dexterity + Athletic to walk along a narrow ledge) by two.
Catspaw (2pt 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 a 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.
Charmed Existence (5pt 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.
Child (3pt Flaw)
You were a small child at the time of the Embrace. Although time and experience may have changed your outlook, you are stuck with a child’s body. You have the Short Flaw, and you find it difficult to be taken seriously by others (two-dice penalty to all relevant rolls). Because you have never before experienced any sort of transformation change (never having undergone experiences of puberty), you are ill suited to withstand the demands of the Hunger (the difficulties of all such rolls are one greater). Additionally, certain clubs may not admit you, because you are "underage".
Childe, Loyal (3pt Merit)
Your childe’s loyalty goes beyond any Blood Bond, being born of true affection and admiration. She would do almost anything to aid you, and you trust her as you do no other among the Kindred. You would be grief-stricken should anything happened to her.
Childe, Vengeful (2pt Flaw)
You have sired a childe who has grown to loathe you. Not only does your childe not aid you in your dealings with other Kindred, he actively works towards detriment. At time you feel your childe would commit diablerie upon you if given half a chance, and you could be right.
Church Rank (1-3pt Merit)
You were part of the Church in life, and somehow maintain the illusion that you still live, thereby still possessing some of the advantages of church rank. You can influence local politics to some extent, an locals respect you as a representative of God. One point of this Merit might mean you are a summoner or deacon; 2 a monk, nun or pardoner. Three points represent a local friar or ranking monk. Higher ranks (abbess, bishop, and so on) should only be allowed with the Storyteller’s permission (and an even higher cost) - these ranks carry a great amount of influence and a grave level of responsibility.
Church Ties (3pt Merit)
You have influence and contacts in some local churches, and have them means to create protest rallies and raise money. The more you use your ties of course, the greater your risk of being found out.
Clan Enmity (2 or 4pt Flaw)
For some reason something about you inspires contempt or hatred in members of a clan other than your own. There is a two dice penalty to all social rolls for social dealings with members of this other clan. Select the ‘enemy’ clan randomly or choose. For 4 points: One clan in particular wants you dead. You have offended the entire clan, from elders to neonates, and as a result every member from 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 (3-4pt Merit)
For any number of different reasons - appearance, bearing, background, or demeanor - something about you appeals to members of a clan other than your own (your choice). The difficulties of all rolls related to social dealings with members of this clan are two less. This can be a two edged sword: you are also marked by others as a sympathizer with that clan, whether you like it (or deny it!) or not. For 4 points: 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 cause, you’re at -2 difficulty on 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.
Code of Honor (1pt Merit)
You have a personal code of ethics to which you strictly adhere. Even when you are in frenzy, you will attempt to obey it6 (an thus get three extra dice to your Self-Control rolls when in danger of violating your code). You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion that would make you violate your code, you either gain three extra dice to resist supernatural persuasions, or the opponent’s difficulties are increase by two (Storyteller’s choice). You must construct you own personal code of honor in as much detail as you can, outlining the general rules of conduct by which by abide.
Cold Breeze (1pt Flaw)
A chill wind follows you wherever you go. While it may make for dramatic entrances, this effect also discomforts mortals (+1 difficulty on all appropriate Social rolls) and also endangers the Masquerade. Cold winds sweeping through executive offices or crowed nightclubs can raise all sorts of questions.
Coldly Logical (1pt 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)
Color Blindness (1pt Flaw)
You can see in black ad white. Color means nothing to you, though you are sensitive to color density, which you perceive as shades of gray. This makes it impossible to use the Level Two Auspex power of Aura Perception. (Note color blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of brevity.
Common Sense (1pt Merit)
You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense., the Storyteller should alert you to how your potential action might violate practicality. This is an ideal Merit if you are a novice player because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (even more importantly) what you should and should not do.
Compulsion (1pt Flaw)
You have a psychological compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration or just talking. A compulsion can be temporality avoided at the cost of a Willpower point, but is in effect at all other times.
Computer Aptitude (2pt Merit)
You are familiar with and talents in the uses of computer equipment. Other Kindred may not understand computers, but to you they are intuitive. All rolls involving computers at -2 difficulty for you.
Concentration (1pt Merit)
You have the ability to focus your mind and shut out any distractions or annoyances. Any penalty to a difficulty or Dice Pool arising from a distraction or other inauspicious circumstance is limited to two, though no extra benefits are gained if only one penalty die is imposed.
Confused (2pt Flaw)
You are often confused, and the world seems to be a very disoriented and twisted place. Sometimes you are simply unable to make sense of things. You need to roleplay this behavior 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 (4pt Flaw)
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 the 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.
Corporate Ties (3pt Merit)
You have both influence over and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time.
Corporation CEO (5pt Merit)
You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer. Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place in the corporate community, and have the means to wage economic warfare. This Merit provides you with some informal Contacts and Resources, the exact extent of which are determined by the Storyteller.
Crack Driver (1pt Merit)
You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18 wheelers and other tractors. The difficulty of all rolls requiring risky or especially difficult driving maneuvers are two less.
Cursed (1-5pt Flaw)
You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed, it cannot be dispelled without extreme effort, and it can be life-threatening. Some examples follow: · If you pass on a secret that was told to you, your betrayal will later harm you in some way (1pt), · You stutter uncontrollably when you try to describe what you have seen or heard (2pt), · You are doomed to make enemies of those to whom you have become most attached (so whatever you do, don’t get too close to other characters!) (4pt), Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way. (5pt)
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Danger Sense (2pt 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 and indication of direction, distance or nature. This Merit is more reliable and specific than Level One Auspex power, the two can be combined to create and even more potent warning system.
Daredevil (3pt Merit)
You are good at taking risks, and even better at surviving them, When attempting exceptionally risky actions (such as leaping form 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 action must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed.
Dark Fate (5pt Flaw)
You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday, your struggles, and your dreams will come to naught. Your fate is certain and there is nothing you can do about it. Even more ghastly, you have partial knowledge of this, for you occasionally have visions of your fate - and they are most disturbing. The malaise these visions inspire in you can only be overcome through the use of Willpower, and will return after each vision. At some point in the chronicle, you will indeed face your fate, but when and how is completely up to the Storyteller. Though you can’t do anything about your fate, you can still attempt to reach some goal before it occurs, or at least try to make sure that your friends are not destroyed as well. This is a difficult Flaw to roleplay; though it may seem as if it takes away all free will, we have found that ironically, it grants freedom.
Dark Secret (1pt 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 Kindred community. This can be anything from having murdered an elder to having once been a member of the Sabbat. While this secret weighs on your mind at all times, it will only surface in occasional stories. Otherwise, it will being to lose its impact.
Deaf (4pt 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.
Death Wish (1-5pt Flaw)
You have an unconscious wish to die the True Death. The search for blood, the politics and pain, the constant knowledge of all eternity looming ahead of you, and perhaps your own cowardice, all have their effect on you. Although you never deliberately do anything to harm yourself, you do tend to hinder yourself at awkward times. At ant time during a story, the Storyteller may ask you to reroll a Skill check, The least successful of the two rolls is the actual result of your action. The Storyteller may do this a umber of time per story equal to the number of points taken in this Flaw.
Deathsight (2pt Flaw)
Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals look diseased, buildings seems 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.
Debt of Gratitude (1-3pt Merit)
An elder owes your 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 an elder owes the character a favor, three points might mean that she owes the character her unlife.
Deceptive Aura (1pt Merit)
Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura.
Deep Sleeper (1pt Flaw)
When you sleep, it is very difficult for you to awaken. Raise the difficulty by two on any such rolls, and roleplay how you never seem to be on time when you have an appointment early in the evening.
Deformity (3pt Flaw)
You have some kind of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically. The difficulties of all dice rolls related to physical appearance are raised by two. Your deformity will also raise the difficulty of some Dexterity rolls by two, depending on the type of deformity you possess.
Demon Hounded (1-4pt Flaw)
A demon has taken a special interest in your soul. She appears to you occasionally, using threats, bribes and honeyed words to win you to her cause. Sometimes she just asks you to perform innocuous favors for her. Sometimes she just asks you to sell your soul. Sometimes she offers you favors or information without any apparent catch. In any case, it is not your interests she serves, but those of her diabolical masters. All of her plots are ultimately designed to ensnare you and win your soul. A minor demon (1pt Flaw) may be an annoying imp, incapable of no more than distracting you, thieving small items and pleading for your soul; its plans are unimpressive, but can be frustrating. A greater creature (4pt Flaw) is your physical equal and can concoct horrible devious plans to win your soul. In either case the Storyteller creates the character for the demon, and keeps track of its plots.
Destiny (4pt Merit)
You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the chronicle continues. Prophesies and dreams guide your way, and grant you clues to your ultimate goal. The sense of direction and security helps you overcome fear, depression and discouragement caused by anything nor relevant to your destiny. Until your destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently. How this played is up to the Storyteller.
Diabolic Sire (2pt Flaw)
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 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 don’t know.
Diabolist, Known (5pt Flaw)
You have committed diablerie at least once to achieve your current position of power. Although not all members of elder Kindred society known of your terrible flaw, at least some elders of import are aware of it. You are certain word of your proscribed behavior is slowly making its way though society. Other elders could easily discover this at any time and, at the very least, most of society knows that you are to be shunned. Adding to the danger, there is always the possibility of a Blood Hunt despite your elder status. If they haven’t already, certain elders can be expected to use their informations to force you to back their cause. You receive a +3 difficulty modifier on any Social roll involving elder Kindred who know your secret.
Diabolist, Secret (2pt Flaw)
You have committed diablerie at least once to achieve your current position of power, but no one yet knows your secret. Should the information ever be revealed, other elders may well refused you aid, shun you or, even worse, turn against you, perhaps even calling a Blood Hunt. It is imperative you keep this information hidden. Should your secret ever be reveled you will received a +3 difficulty modifier to any Social roll involving elder Kindred.
Disease Carrier (4pt Flaw)
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 being manifesting symptoms of the disease (increased chance to frenzy for rabies, reduced soak rolls for HIV, etc.)
Disfigured (2pt Flaw)
A hideous disfigurement makes you ugly and easy to notice as well as remember. You therefore have a zero Appearance, much like the Nosferatu (who cannot take this Flaw)
Disgrace to the Blood (3pt 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 be looked down upon by friends of your sire, and your achievements are likely to be discounted.
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 proportions 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.
Double-Jointed (1pt 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.
Driving Goal (3pt Flaw)
You have personal goal, which sometimes compels and directs you in starting ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to eradicate the Sabbt or achieve Golconda. Because you must work towards your goal throughout the chronicle (thought you can avoid it for short periods by spending Willpower), it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.
Dual Nature (2pt Merit)
You have two distinct Nature, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Natures. You may still choose a Demanor, and it can be as different from the character’s Natures as the player desires.
Dulled Bite (2pt Flaw)
For some reason your fangs never fully developed - 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 amount of successes in order to make your bite penetrate properly. A number of Caitiff and high-generation vampires often manifest this Flaw.
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 and indication of direction, distance or nature. This Merit is more reliable and specific than Level One Auspex power, the two can be combined to create and even more potent warning system.
Daredevil (3pt Merit)
You are good at taking risks, and even better at surviving them, When attempting exceptionally risky actions (such as leaping form 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 action must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed.
Dark Fate (5pt Flaw)
You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday, your struggles, and your dreams will come to naught. Your fate is certain and there is nothing you can do about it. Even more ghastly, you have partial knowledge of this, for you occasionally have visions of your fate - and they are most disturbing. The malaise these visions inspire in you can only be overcome through the use of Willpower, and will return after each vision. At some point in the chronicle, you will indeed face your fate, but when and how is completely up to the Storyteller. Though you can’t do anything about your fate, you can still attempt to reach some goal before it occurs, or at least try to make sure that your friends are not destroyed as well. This is a difficult Flaw to roleplay; though it may seem as if it takes away all free will, we have found that ironically, it grants freedom.
Dark Secret (1pt 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 Kindred community. This can be anything from having murdered an elder to having once been a member of the Sabbat. While this secret weighs on your mind at all times, it will only surface in occasional stories. Otherwise, it will being to lose its impact.
Deaf (4pt 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.
Death Wish (1-5pt Flaw)
You have an unconscious wish to die the True Death. The search for blood, the politics and pain, the constant knowledge of all eternity looming ahead of you, and perhaps your own cowardice, all have their effect on you. Although you never deliberately do anything to harm yourself, you do tend to hinder yourself at awkward times. At ant time during a story, the Storyteller may ask you to reroll a Skill check, The least successful of the two rolls is the actual result of your action. The Storyteller may do this a umber of time per story equal to the number of points taken in this Flaw.
Deathsight (2pt Flaw)
Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals look diseased, buildings seems 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.
Debt of Gratitude (1-3pt Merit)
An elder owes your 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 an elder owes the character a favor, three points might mean that she owes the character her unlife.
Deceptive Aura (1pt Merit)
Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura.
Deep Sleeper (1pt Flaw)
When you sleep, it is very difficult for you to awaken. Raise the difficulty by two on any such rolls, and roleplay how you never seem to be on time when you have an appointment early in the evening.
Deformity (3pt Flaw)
You have some kind of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically. The difficulties of all dice rolls related to physical appearance are raised by two. Your deformity will also raise the difficulty of some Dexterity rolls by two, depending on the type of deformity you possess.
Demon Hounded (1-4pt Flaw)
A demon has taken a special interest in your soul. She appears to you occasionally, using threats, bribes and honeyed words to win you to her cause. Sometimes she just asks you to perform innocuous favors for her. Sometimes she just asks you to sell your soul. Sometimes she offers you favors or information without any apparent catch. In any case, it is not your interests she serves, but those of her diabolical masters. All of her plots are ultimately designed to ensnare you and win your soul. A minor demon (1pt Flaw) may be an annoying imp, incapable of no more than distracting you, thieving small items and pleading for your soul; its plans are unimpressive, but can be frustrating. A greater creature (4pt Flaw) is your physical equal and can concoct horrible devious plans to win your soul. In either case the Storyteller creates the character for the demon, and keeps track of its plots.
Destiny (4pt Merit)
You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the chronicle continues. Prophesies and dreams guide your way, and grant you clues to your ultimate goal. The sense of direction and security helps you overcome fear, depression and discouragement caused by anything nor relevant to your destiny. Until your destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently. How this played is up to the Storyteller.
Diabolic Sire (2pt Flaw)
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 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 don’t know.
Diabolist, Known (5pt Flaw)
You have committed diablerie at least once to achieve your current position of power. Although not all members of elder Kindred society known of your terrible flaw, at least some elders of import are aware of it. You are certain word of your proscribed behavior is slowly making its way though society. Other elders could easily discover this at any time and, at the very least, most of society knows that you are to be shunned. Adding to the danger, there is always the possibility of a Blood Hunt despite your elder status. If they haven’t already, certain elders can be expected to use their informations to force you to back their cause. You receive a +3 difficulty modifier on any Social roll involving elder Kindred who know your secret.
Diabolist, Secret (2pt Flaw)
You have committed diablerie at least once to achieve your current position of power, but no one yet knows your secret. Should the information ever be revealed, other elders may well refused you aid, shun you or, even worse, turn against you, perhaps even calling a Blood Hunt. It is imperative you keep this information hidden. Should your secret ever be reveled you will received a +3 difficulty modifier to any Social roll involving elder Kindred.
Disease Carrier (4pt Flaw)
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 being manifesting symptoms of the disease (increased chance to frenzy for rabies, reduced soak rolls for HIV, etc.)
Disfigured (2pt Flaw)
A hideous disfigurement makes you ugly and easy to notice as well as remember. You therefore have a zero Appearance, much like the Nosferatu (who cannot take this Flaw)
Disgrace to the Blood (3pt 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 be looked down upon by friends of your sire, and your achievements are likely to be discounted.
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 proportions 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.
Double-Jointed (1pt 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.
Driving Goal (3pt Flaw)
You have personal goal, which sometimes compels and directs you in starting ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to eradicate the Sabbt or achieve Golconda. Because you must work towards your goal throughout the chronicle (thought you can avoid it for short periods by spending Willpower), it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.
Dual Nature (2pt Merit)
You have two distinct Nature, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Natures. You may still choose a Demanor, and it can be as different from the character’s Natures as the player desires.
Dulled Bite (2pt Flaw)
For some reason your fangs never fully developed - 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 amount of successes in order to make your bite penetrate properly. A number of Caitiff and high-generation vampires often manifest this Flaw.
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Eat Food (1 pt Merit)
You can eat food, an aptitude you picked up early in your undead existence. Although you peers may find this disgusting you can pass for living with much greater ease.
Eerie Presence (2pt Flaw)
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 dice rolls relating to social interaction with mortals are increased by two.
Efficient Digestion (3pt Merit)
You are able to draw more than the usual amount of nourishment from blood. Every two Blood Points ingested increase your Blood Pool by three. Round down so leftover ‘halves’ are ignored. For instance, taking four Blood Points raises the Blood Pool by six, and so does taking five Blood Points.
Eidetic Memory (2pt Merit)
You can remember things seen and heard with perfect detail. By gaining at least one success on an Intelligence + Alertness roll (you can recall any desired sight or sound accurately, even if you hear it or glanced at it only once (though the difficulty of such a feat would be high). Five successes enable you to recall an event perfectly: the Storyteller relates to you exactly what was seen or heard.
Elysium Regular (1pt Merit)
You spend an unusual amount to time at the various Elysiums in your city. You see and are seen to such an extent that all of your movers and shakers of Elysium 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.
Emotional Isolation (1pt Flaw)
You have seen too many friend and family, Kindred and kine alike, swept away on the river of time and cast into oblivion. The pain of seeing so many die while you continued to exist was horrible to bear, so horrible that you have now isolated yourself emotionally from all others. You often come across as cold and utterly without feeling, but what is that to you? You are now safe from pain. Due to your total emotional isolation, you receive a +1 difficulty modifier to any Social skill rolls involving emotions and cannot spend experience points on the Empathy Talent.
Enchanting Voice (2pt Merit)
There is something about your voice cannot ignore. When you command, they are cowed. When you seduce they swoon. Whether thunderous, gentle, pausing or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to pursued, charm or command are reduced by two.
Enemy (1-5pt Flaw)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The value of this flaw determines how powerful these enemies are. The most powerful enemies (Methuselahs or Archmages) would be five point Flaws, while someone nearer to your own power would be worth only one point. You must decide who your enemy is and how you became enemies in the first place.
Enlightened (1-7pt Merit)
You have taken at least the first few steps on the steep and complex road to Golconda. Although you have by no means achieved this exhaled state of being, you are more aware of the proper approach than the vast majority of your kind will ever be. Much of your time is spent in the quest for further information on Golconda and on attempting to progress towards this distant goal.
Ennui (2pt Flaw)
You are world-weary. You have seen enough to know that nothing is ever truly new; the same events and so called passions are merely replayed again and again, with only the faces and names shifting as the many, many years go by. You rarely pay attention to those around you, assuming you know all there is to know of them once you have determined what part they play on the world stage (+1 difficulty to Perception rolls involving people you know). Due to your belief in the predictability of others, you also receive +1 difficulty to the difficulty level of the first action taken following a surprise (such as an ambush).
Escaped Target (2pt Flaw)
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 difficult on all Charisma rolls until the situation is resolved.
Expendable (1pt Flaw)
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 not compunctions about doing so.
You can eat food, an aptitude you picked up early in your undead existence. Although you peers may find this disgusting you can pass for living with much greater ease.
Eerie Presence (2pt Flaw)
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 dice rolls relating to social interaction with mortals are increased by two.
Efficient Digestion (3pt Merit)
You are able to draw more than the usual amount of nourishment from blood. Every two Blood Points ingested increase your Blood Pool by three. Round down so leftover ‘halves’ are ignored. For instance, taking four Blood Points raises the Blood Pool by six, and so does taking five Blood Points.
Eidetic Memory (2pt Merit)
You can remember things seen and heard with perfect detail. By gaining at least one success on an Intelligence + Alertness roll (you can recall any desired sight or sound accurately, even if you hear it or glanced at it only once (though the difficulty of such a feat would be high). Five successes enable you to recall an event perfectly: the Storyteller relates to you exactly what was seen or heard.
Elysium Regular (1pt Merit)
You spend an unusual amount to time at the various Elysiums in your city. You see and are seen to such an extent that all of your movers and shakers of Elysium 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.
Emotional Isolation (1pt Flaw)
You have seen too many friend and family, Kindred and kine alike, swept away on the river of time and cast into oblivion. The pain of seeing so many die while you continued to exist was horrible to bear, so horrible that you have now isolated yourself emotionally from all others. You often come across as cold and utterly without feeling, but what is that to you? You are now safe from pain. Due to your total emotional isolation, you receive a +1 difficulty modifier to any Social skill rolls involving emotions and cannot spend experience points on the Empathy Talent.
Enchanting Voice (2pt Merit)
There is something about your voice cannot ignore. When you command, they are cowed. When you seduce they swoon. Whether thunderous, gentle, pausing or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to pursued, charm or command are reduced by two.
Enemy (1-5pt Flaw)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The value of this flaw determines how powerful these enemies are. The most powerful enemies (Methuselahs or Archmages) would be five point Flaws, while someone nearer to your own power would be worth only one point. You must decide who your enemy is and how you became enemies in the first place.
Enlightened (1-7pt Merit)
You have taken at least the first few steps on the steep and complex road to Golconda. Although you have by no means achieved this exhaled state of being, you are more aware of the proper approach than the vast majority of your kind will ever be. Much of your time is spent in the quest for further information on Golconda and on attempting to progress towards this distant goal.
Ennui (2pt Flaw)
You are world-weary. You have seen enough to know that nothing is ever truly new; the same events and so called passions are merely replayed again and again, with only the faces and names shifting as the many, many years go by. You rarely pay attention to those around you, assuming you know all there is to know of them once you have determined what part they play on the world stage (+1 difficulty to Perception rolls involving people you know). Due to your belief in the predictability of others, you also receive +1 difficulty to the difficulty level of the first action taken following a surprise (such as an ambush).
Escaped Target (2pt Flaw)
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 difficult on all Charisma rolls until the situation is resolved.
Expendable (1pt Flaw)
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 not compunctions about doing so.
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Faerie Affinity (2pt Merit)
Your presence does not frighten faeries; indeed it attracts them, and you are naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, provided you find an entrance.
Failure (2pt Flaw)
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 one 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.
Fast learner (5 pt Merit)
You learn very quickly, and pick up on new things faster than most. You gain one extra experience point at the conclusion of each story (not each a game session)
Flashbacks (6pt Flaw)
You managed to make it through the Creation Rights, 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 the session. You may roll again at the beginning of the next session to see if you regain your wits.
Flesh of the Corpse (5pt Flaw)
Your flesh does not fully regenerate once it is damaged. While you are able to heal yourself to the point of regaining fill 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.
Former Ghoul (1pt Merit)
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 (3pt Flaw)
Once, you held 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 and opportunity to get rid of you he just might take it.
Friend of the Underground (3pt Merit)
While you’re not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes and other subterranean passages of your home town. 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 rolls involving the subterranean world (sneaking from place to place underground routes, finding routes into sub-basements and so on). Nosferatu cannot purchase this Merit.
Friendly Face (1pt Merit)
You have a face that remained 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.
Your presence does not frighten faeries; indeed it attracts them, and you are naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, provided you find an entrance.
Failure (2pt Flaw)
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 one 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.
Fast learner (5 pt Merit)
You learn very quickly, and pick up on new things faster than most. You gain one extra experience point at the conclusion of each story (not each a game session)
Flashbacks (6pt Flaw)
You managed to make it through the Creation Rights, 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 the session. You may roll again at the beginning of the next session to see if you regain your wits.
Flesh of the Corpse (5pt Flaw)
Your flesh does not fully regenerate once it is damaged. While you are able to heal yourself to the point of regaining fill 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.
Former Ghoul (1pt Merit)
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 (3pt Flaw)
Once, you held 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 and opportunity to get rid of you he just might take it.
Friend of the Underground (3pt Merit)
While you’re not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes and other subterranean passages of your home town. 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 rolls involving the subterranean world (sneaking from place to place underground routes, finding routes into sub-basements and so on). Nosferatu cannot purchase this Merit.
Friendly Face (1pt Merit)
You have a face that remained 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.
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Gangrel - Flightless (2pt Flaw)
The Gangrel may take no flighted form. She has only one form, or two if she has the Merit Call of Water.
Gangrel - Massive Form (3pt Merit)
Ordinarily a Gangrel cannot gain a substantial mass when shapeshifting, limiting his form to that of an animal weighing no more than himself. A wolf is slightly lighter than a human in most cases, and is about the largest form that can be achieved. With this merit however, the Gangrel may assume a significantly larger form, such as that of a bear, or of a horse or deer (see also Shadow of the Herbivore). A bear is the absolute outside limit for a terrestrial form, although aquatic forms may go up to the size of a large shark, and a great many aquatic forms do require it. The merit must be bought separately for each form that is to be significantly heavier than the Gangrel’s human form, although it is rarely required for the flying form. Gangrel with this merit are usually large and solid individuals.
Gangrel - Shadow of the Herbivore (1-3 pt Flaw)
Your terrestrial form is that of a herbivore. Instead of a majestic wolf or a proud panther, you become a stag, a horse, or – horror of horrors – a sheep. This has two effects; firstly it limits your status with other Gangrel, especially if you have acquired such animal features as hooves or a woolly pelt. More importantly though, it limits your offensive capability. This is a one point flaw for an animal such as a stag, ram or goat (blessed with horns or antlers), or three points for a horse, hind or ewe (limited to kicking and biting).
Gangrel - The Call of Water (3pt Merit)
A Gangrel with this merit may assume the form of an aquatic creature, instead of her terrestrial form. The aquatic form may, very rarely, replace the aerial, but only if the Kindred also takes the Flaw Flightless.
Giovanni - Inbreed (1-5pt Flaw)
A common occurrence among the incestuous Giovanni clan, inbreeding can take many forms, and this Flaw is best discusses with the Storyteller before player take it for her character. The Inbreed Flaw covers all manner of physical, mental and emotional defects. A one-point Inbreeding is something simple and unobtrusive, like eyes too close together or an underbite. A three-point Inbreeding is more sever: a congenital health condition (for mortals) or a crippling physical deformity. Five-point Inbreedings are grossly disabling or emotionally crippling - everything form uselessly atrophied legs to a permanent Derangement, decided on mutually by the player ad storyteller. Inbred conditions may or may not be immediately discernible, though their point costs should be relative to their magnitude.
Giovanni - Sanguine Incongruity (5pt Merit)
Giovanni manifesting this peculiar trait are quite rare - there are fewer than a dozen reported instances. Those possessing it do not ear the Curse of the Lamia; their Kiss causes no more damage than the blood loss itself. However, these vampires acquire a peculiar pallor upon their Embrace - they look like corpses, and no among of ingestion will flush their features (as other vampires are able to do). Giovanni with this Merit are afforded wide berth, as their Trait is reminiscent of the Cappadocian clan weakness and the Giovanni tend to be quite superstitious about it.
Glowing Eyes (3pt 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 roll (including the use of ranged weapons); and the radiance emanating form your eye sockets make it difficult to hide (+2 difficulty to Stealth rolls) in the dark.
Grip of the Damned (4pt 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.
Guardian Angel (6pt 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).
Guilt-Wracked (4pt 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.
The Gangrel may take no flighted form. She has only one form, or two if she has the Merit Call of Water.
Gangrel - Massive Form (3pt Merit)
Ordinarily a Gangrel cannot gain a substantial mass when shapeshifting, limiting his form to that of an animal weighing no more than himself. A wolf is slightly lighter than a human in most cases, and is about the largest form that can be achieved. With this merit however, the Gangrel may assume a significantly larger form, such as that of a bear, or of a horse or deer (see also Shadow of the Herbivore). A bear is the absolute outside limit for a terrestrial form, although aquatic forms may go up to the size of a large shark, and a great many aquatic forms do require it. The merit must be bought separately for each form that is to be significantly heavier than the Gangrel’s human form, although it is rarely required for the flying form. Gangrel with this merit are usually large and solid individuals.
Gangrel - Shadow of the Herbivore (1-3 pt Flaw)
Your terrestrial form is that of a herbivore. Instead of a majestic wolf or a proud panther, you become a stag, a horse, or – horror of horrors – a sheep. This has two effects; firstly it limits your status with other Gangrel, especially if you have acquired such animal features as hooves or a woolly pelt. More importantly though, it limits your offensive capability. This is a one point flaw for an animal such as a stag, ram or goat (blessed with horns or antlers), or three points for a horse, hind or ewe (limited to kicking and biting).
Gangrel - The Call of Water (3pt Merit)
A Gangrel with this merit may assume the form of an aquatic creature, instead of her terrestrial form. The aquatic form may, very rarely, replace the aerial, but only if the Kindred also takes the Flaw Flightless.
Giovanni - Inbreed (1-5pt Flaw)
A common occurrence among the incestuous Giovanni clan, inbreeding can take many forms, and this Flaw is best discusses with the Storyteller before player take it for her character. The Inbreed Flaw covers all manner of physical, mental and emotional defects. A one-point Inbreeding is something simple and unobtrusive, like eyes too close together or an underbite. A three-point Inbreeding is more sever: a congenital health condition (for mortals) or a crippling physical deformity. Five-point Inbreedings are grossly disabling or emotionally crippling - everything form uselessly atrophied legs to a permanent Derangement, decided on mutually by the player ad storyteller. Inbred conditions may or may not be immediately discernible, though their point costs should be relative to their magnitude.
Giovanni - Sanguine Incongruity (5pt Merit)
Giovanni manifesting this peculiar trait are quite rare - there are fewer than a dozen reported instances. Those possessing it do not ear the Curse of the Lamia; their Kiss causes no more damage than the blood loss itself. However, these vampires acquire a peculiar pallor upon their Embrace - they look like corpses, and no among of ingestion will flush their features (as other vampires are able to do). Giovanni with this Merit are afforded wide berth, as their Trait is reminiscent of the Cappadocian clan weakness and the Giovanni tend to be quite superstitious about it.
Glowing Eyes (3pt 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 roll (including the use of ranged weapons); and the radiance emanating form your eye sockets make it difficult to hide (+2 difficulty to Stealth rolls) in the dark.
Grip of the Damned (4pt 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.
Guardian Angel (6pt 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).
Guilt-Wracked (4pt 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.
H
Hard of Hearing (1pt Flaw)
Your hearing is defective. The difficulties of any dice rolls involving the use of hearing are increased by two.
Harmless (1pt 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 kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. Of you start acting in a way that demonstrates that you are not longer harmless, others’ reactions to you will likely change as a result.
Harpy (5pt Merit)
You count yourself among the harpies, the vampires who rule the roost in Elysium. Yours is one of the voices that mock, exalt 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.
Hatred (3pt Flaw)
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 must make a frenzy roll whenever faced wit the object of your hatred. You constantly pursue opportunities to harm the hated object or gain power over it.
Haunted (3pt Flaw)
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 (1pt Merit)
Normally vampires can only seal the wounds they inflict by licking them. With but a touch, you can achieve the same effect.
Hidden Diablerie (3pt Merit)
The tell-tale black streaks of diablerie do not manifest in your aura.
Higher Purpose (1pt Merit)
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 you may sometimes be driven by this purpose and find yourself force to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on all rolls that have anything to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. (If you have the Flaw Driving Goal, you cannot take this Merit).
Holder of Office (3-5pt Merit)
You currently hold one of the official Camarilla positions in your city. The degree of the power you possess depends on the cost of the Merit.
Holdings (1-5pt Merit)
You own a number of properties that have been in your possession for years. These have all been modified to provide you with protection, numerous places to rest and emergency escape routes. Although such holdings are often ancient castles, museums and the like, they can also be specifically prepared apartment complexes, mountain lodges, old churches, etc. For every point taken in this Merit you have two such holdings, which can almost anywhere in the world. 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 holdings.
Huge Size (4pt Merit)
You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore have one additional Health Level, and are able to suffer more harm before you are incapacitated. Treat this extra Level as an extra Hurt Level, with no penalties to rolls.
Hunted (4pt Flaw)
You have come to the attention of a witch-hunter, or some similar individual who now seeks your destruction. This hunter is beyond reason and has some form of power, influence or authority that puts you at a disadvantage. Your friends, family and associates are likewise endangered. Sooner or later, this Flaw will result in a confrontation. The resolution should not be an easy one, and until then you are in for one hellish time.
Hunted Like a Dog (3pt Flaw)
Another sect or group of vampires-e it an independent clan or the Sabbat as a whole - has decided you’re a target for extermination, and pursue you relentlessly. On the bright side, the enemies of your enemy may well wish to help you out, potentially garnering your allies in this one instance.
Your hearing is defective. The difficulties of any dice rolls involving the use of hearing are increased by two.
Harmless (1pt 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 kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. Of you start acting in a way that demonstrates that you are not longer harmless, others’ reactions to you will likely change as a result.
Harpy (5pt Merit)
You count yourself among the harpies, the vampires who rule the roost in Elysium. Yours is one of the voices that mock, exalt 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.
Hatred (3pt Flaw)
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 must make a frenzy roll whenever faced wit the object of your hatred. You constantly pursue opportunities to harm the hated object or gain power over it.
Haunted (3pt Flaw)
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 (1pt Merit)
Normally vampires can only seal the wounds they inflict by licking them. With but a touch, you can achieve the same effect.
Hidden Diablerie (3pt Merit)
The tell-tale black streaks of diablerie do not manifest in your aura.
Higher Purpose (1pt Merit)
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 you may sometimes be driven by this purpose and find yourself force to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on all rolls that have anything to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. (If you have the Flaw Driving Goal, you cannot take this Merit).
Holder of Office (3-5pt Merit)
You currently hold one of the official Camarilla positions in your city. The degree of the power you possess depends on the cost of the Merit.
Holdings (1-5pt Merit)
You own a number of properties that have been in your possession for years. These have all been modified to provide you with protection, numerous places to rest and emergency escape routes. Although such holdings are often ancient castles, museums and the like, they can also be specifically prepared apartment complexes, mountain lodges, old churches, etc. For every point taken in this Merit you have two such holdings, which can almost anywhere in the world. 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 holdings.
Huge Size (4pt Merit)
You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore have one additional Health Level, and are able to suffer more harm before you are incapacitated. Treat this extra Level as an extra Hurt Level, with no penalties to rolls.
Hunted (4pt Flaw)
You have come to the attention of a witch-hunter, or some similar individual who now seeks your destruction. This hunter is beyond reason and has some form of power, influence or authority that puts you at a disadvantage. Your friends, family and associates are likewise endangered. Sooner or later, this Flaw will result in a confrontation. The resolution should not be an easy one, and until then you are in for one hellish time.
Hunted Like a Dog (3pt Flaw)
Another sect or group of vampires-e it an independent clan or the Sabbat as a whole - has decided you’re a target for extermination, and pursue you relentlessly. On the bright side, the enemies of your enemy may well wish to help you out, potentially garnering your allies in this one instance.
I
Illiterate (1pt Flaw)
Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.
Impatient (1pt Flaw)
You have no patience for standing around and waiting. You want to do everything now, and the Devil take the hindmost. Every time you are forced to wait around instead off acting, a Self-Control roll is required to see if you go haring off on your own instead.
Incomplete Understand (1pt 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 riles 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…
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 Talents at 3 or higher.
Infamous Sire (1pt Flaw)
Your sire was, and perhaps still is, distrusted and disliked by many of the Kindred in the city. As a result, you are distrusted and disliked as well ,This is a heavy load, and one not easily shed.
Infectious Bite (2pt 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 on five chance of becoming infected and causing mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller.
Inoffensive to Animals (1pt Merit)
Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch.
Insane Sire (1pt Flaw)
Your sire has completely lost his grip on reality, and has become dangerously insane. Any wrong committed by your sire 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.
Intolerance (1pt Flaw)
You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or just about anything at all. The difficulties of all dice tolls involving the subject are increased by two. Note that some dislikes may be too trivial to be reflect here - a dislike of White Wolf Magazine 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.
Institutional Control (2-5pt Merit)
You begin play with absolute control over one mortal institution of your choice. Either you are the head of this institution, or you have mastered its leader. In the first case, think about how you will retain control without being able to appear to your followers during the day (it may be impossible to remain in command for long). If you control the mortal leader, then think about how you keep him loyal. (Blackmail? The Blood Oath? Dominate? Presence?) The cost of the Merit depends upon the size and power of the institution. Control of a small hermitage with six monks is a 2 point Merit. To control and opulent monastery with 200 brothers is a 5 point Merit. Plausible institutions include: monasteries, friaries (3-5 points) cathedral chapters (monks attached to a cathedral; 5 points), hermitages (2 points), hospitals (hostels for the poor and sick; 3 points), city guilds (2 to 5 points, depending on size and power), city law courts (3 points), etc.
Introspective (1pt Merit)
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 (3pt Merit)
When you are determined and you mind is set, nothing can thwart you from your goals. You cannot be Dominated, nor can your mind be affected in any way by spells or rituals. However, the Storyteller may require you to spend Willpower points when extremely potent powers are directed at you.
Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.
Impatient (1pt Flaw)
You have no patience for standing around and waiting. You want to do everything now, and the Devil take the hindmost. Every time you are forced to wait around instead off acting, a Self-Control roll is required to see if you go haring off on your own instead.
Incomplete Understand (1pt 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 riles 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…
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 Talents at 3 or higher.
Infamous Sire (1pt Flaw)
Your sire was, and perhaps still is, distrusted and disliked by many of the Kindred in the city. As a result, you are distrusted and disliked as well ,This is a heavy load, and one not easily shed.
Infectious Bite (2pt 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 on five chance of becoming infected and causing mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller.
Inoffensive to Animals (1pt Merit)
Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch.
Insane Sire (1pt Flaw)
Your sire has completely lost his grip on reality, and has become dangerously insane. Any wrong committed by your sire 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.
Intolerance (1pt Flaw)
You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or just about anything at all. The difficulties of all dice tolls involving the subject are increased by two. Note that some dislikes may be too trivial to be reflect here - a dislike of White Wolf Magazine 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.
Institutional Control (2-5pt Merit)
You begin play with absolute control over one mortal institution of your choice. Either you are the head of this institution, or you have mastered its leader. In the first case, think about how you will retain control without being able to appear to your followers during the day (it may be impossible to remain in command for long). If you control the mortal leader, then think about how you keep him loyal. (Blackmail? The Blood Oath? Dominate? Presence?) The cost of the Merit depends upon the size and power of the institution. Control of a small hermitage with six monks is a 2 point Merit. To control and opulent monastery with 200 brothers is a 5 point Merit. Plausible institutions include: monasteries, friaries (3-5 points) cathedral chapters (monks attached to a cathedral; 5 points), hermitages (2 points), hospitals (hostels for the poor and sick; 3 points), city guilds (2 to 5 points, depending on size and power), city law courts (3 points), etc.
Introspective (1pt Merit)
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 (3pt Merit)
When you are determined and you mind is set, nothing can thwart you from your goals. You cannot be Dominated, nor can your mind be affected in any way by spells or rituals. However, the Storyteller may require you to spend Willpower points when extremely potent powers are directed at you.
J
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 know-how. 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.
Judical Ties (2pt Merit)
You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutor’s department , and can affect the progress of various cases and trials with limited difficulty to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants.
You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you’ve held or just all-around know-how. 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.
Judical Ties (2pt Merit)
You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutor’s department , and can affect the progress of various cases and trials with limited difficulty to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants.
K
Known to be Dead (2pt Flaw)
Communities are small, and deaths and disappearances are known to all. You originally lived in the area where the chronicle is set, and the locals know that you are dead. Perhaps they saw you die, or you were discovered in torpor and pronounced dead (perhaps even buried). At ht moment this causes you no problems - but if you use your real name or are spotted by people who knew you. Then you can expect problems. Exorcists, pious knights and others (perhaps even local Lupines) will seek to destroy you; demons, mages and others may come to offer you "assistance".
Communities are small, and deaths and disappearances are known to all. You originally lived in the area where the chronicle is set, and the locals know that you are dead. Perhaps they saw you die, or you were discovered in torpor and pronounced dead (perhaps even buried). At ht moment this causes you no problems - but if you use your real name or are spotted by people who knew you. Then you can expect problems. Exorcists, pious knights and others (perhaps even local Lupines) will seek to destroy you; demons, mages and others may come to offer you "assistance".
L
Lame (3pt Flaw)
Your legs are injured or otherwise prevented from working effectively. You suffer a two-dice penalty to all dice rolls related to movement. A character may not take this Flaw along with Double Jointed.
Lasombra - Armed Vessel (5pt merit (6 if antitrubu)
You have been given the captaincy of an armed vessel by the clan, this gives a certain amount of prestige in the clan, but it is also followed by a responsibility that is not to be taken lightly.
Lasombra - Cargo Ship (3pt merit (4 if antitribu))
You have been given the captaincy of a cargo vessel by the clan, this gives a certain amount of prestige in the clan, but it is also followed by a responsibility that is not to be taken lightly.
Lasombra - Cloaked in Shadows (4pt Flaw)
The shadows come to you even when you do not call them, wrapping themselves around you like a cloak in constant motion. This makes you stand out in any crows, and you can no longer pass for "normal" even when you so wish. Other Cainites may well avoid your company, being discomforted by your strange affliction. Lasombra in particular find you unpleasant company (+2 difficulty on all Social rolls) because your inability to master your shadows demonstrate a failure of will on your part.
Lasombra - Enmity of Shadows (4pt Flaw)
The shadows summoned by the Lasombra are unpredictable, and could possibly attack the summoner. The Lasombra must make a Willpower roll difficulty 6 each time he uses Obtenebration power of Level 3 or greater. A success indicates that the power functions normally; with a failure the summoned shadow attacks their putative master.
Lasombra - Executive Officer to Cargo Ship or Armed Vessel (4pt merit (3 or 5 if antitribu))
Serving as the executive officer of a such vessel does confer a certain amount of esteem as well, though not as much as the privilege of command.
Lasombra - Marked for Death (2-5pt Flaw)
The Courts of Blood have found you and at least one fledgling is now hot after your blood. While you probably can defeat this threat on your own, the wait is maddening. Furthermore,. There is the implied insult bound up in the court’s decision - your peers obviously feel that you are incompetent and need to be replaced. After all, even if you defeat one would-be diablerist, there is no guarantee you won’t be hunted by a second, or third. The point cost of this Flaw varies, depending upon the strength of the Cainite who has been granted permission to hunt you, the conditions laid upon the hunt and whether or not the court has seen fit to inform you of your current status. Consult with your Storyteller to see what the details of your situation are - and how many she’ll share with you.
Lasombra - Natural Swimmer (2pt aptitude merit)
The character takes to the water as if she were born in it (perhaps she was). Her swimming speed is calculated as if her Athletics score were one dot higher, and all rolls for manuvering underwater are made at -2 difficulty. This merit only costs 1 point for aquatic characters such as rokea.
Lasombra - Religious Prohibition (2-4pt Flaw)
Taken from Hebrew stock, you grew up strongly religious. Part of that religion, however, is a dietary restriction forbidding you to taste blood. Even animal blood is forbidden to you by this law, and you find yourself racked by pangs of conscience every time you feed. This is a variable Flaw. At 2 points, you simply restrict yourself to feeding on animals or blood that has been drained by a ritual butcher. At 4 points you abstain from feeding unless it is absolutely necessary (3 Blood Points or less), and even then you may well fall into pits of self-flagellating despair.
Lasombra - Prestigious Confessor (1pt Merit)
You have been granted the favor of confession with one of the ranking priests among the Lasombra. This provides you with access to one of the "powers that b" in the clan, as well as providing you with a certain prestige among your equals. After all, it was you who was called to the cathedral, not they. Of course, given time and the appropriate background you may become a confessor of this sort, granting you access to all sorts of interesting informations - subject to the sanctity of the confessional booth, of course.
Lasombra - Strength of Shadows (4pt Merit)
Allows to strengthen the shadows called forth so that even daylight will not immediately dispel them. The Strengthen shadows dissipate after four hours in the sun.
Lasombra - Unable To Swim (2pt aptitude flaw)
The character has never learned to swim, or has been thaught but reverts to helpless flailing. Consider this character's Athletics rating to be zero for purposes of the movement rules (see "Blood-Dimmed Tides"). A character cannot take this flaw unless he has at least one dot in Athletics, and a character with the Secondary Ability: Swimming cannot take this Flaw for obvious reasons. At the storyteller's discretion, a character who takes swimming lessons after game play begins may buy off this Flaw at the cost of six experience points after using experience to raise his Athletics score at least one dot.
Laughingstock (5pt Flaw)
Somehow you’re draw the scorn of the local harpies, who make you their favorite and reflexive target. You are at +2 difficulty on all Social roll 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.
Leper (3pt Flaw)
Before you were Embraced you suffered from leprosy or a skin disease which might be easily confused with leprosy. Your Appearance may be no higher than 2, and your flesh is marred by rashes, pale patches, festering sores, scars etc. Your skin disease whatever it actually is, is obvious to any who look upon you. Mortal authorities refuse you entry to any city, and you will be treated with fear and revulsion. Very likely (Storyteller’s discretion) your condition is still contagious, though being undead it cannot have any further effect on you. This Flaw is worth only 1 point to Nosferatu, and then only if the disease is contagious.
Light Sensitive (5pt Flaw)
You are even more sensitive to sunlight than other vampires are. Sunlight causes double damage, and even moonlight (which is, after all, the reflected light of the sun) harms you. Indeed, even bright lights can be painful, but the pain can be mitigated by wearing sunglasses. When the moon is shining, the light it casts will cause wounds in the same way sunlight does for normal individuals. However, the wounds caused by the moon are not aggravated, and can be healed normally. Remember, even on nights when the moon is full, it may have already set when you venture outside, or be obscured by the clouds.
Light Sleeper (2pt Merit)
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. The rules regarding how Humanity restricts the number of dice usable during the day are waived.
Lightning Calculator (1pt 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 you 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.
Loathsome Regnant (4pt Flaw)
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.
Lord of the Flies (2pt Flaw)
Buzzing harbringers 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 files inevitably gives you away - all Stealth rolls are at +2 difficulty.
Low Self-Image (2pt Flaw)
You lack self-confidence and don’t believe in yourself. You have two fewer dice in situations where you don’t expect to succeed (at Storyteller’s discretion), though the penalty might be limited to one die 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 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.
Lucky (3pt 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 may try only once per failed roll.
Lunacy (2pt Flaw)
You are affected by the phases of the moon, increasing your chances of frenzy. Under the crescent moon, difficulties to avoid frenzy increase by one. Under the half or gibbous moon, difficulties rise by two. When the moon is full, difficulties increase by three.
Your legs are injured or otherwise prevented from working effectively. You suffer a two-dice penalty to all dice rolls related to movement. A character may not take this Flaw along with Double Jointed.
Lasombra - Armed Vessel (5pt merit (6 if antitrubu)
You have been given the captaincy of an armed vessel by the clan, this gives a certain amount of prestige in the clan, but it is also followed by a responsibility that is not to be taken lightly.
Lasombra - Cargo Ship (3pt merit (4 if antitribu))
You have been given the captaincy of a cargo vessel by the clan, this gives a certain amount of prestige in the clan, but it is also followed by a responsibility that is not to be taken lightly.
Lasombra - Cloaked in Shadows (4pt Flaw)
The shadows come to you even when you do not call them, wrapping themselves around you like a cloak in constant motion. This makes you stand out in any crows, and you can no longer pass for "normal" even when you so wish. Other Cainites may well avoid your company, being discomforted by your strange affliction. Lasombra in particular find you unpleasant company (+2 difficulty on all Social rolls) because your inability to master your shadows demonstrate a failure of will on your part.
Lasombra - Enmity of Shadows (4pt Flaw)
The shadows summoned by the Lasombra are unpredictable, and could possibly attack the summoner. The Lasombra must make a Willpower roll difficulty 6 each time he uses Obtenebration power of Level 3 or greater. A success indicates that the power functions normally; with a failure the summoned shadow attacks their putative master.
Lasombra - Executive Officer to Cargo Ship or Armed Vessel (4pt merit (3 or 5 if antitribu))
Serving as the executive officer of a such vessel does confer a certain amount of esteem as well, though not as much as the privilege of command.
Lasombra - Marked for Death (2-5pt Flaw)
The Courts of Blood have found you and at least one fledgling is now hot after your blood. While you probably can defeat this threat on your own, the wait is maddening. Furthermore,. There is the implied insult bound up in the court’s decision - your peers obviously feel that you are incompetent and need to be replaced. After all, even if you defeat one would-be diablerist, there is no guarantee you won’t be hunted by a second, or third. The point cost of this Flaw varies, depending upon the strength of the Cainite who has been granted permission to hunt you, the conditions laid upon the hunt and whether or not the court has seen fit to inform you of your current status. Consult with your Storyteller to see what the details of your situation are - and how many she’ll share with you.
Lasombra - Natural Swimmer (2pt aptitude merit)
The character takes to the water as if she were born in it (perhaps she was). Her swimming speed is calculated as if her Athletics score were one dot higher, and all rolls for manuvering underwater are made at -2 difficulty. This merit only costs 1 point for aquatic characters such as rokea.
Lasombra - Religious Prohibition (2-4pt Flaw)
Taken from Hebrew stock, you grew up strongly religious. Part of that religion, however, is a dietary restriction forbidding you to taste blood. Even animal blood is forbidden to you by this law, and you find yourself racked by pangs of conscience every time you feed. This is a variable Flaw. At 2 points, you simply restrict yourself to feeding on animals or blood that has been drained by a ritual butcher. At 4 points you abstain from feeding unless it is absolutely necessary (3 Blood Points or less), and even then you may well fall into pits of self-flagellating despair.
Lasombra - Prestigious Confessor (1pt Merit)
You have been granted the favor of confession with one of the ranking priests among the Lasombra. This provides you with access to one of the "powers that b" in the clan, as well as providing you with a certain prestige among your equals. After all, it was you who was called to the cathedral, not they. Of course, given time and the appropriate background you may become a confessor of this sort, granting you access to all sorts of interesting informations - subject to the sanctity of the confessional booth, of course.
Lasombra - Strength of Shadows (4pt Merit)
Allows to strengthen the shadows called forth so that even daylight will not immediately dispel them. The Strengthen shadows dissipate after four hours in the sun.
Lasombra - Unable To Swim (2pt aptitude flaw)
The character has never learned to swim, or has been thaught but reverts to helpless flailing. Consider this character's Athletics rating to be zero for purposes of the movement rules (see "Blood-Dimmed Tides"). A character cannot take this flaw unless he has at least one dot in Athletics, and a character with the Secondary Ability: Swimming cannot take this Flaw for obvious reasons. At the storyteller's discretion, a character who takes swimming lessons after game play begins may buy off this Flaw at the cost of six experience points after using experience to raise his Athletics score at least one dot.
Laughingstock (5pt Flaw)
Somehow you’re draw the scorn of the local harpies, who make you their favorite and reflexive target. You are at +2 difficulty on all Social roll 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.
Leper (3pt Flaw)
Before you were Embraced you suffered from leprosy or a skin disease which might be easily confused with leprosy. Your Appearance may be no higher than 2, and your flesh is marred by rashes, pale patches, festering sores, scars etc. Your skin disease whatever it actually is, is obvious to any who look upon you. Mortal authorities refuse you entry to any city, and you will be treated with fear and revulsion. Very likely (Storyteller’s discretion) your condition is still contagious, though being undead it cannot have any further effect on you. This Flaw is worth only 1 point to Nosferatu, and then only if the disease is contagious.
Light Sensitive (5pt Flaw)
You are even more sensitive to sunlight than other vampires are. Sunlight causes double damage, and even moonlight (which is, after all, the reflected light of the sun) harms you. Indeed, even bright lights can be painful, but the pain can be mitigated by wearing sunglasses. When the moon is shining, the light it casts will cause wounds in the same way sunlight does for normal individuals. However, the wounds caused by the moon are not aggravated, and can be healed normally. Remember, even on nights when the moon is full, it may have already set when you venture outside, or be obscured by the clouds.
Light Sleeper (2pt Merit)
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. The rules regarding how Humanity restricts the number of dice usable during the day are waived.
Lightning Calculator (1pt 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 you 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.
Loathsome Regnant (4pt Flaw)
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.
Lord of the Flies (2pt Flaw)
Buzzing harbringers 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 files inevitably gives you away - all Stealth rolls are at +2 difficulty.
Low Self-Image (2pt Flaw)
You lack self-confidence and don’t believe in yourself. You have two fewer dice in situations where you don’t expect to succeed (at Storyteller’s discretion), though the penalty might be limited to one die 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 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.
Lucky (3pt 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 may try only once per failed roll.
Lunacy (2pt Flaw)
You are affected by the phases of the moon, increasing your chances of frenzy. Under the crescent moon, difficulties to avoid frenzy increase by one. Under the half or gibbous moon, difficulties rise by two. When the moon is full, difficulties increase by three.
M
Magic Resistance (2pt Merit)
You have an inherent resistance to the rituals of Tremere and the spells of mages of other creeds and orders. The difficulty of such magic, both malicious and beneficent, is two higher when directed at you. You may never learn the Discipline Thaumaturgy.
Magic Susceptibility (2pt Flaw)
You are susceptible to the magical rituals of the Tremere, as well as to spells of mages of other creeds an orders. The difficulty to cast a spell upon you is two less, and all spells cast have twice normal effect on you.
Manse or Mansion (2pt Merit)
You own a large manor - a home with 25 or more rooms - as well as the surrounding estate. The servants, if you have any, are provided for if you choose this Merit, although they cannot be used as Herd or Retainers unless you purchase the appropriate Background. The mansion is assumed to be fences or walled in, and makes an excellent haven. While the mansion can be in as poor or good repair as you wish, the more inhabited it appears to be, the more attention (from taxmen and the like) will it garner. Similarly, superstitious mortals will go out of their way to avoid a "haunted" manor…
Masquerade Breaker (2pt 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 exits in fear that your error will be revealed. In the meantime, you "savior" takes pitiless advantage of you.
Matricide/Patricide (4pt Flaw)
You have committed diablerie upon your own sire. If this information becomes known among elder vampires you will be shunned, or perhaps even put to the sun. You are most certainly an easy target for blackmail, and you must always be alert to the signs of other Kindred searching for information about your sire and his untimely demise (or "disappearance").
Mechanical Aptitude (1pt Merit)
You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronics 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.
Media Ties (2pt Merit)
You have both influence over and contacts in the local media. You can suppress and create news stories (though not always with 100 percent efficiency; journalists are an unruly bunch and you have access to the files and gossip of the staffs of newspapers and TV stations.
Medium (2pt 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.
Misplaced Heart (2pt Merit)
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 location (which should be your most tightly guarded secret).
Mistaken Identity (1pt Flaw)
You look similar to another Kindred, and are mistaken for her, much to your chagrin. This individual’s allies will approach you and tell you things you do not want to hear, her enemies will attempt to do away with you, and other will treat you in odd ways. Ultimately you might be able to sort out things, but it will take tremendous effort.
Mole (3pt Merit)
You have an informer buried in the Sabbat (or, less likely, one of the independent clans or the Anarach Free States) who funnels all sorts of information as to what her peers are up to. What you do with the information us 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…
Monstrous (3pt Flaw)
There is something wholly monstrous about you, something that makes you even more hideous than a Nosferatu. You scarcely look human, but the manner in which you differ is up to you. Perhaps you have grown scales or warts all over your body, or perhaps the scream you issued when you died has been permanently frozen on your face. Not only is your Appearance a zero, but you make even the Nosferatu uneasy. Nosferatu may take this Flaw, but only gain one point for it.
Mummy Companion (5pt Merit)
You have one of the world’s few mummies as a companion or close associate. Your relationship is one of relative equality, with neither of you able to dominate the other, and you find this most refreshing. Although it would not be condemned by the Kindred, you both take pains to keep the association secret. Other powerful elders might wish to take advantage of your companion and the benefits he occasionally provides you. Other Kindred may even attempt to destroy the mummy or turn him against you rather than allow you access to his great stores of information and abilities.
Mute (4pt Flaw)
You cannot speak. You 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.
You have an inherent resistance to the rituals of Tremere and the spells of mages of other creeds and orders. The difficulty of such magic, both malicious and beneficent, is two higher when directed at you. You may never learn the Discipline Thaumaturgy.
Magic Susceptibility (2pt Flaw)
You are susceptible to the magical rituals of the Tremere, as well as to spells of mages of other creeds an orders. The difficulty to cast a spell upon you is two less, and all spells cast have twice normal effect on you.
Manse or Mansion (2pt Merit)
You own a large manor - a home with 25 or more rooms - as well as the surrounding estate. The servants, if you have any, are provided for if you choose this Merit, although they cannot be used as Herd or Retainers unless you purchase the appropriate Background. The mansion is assumed to be fences or walled in, and makes an excellent haven. While the mansion can be in as poor or good repair as you wish, the more inhabited it appears to be, the more attention (from taxmen and the like) will it garner. Similarly, superstitious mortals will go out of their way to avoid a "haunted" manor…
Masquerade Breaker (2pt 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 exits in fear that your error will be revealed. In the meantime, you "savior" takes pitiless advantage of you.
Matricide/Patricide (4pt Flaw)
You have committed diablerie upon your own sire. If this information becomes known among elder vampires you will be shunned, or perhaps even put to the sun. You are most certainly an easy target for blackmail, and you must always be alert to the signs of other Kindred searching for information about your sire and his untimely demise (or "disappearance").
Mechanical Aptitude (1pt Merit)
You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronics 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.
Media Ties (2pt Merit)
You have both influence over and contacts in the local media. You can suppress and create news stories (though not always with 100 percent efficiency; journalists are an unruly bunch and you have access to the files and gossip of the staffs of newspapers and TV stations.
Medium (2pt 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.
Misplaced Heart (2pt Merit)
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 location (which should be your most tightly guarded secret).
Mistaken Identity (1pt Flaw)
You look similar to another Kindred, and are mistaken for her, much to your chagrin. This individual’s allies will approach you and tell you things you do not want to hear, her enemies will attempt to do away with you, and other will treat you in odd ways. Ultimately you might be able to sort out things, but it will take tremendous effort.
Mole (3pt Merit)
You have an informer buried in the Sabbat (or, less likely, one of the independent clans or the Anarach Free States) who funnels all sorts of information as to what her peers are up to. What you do with the information us 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…
Monstrous (3pt Flaw)
There is something wholly monstrous about you, something that makes you even more hideous than a Nosferatu. You scarcely look human, but the manner in which you differ is up to you. Perhaps you have grown scales or warts all over your body, or perhaps the scream you issued when you died has been permanently frozen on your face. Not only is your Appearance a zero, but you make even the Nosferatu uneasy. Nosferatu may take this Flaw, but only gain one point for it.
Mummy Companion (5pt Merit)
You have one of the world’s few mummies as a companion or close associate. Your relationship is one of relative equality, with neither of you able to dominate the other, and you find this most refreshing. Although it would not be condemned by the Kindred, you both take pains to keep the association secret. Other powerful elders might wish to take advantage of your companion and the benefits he occasionally provides you. Other Kindred may even attempt to destroy the mummy or turn him against you rather than allow you access to his great stores of information and abilities.
Mute (4pt Flaw)
You cannot speak. You 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.
N
Narc (3pt Flaw)
You are known to be a snitch, an informer 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, our reputation as a full fledged weasel precedes you, putting you at +1 difficulty on all Social rolls against those who don’t agree with you politics
Natural Leader (1pt Merit)
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.
Natural Linguist (2 pt Merit)
You have a flair for languages. This Merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add three dice to any Dice Pool involving languages (both written and spoken)
New Arrival (1pt Flaw)
You’ve just arrived in your new city of residence, and have done so without knowing anyone in the place. Existing fractions 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 (1pt Flaw)
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 unliving , 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 rolls are at =1 difficulty when you are dealing with other neonates.
Nightclub (2pt Merit)
You own a moderate-sized nightclub, perhaps one of the hottest nightspots in the city. This club brings in enough money to support you in moderate luxury ($1000 a month, but it can grow), but more important than the money is the prestige. You may use the nightclub as your haven, or you may simply hang out there. The name of the nightclub, its style, design, and its regular patrons are all up to you. Variations on this there could include a restaurant, theater, comedy club, sports arena or retail store.
Nightmares (1pt Flaw)
You experience horrendous nightmare (daymares?) every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad they cause you to lose one die on all your actions for the next night. (Storyteller’s discretion). Some of the nightmare may be so intense that you mistake them for reality. A crafty Storyteller will be quick to take advantage of this.
Nine Lives (6pt 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.
Nobility (1-3pt Merit)
You possessed a mortal title before your Embrace and have somehow managed to pass yourself off as alive. Consequently, the advantages of nobility are open to you. You are presumed to be landless unless you purchase the Resources Background. One point of this Merit translates roughly as minor title with little prestige (a knight, say). With 2 points, you could be a baronet, and with 3 you might be a minor baron. Higher titles should be given to players only at the Storyteller’s discretion. In the Dark Medieval world, they represent great power, but require an equally great amount of work to maintain.
Nosferatu - Anosmia (2pt Flaw)
You have no sense of smell or taste. The vilest odors and flavors imaginable cannot affect you; in fact, you do not even recognize their presence. You cannot attempt a Perception roll that involves either of these senses. However, any supernatural attack involving horrific odors and tastes does not affect you. Granted, Nosferatu who have surrounded themselves with unseemly funk long enough become immune to just about any foul odor, but you simply do not recognize smells at all. MET: From the reek of spoiled milk to the delicate perfume of a magnolia in bloom, from the tang of blood on your tongue to the memory of your last martini, the world of scent and taste is lost to you. You may not take this Flaw and the Merits: Acute Sense: Smell or Acute Sense: Taste. You automatically lose any challenges relating to smell or taste; Heightened Senses for taste or smell has no affect on this.
Nosferatu - Blunt Fangs (1pt Flaw)
Your teeth are huge and square, not sharp like those of other vampires. To do damage with a bite attack, you must score an additional success (thus, this extra success subtracts from the amount of damage you do). Once you have sunk you teeth into your prey, you inflict a level of damage for every two blood points you take. Once your fangs are locked in a victim’s flesh, you’ve got to chew and chew and chew.... MET: You need to make an extra Physical Chal-lenge (in addition to any required to grapple your victim) in order to get your teeth in your victim. Your dulled bite does a level of damage to your victim for each Blood Trait you acquire.
Nosferatu - Blunt Teeth (1pt 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…)
Nosferatu - Club Foot (1pt Flaw)
One of your feet is gnarled and deformed. You move at only half normal speed.
Nosferatu - 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 of 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 broke).
Nosfertau - Enemy Brood (3pt Flaw)
A brood of your fellow Nosferatu have an unceasing vendetta against you. You can run from them, but you can’t hide. If you stay in the same city, they will pool whatever resources they have to make your existence a living hell. Traveling through the local sewers is a nightmare. If you flee, they will use their influence and contacts to call in favors in the next city you show your ugly mug. The Storyteller may allow you to buy off this Flaw, but only after you’ve completed a story in which you’ve resolved and overcome this social stigma.
MET: This is a specialized variation of the Flaw: Hunted, found in Laws of the Night. Consult your Storyteller before you take it, and work with her to determine why you’re hunted.
Nosferatu - Foul Blood (3pt 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.
Nosferatu - Infamous Autarkis (1pt Flaw)
The Camarilla won’t accept you as one of its own under any circumstance. The Sabbat wouldn’t think of submitting you to Creation Rites — it’s just not worth it. Something in your past, your reputation or your sire’s background is so abhorrent that both sects reject you utterly. You aren’t just autarkis; your infamy spreads throughout both sects of vampiric society. Although you might find a coterie that’s willing to work with you, they would not dare take you to any gathering of Camarilla or Sabbat vampires for fear of damaging their own reputations. The Storyteller may allow you to buy off this Flaw but only after you’ve completed a story in which you’ve resolved and overcome this social stigma. MET: You may never gain Camarilla or Sabbat Status. This marks you as automatic prey for the Scourge in a Camarilla city, and for any likely hunters in a Sabbat city.
Nosferatu - Lizard Limbs (1pt 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 limb 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 not legs….Nosferatu with this Merit often use it for practical jokes (Let’s shake on it…).
Nosferatu - Long Fingers (1pt Merit)
Your fingers are unnaturally long and spidery. You gain one extra die to Dice Pool involving digital coordination or grappling.
Nosferatu - Necrophile (3pt Flaw)
No, you don’t have sex with the dead, but you certainly enjoy their company. You are obsessed with dead bodies and “invite” them over to your domain. Your haven is distastefully decorated with severed and mutilated body parts of all kinds. You talk to your dead friends, dance with them, make art out of them and entertain frequently. Some vampires of particularly refined temperament may need to overcome a Courage roll (difficulty 4) to enter a room where you’ve left your guests and their accouterments. Toreador go apeshit; Toreador antitribu applaud. For some reason, this Flaw is very popular among Leatherfaces.
Nosferatu - Nosferatu Caitiff (1pt Flaw)
You were Embraced by a Nosferatu, but failed to meet the standards of even that clan, and were subsequently rejected by your sire, As you did not complete the Becoming process, you were not fully transformed, but you still look rather odd. You begin the game with an Appearance rating of 1, and raising your Appearance costs double the usual number of experience points. In addition, you present a tempting target for just about any bully - other Caitiff may not have much to kick around, but a "Nosferatu reject" certainly offers possibilities for abuse. Not all Caitiff sired by Nosferatu have this flaw; nobody knows why some do and some don’t.
Nosferatu - Oversized Fangs (1pt 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.
Nosferatu - Oversized Mouth (1pt 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.
Nosferatu - Parasitic Infestation (2pt Flaw)
In many ways this Flaw is the negative counterpart of Swarm Attractor. 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 despite 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 of any use (though they do love you for what’s it’s worth). The parasites also drink from one to four of your Blood Point each night (roll a die and divide by three, rounding up). This forces you to hunt more often. Finally the constant itching and irritation increases by one the difficulties of all your rolls to avoid frenzy.
Nosferatu - Parasitic Infestation REVISED(2pt Flaw)
Other creatures live on or inside you. Exotic hemovores — chiggers, gnats, ticks, lice, mosquitoes, leeches and unnamable bloodsucking fungal spores — consider the creases, folds and scabrous layers of your skin delightful. Your flesh continuously twitches and writhes, and living things burrow inside you, possibly even nesting in the cavities of your body. Despite all your ingenious methods of discouraging them, this loathsome hosting will not disperse. You cannot command these vermin in any fashion; in fact, the worst of them are very defiant because they have been strengthened and corrupted by your foul vitae. Each day, when you rise, roll one die. Divide the result b y three, rounding up. The result is the number of blood points you lose to the blood-intoxicated parasites within and upon you. In addition, the constant itching puts on you edge; increase the difficulty of all Self-Control rolls by one. MET: When you go into play at the beginning of the evening, make the usual vitae test. Once you learn your level of vitae, make four Simple Tests — each loss or tie indicates a Blood Trait lost to your parasites. You suffer a one-Trait penalty during Self-Control tests. Roleplay the constant itching the parasites give you; also wear a tag to indicate to onlookers that your skin is quite literally crawling.
Nosferatu - Patagia (4pt Merit)
You have grown large flaps of skin under yous 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.
Nosferatu - Patagia REVISED (4pt Merit)
Leathery wings fold up into your horrid little body. Picture the gliding wings of a pterodactyl or a flying squirrel. Now visualize them hanging off the twisted skeleton of batlike wings. With the aid of an updraft or a strong wind, you can glide for short distances — rather useful for Nosferatu who skulk along rooftops, don’t you think? Storytellers should know that a vampire with this Merit can glide at his normal walking speed.
MET:You can’t actually fly or hover with this Merit, only glide like a flying squirrel on flaps of leathery skin that stretch from under your arms and down your sides. You may not carry passengers and only personal items may travel with you (Storyteller discretion). Furthermore, you need wind to carry you, and if there’s none, you just drop like a stone (so don’t even think about using this indoors). When gliding, hold your arms out at your sides and wear a tag indicating your unusual appearance. You may glide at a normal walking speed. Consult the Storyteller before taking this Merit.
Nosferatu - Putrescence (3pt Flaw)
The mystic process 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 falls off. This will regrow when the aggravated wound is healed.
Nosferatu - Rugged Bad Looks (1-5pt Merit)
Your face is hideous, but it could almost pass for that of a really ugly human. If you were to cover every other part of your body, you could shamble into mortal society looking only slightly suspicious. While you might have a hunchback, reptilian scales over parts of your flesh or a foul stench that never dissipates, you can actually walk among mortals — with extensive precautions — with-out automatically breaking the Masquerade. Other vampires give you no end of grief for not looking like a “real” Nosferatu. By the way, this is as “attractive” as a Nosferatu ever gets; no Merit will ever increase a Nosferatu’s Appearance above zero.
Nosferatu - Slimy (2pt Merit)
Your skin secrets slime like that of a worm or mollusk. Opponents must score two more successes than normal to grappled you, and your difficulty to soak fire damage is reduced by one.
Nosferatu - Stench (1pt Flaw)
Few Nosferatu smell good, but you reach a new nadir or odiferousness. Even other Nosferatu are repulsed by your stink, and your Stealth Dice Pools are reduced by two against any creature that can small, unless you are upwind. Clan Book Nosferatu (pub)2000: Nosfertau - Stench (1pt Flaw) Even other Nosferatu recoil at your horrific odor. Subtract two dice from any Stealth roll when evading any creature that can smell (unless you are upwind).
MET: Lose all ties related to stealth automatically with this Flaw; it’s pretty hard to sneak up on someone when he can smell you coming. You need not actually neglect personal hygeine to roleplay this Flaw. Wear a tag indicating your deformity.
Nosferatu - Swarm Attractor (2pt 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 actions whatsoever.
Nosferatu - Tough Hide (2pt Merit)
Your skin is thick and leathery, resembling that of a pachyderm. You gain one extra dice on your soak Dice Pool (though not to soak fire and sunlight).
Notoriety (3pt Flaw)
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. There is a two-dice penalty to all dice rolls for social dealings with the city’s Kindred. A character with this Flaw may not take the Merit of Reputation.
You are known to be a snitch, an informer 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, our reputation as a full fledged weasel precedes you, putting you at +1 difficulty on all Social rolls against those who don’t agree with you politics
Natural Leader (1pt Merit)
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.
Natural Linguist (2 pt Merit)
You have a flair for languages. This Merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add three dice to any Dice Pool involving languages (both written and spoken)
New Arrival (1pt Flaw)
You’ve just arrived in your new city of residence, and have done so without knowing anyone in the place. Existing fractions 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 (1pt Flaw)
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 unliving , 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 rolls are at =1 difficulty when you are dealing with other neonates.
Nightclub (2pt Merit)
You own a moderate-sized nightclub, perhaps one of the hottest nightspots in the city. This club brings in enough money to support you in moderate luxury ($1000 a month, but it can grow), but more important than the money is the prestige. You may use the nightclub as your haven, or you may simply hang out there. The name of the nightclub, its style, design, and its regular patrons are all up to you. Variations on this there could include a restaurant, theater, comedy club, sports arena or retail store.
Nightmares (1pt Flaw)
You experience horrendous nightmare (daymares?) every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad they cause you to lose one die on all your actions for the next night. (Storyteller’s discretion). Some of the nightmare may be so intense that you mistake them for reality. A crafty Storyteller will be quick to take advantage of this.
Nine Lives (6pt 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.
Nobility (1-3pt Merit)
You possessed a mortal title before your Embrace and have somehow managed to pass yourself off as alive. Consequently, the advantages of nobility are open to you. You are presumed to be landless unless you purchase the Resources Background. One point of this Merit translates roughly as minor title with little prestige (a knight, say). With 2 points, you could be a baronet, and with 3 you might be a minor baron. Higher titles should be given to players only at the Storyteller’s discretion. In the Dark Medieval world, they represent great power, but require an equally great amount of work to maintain.
Nosferatu - Anosmia (2pt Flaw)
You have no sense of smell or taste. The vilest odors and flavors imaginable cannot affect you; in fact, you do not even recognize their presence. You cannot attempt a Perception roll that involves either of these senses. However, any supernatural attack involving horrific odors and tastes does not affect you. Granted, Nosferatu who have surrounded themselves with unseemly funk long enough become immune to just about any foul odor, but you simply do not recognize smells at all. MET: From the reek of spoiled milk to the delicate perfume of a magnolia in bloom, from the tang of blood on your tongue to the memory of your last martini, the world of scent and taste is lost to you. You may not take this Flaw and the Merits: Acute Sense: Smell or Acute Sense: Taste. You automatically lose any challenges relating to smell or taste; Heightened Senses for taste or smell has no affect on this.
Nosferatu - Blunt Fangs (1pt Flaw)
Your teeth are huge and square, not sharp like those of other vampires. To do damage with a bite attack, you must score an additional success (thus, this extra success subtracts from the amount of damage you do). Once you have sunk you teeth into your prey, you inflict a level of damage for every two blood points you take. Once your fangs are locked in a victim’s flesh, you’ve got to chew and chew and chew.... MET: You need to make an extra Physical Chal-lenge (in addition to any required to grapple your victim) in order to get your teeth in your victim. Your dulled bite does a level of damage to your victim for each Blood Trait you acquire.
Nosferatu - Blunt Teeth (1pt 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…)
Nosferatu - Club Foot (1pt Flaw)
One of your feet is gnarled and deformed. You move at only half normal speed.
Nosferatu - 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 of 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 broke).
Nosfertau - Enemy Brood (3pt Flaw)
A brood of your fellow Nosferatu have an unceasing vendetta against you. You can run from them, but you can’t hide. If you stay in the same city, they will pool whatever resources they have to make your existence a living hell. Traveling through the local sewers is a nightmare. If you flee, they will use their influence and contacts to call in favors in the next city you show your ugly mug. The Storyteller may allow you to buy off this Flaw, but only after you’ve completed a story in which you’ve resolved and overcome this social stigma.
MET: This is a specialized variation of the Flaw: Hunted, found in Laws of the Night. Consult your Storyteller before you take it, and work with her to determine why you’re hunted.
Nosferatu - Foul Blood (3pt 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.
Nosferatu - Infamous Autarkis (1pt Flaw)
The Camarilla won’t accept you as one of its own under any circumstance. The Sabbat wouldn’t think of submitting you to Creation Rites — it’s just not worth it. Something in your past, your reputation or your sire’s background is so abhorrent that both sects reject you utterly. You aren’t just autarkis; your infamy spreads throughout both sects of vampiric society. Although you might find a coterie that’s willing to work with you, they would not dare take you to any gathering of Camarilla or Sabbat vampires for fear of damaging their own reputations. The Storyteller may allow you to buy off this Flaw but only after you’ve completed a story in which you’ve resolved and overcome this social stigma. MET: You may never gain Camarilla or Sabbat Status. This marks you as automatic prey for the Scourge in a Camarilla city, and for any likely hunters in a Sabbat city.
Nosferatu - Lizard Limbs (1pt 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 limb 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 not legs….Nosferatu with this Merit often use it for practical jokes (Let’s shake on it…).
Nosferatu - Long Fingers (1pt Merit)
Your fingers are unnaturally long and spidery. You gain one extra die to Dice Pool involving digital coordination or grappling.
Nosferatu - Necrophile (3pt Flaw)
No, you don’t have sex with the dead, but you certainly enjoy their company. You are obsessed with dead bodies and “invite” them over to your domain. Your haven is distastefully decorated with severed and mutilated body parts of all kinds. You talk to your dead friends, dance with them, make art out of them and entertain frequently. Some vampires of particularly refined temperament may need to overcome a Courage roll (difficulty 4) to enter a room where you’ve left your guests and their accouterments. Toreador go apeshit; Toreador antitribu applaud. For some reason, this Flaw is very popular among Leatherfaces.
Nosferatu - Nosferatu Caitiff (1pt Flaw)
You were Embraced by a Nosferatu, but failed to meet the standards of even that clan, and were subsequently rejected by your sire, As you did not complete the Becoming process, you were not fully transformed, but you still look rather odd. You begin the game with an Appearance rating of 1, and raising your Appearance costs double the usual number of experience points. In addition, you present a tempting target for just about any bully - other Caitiff may not have much to kick around, but a "Nosferatu reject" certainly offers possibilities for abuse. Not all Caitiff sired by Nosferatu have this flaw; nobody knows why some do and some don’t.
Nosferatu - Oversized Fangs (1pt 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.
Nosferatu - Oversized Mouth (1pt 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.
Nosferatu - Parasitic Infestation (2pt Flaw)
In many ways this Flaw is the negative counterpart of Swarm Attractor. 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 despite 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 of any use (though they do love you for what’s it’s worth). The parasites also drink from one to four of your Blood Point each night (roll a die and divide by three, rounding up). This forces you to hunt more often. Finally the constant itching and irritation increases by one the difficulties of all your rolls to avoid frenzy.
Nosferatu - Parasitic Infestation REVISED(2pt Flaw)
Other creatures live on or inside you. Exotic hemovores — chiggers, gnats, ticks, lice, mosquitoes, leeches and unnamable bloodsucking fungal spores — consider the creases, folds and scabrous layers of your skin delightful. Your flesh continuously twitches and writhes, and living things burrow inside you, possibly even nesting in the cavities of your body. Despite all your ingenious methods of discouraging them, this loathsome hosting will not disperse. You cannot command these vermin in any fashion; in fact, the worst of them are very defiant because they have been strengthened and corrupted by your foul vitae. Each day, when you rise, roll one die. Divide the result b y three, rounding up. The result is the number of blood points you lose to the blood-intoxicated parasites within and upon you. In addition, the constant itching puts on you edge; increase the difficulty of all Self-Control rolls by one. MET: When you go into play at the beginning of the evening, make the usual vitae test. Once you learn your level of vitae, make four Simple Tests — each loss or tie indicates a Blood Trait lost to your parasites. You suffer a one-Trait penalty during Self-Control tests. Roleplay the constant itching the parasites give you; also wear a tag to indicate to onlookers that your skin is quite literally crawling.
Nosferatu - Patagia (4pt Merit)
You have grown large flaps of skin under yous 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.
Nosferatu - Patagia REVISED (4pt Merit)
Leathery wings fold up into your horrid little body. Picture the gliding wings of a pterodactyl or a flying squirrel. Now visualize them hanging off the twisted skeleton of batlike wings. With the aid of an updraft or a strong wind, you can glide for short distances — rather useful for Nosferatu who skulk along rooftops, don’t you think? Storytellers should know that a vampire with this Merit can glide at his normal walking speed.
MET:You can’t actually fly or hover with this Merit, only glide like a flying squirrel on flaps of leathery skin that stretch from under your arms and down your sides. You may not carry passengers and only personal items may travel with you (Storyteller discretion). Furthermore, you need wind to carry you, and if there’s none, you just drop like a stone (so don’t even think about using this indoors). When gliding, hold your arms out at your sides and wear a tag indicating your unusual appearance. You may glide at a normal walking speed. Consult the Storyteller before taking this Merit.
Nosferatu - Putrescence (3pt Flaw)
The mystic process 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 falls off. This will regrow when the aggravated wound is healed.
Nosferatu - Rugged Bad Looks (1-5pt Merit)
Your face is hideous, but it could almost pass for that of a really ugly human. If you were to cover every other part of your body, you could shamble into mortal society looking only slightly suspicious. While you might have a hunchback, reptilian scales over parts of your flesh or a foul stench that never dissipates, you can actually walk among mortals — with extensive precautions — with-out automatically breaking the Masquerade. Other vampires give you no end of grief for not looking like a “real” Nosferatu. By the way, this is as “attractive” as a Nosferatu ever gets; no Merit will ever increase a Nosferatu’s Appearance above zero.
Nosferatu - Slimy (2pt Merit)
Your skin secrets slime like that of a worm or mollusk. Opponents must score two more successes than normal to grappled you, and your difficulty to soak fire damage is reduced by one.
Nosferatu - Stench (1pt Flaw)
Few Nosferatu smell good, but you reach a new nadir or odiferousness. Even other Nosferatu are repulsed by your stink, and your Stealth Dice Pools are reduced by two against any creature that can small, unless you are upwind. Clan Book Nosferatu (pub)2000: Nosfertau - Stench (1pt Flaw) Even other Nosferatu recoil at your horrific odor. Subtract two dice from any Stealth roll when evading any creature that can smell (unless you are upwind).
MET: Lose all ties related to stealth automatically with this Flaw; it’s pretty hard to sneak up on someone when he can smell you coming. You need not actually neglect personal hygeine to roleplay this Flaw. Wear a tag indicating your deformity.
Nosferatu - Swarm Attractor (2pt 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 actions whatsoever.
Nosferatu - Tough Hide (2pt Merit)
Your skin is thick and leathery, resembling that of a pachyderm. You gain one extra dice on your soak Dice Pool (though not to soak fire and sunlight).
Notoriety (3pt Flaw)
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. There is a two-dice penalty to all dice rolls for social dealings with the city’s Kindred. A character with this Flaw may not take the Merit of Reputation.
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Occult Library (2pt Merit)
You possess a library of occult material 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.
Old Flame (2pt Flaw)
Someone you once cared for deeply 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 (2pt Merit)
An acquaintance form 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 night - and days.
One Arm (3pt Flaw)
You have only one arm - choose which, or determine randomly at character creation. This happened before the Embrace. It is assumed that you are accustomed to using your remaining hand, so you suffer no off-hand penalty. However, you do suffer a two-dice penalty to any Dice Pool where two hands would normally be needed to perform a task. A character may not take this Flaw with the Merit Ambidextrous.
One Eye (2 pt Flaw)
You have lost an eye, and cannot regenerate it. You have no peripheral vision on your blind side, and must roll two fewer dice for any feat requiring depth perception (including missile combat).
Open Road (2pt Merit)
Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routs 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.
Open Wound (2-4pt 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 +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.
Oracular Ability (3pt Merit)
You can see and interpret signs and omens. You are able to draw from these omens, for they provide hints of the future and warnings of the present. When the Storyteller feels that you are in a position to see and 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.
Overconfident (1pt Flaw)
You are 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 you overconfidence.
Overextended (4pt Flaw)
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 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.
You possess a library of occult material 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.
Old Flame (2pt Flaw)
Someone you once cared for deeply 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 (2pt Merit)
An acquaintance form 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 night - and days.
One Arm (3pt Flaw)
You have only one arm - choose which, or determine randomly at character creation. This happened before the Embrace. It is assumed that you are accustomed to using your remaining hand, so you suffer no off-hand penalty. However, you do suffer a two-dice penalty to any Dice Pool where two hands would normally be needed to perform a task. A character may not take this Flaw with the Merit Ambidextrous.
One Eye (2 pt Flaw)
You have lost an eye, and cannot regenerate it. You have no peripheral vision on your blind side, and must roll two fewer dice for any feat requiring depth perception (including missile combat).
Open Road (2pt Merit)
Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routs 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.
Open Wound (2-4pt 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 +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.
Oracular Ability (3pt Merit)
You can see and interpret signs and omens. You are able to draw from these omens, for they provide hints of the future and warnings of the present. When the Storyteller feels that you are in a position to see and 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.
Overconfident (1pt Flaw)
You are 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 you overconfidence.
Overextended (4pt Flaw)
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 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.
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Paramour (3-5pt Merit)
You have had a long-term (minimum 75 years) relationship with a fellow Kindred. Although you may have had your disagreements over the many years, you are generally loyal to each other. You know most, if not all, of your paramour’s secrets, and your paramour knows as much about you. You have both come to each other’s aid several times over the years, and you would be aggrieved were anything to happened to your love. The cost of this Merit depends on the relative power and position of your paramour in Kindred society (3 for an ancilla, 4 for another elder of equal power, 5 for a more powerful elder).
Paramour, Jilted (1-3pt Flaw)
You had a long-term relationship (minimum 50 years) with a fellow Kindred. Although the relationship proved useful and pleasant while it lasted, you grew weary of your former paramour and ended the long term tyst. Unfortunately, your former paramour did not take the ending of the affair well, and has apparently developed a strong antipathy for you. You both known many of each other’s secrets and this has caused a stalemate thus far, but you are concerned that your ex-paramour may interfere in your affairs at some time in the future. The cost of this Flaw depends on the relative power and position of your ex-paramour in Kindred society ( 1 for an ancilla, 2 for another elder of equal power, 3 for a more powerful elder).
Paranoia, Extreme (3pt Flaw)
You are certain the world is full of creatures and people who wish to see you destroyed. However, you do not worry about those individuals who loathe you from a distance. It is the ones you let get near you, the ones who profess some caring towards you, you are the real danger. Of course, not all your associates and so-called friends are actually enemies (at least they probably all aren’t). However, you know that no one ever does anything they don’t believe to be for their own benefit. You are constantly alert seeking to commit diablerie, stake you, or worst. Whenever someone you know performs an act that appears selfless, you must make a successful Self-Control roll to resist branding them a traitorous, implacable enemy bent on your destruction (and taking appropriate actions against such a monster!). The Storyteller may also decide that your companions’ actions are suspiciously altruistic and necessitate such a roll.
Paranoia, Limited (2pt Merit)
You know that there are many vampires, hunters, Garou, and the like who would love to destroy you. You go out of your way to prepare contingency plans, vary your movement patterns and habits, and otherwise make yourself a difficult target. As a result, you are less likely to be attacked unawares (-1 difficulty to spotting ambushes and the like).
Paraplegic (6pt Flaw)
You can hardly move without the 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, not matter how difficult it makes things. A character may not take this Flaw along with the Merit Double-Jointed.
Patience (3pt Merit)
You have learned the wisdom of patience in all things. Passions may burn brightly; but as they say revenge is served best cold. Often, with enough patience, new avenues of endeavor open, enemies grow careless and favors shift. Those who wait and watch are in a position to take full advantage of the vagaries of time. Due too your mastery of patience all Frenzy rolls are made with a -1 difficulty modifier.
Pawn (3pt Merit)
You can manipulate and have some control over other vampire - one of higher generation than you. 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 make it up. The pawn does not necessarily know that it is being controlled.
Pelagic Compulsion (2pt flaw)
The afflicted character feels inexplicably drawn to the sea at the expense of his ability to concentrate on other matters (+1 difficulty to all Willpower rolls if the character has been out of sight of the ocean for more than 24 hours). This call can be temporarily satisfied by an extended sea voyage, and is most often felt in the first 50 years of unlife.
Pelagic Harmony (3pt merit)
A rare state of mind that runs counter to this disorder, seems to grant the reverse effect, giving added mental equilibrium (-1 difficulty to all willpower rolls) if the character is on or within sight of the sea.
Permanent Fangs (3pt 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 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 Appearance rating of 3 at most.
Permanent Wound (3pt Flaw)
You suffered injuries during the Embrace, which your sire did nothing to repair. You start each night at the Wounded Health Level. This can be healed like normal damage, but each evening, after sleep, your wounds always return.
Phobia-Mild (1pt Flaw)
You have an overpowering fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces and heights. You must make a Courage roll whenever you encounter the object you fear. The difficulty of this roll is determined by the Storyteller. IF you fail the roll, you must retreat from the object.
Phobia-Sever (3pt Flaw)
You have an overpowering fear of something. Common objects of fear include certain animals, insects, crows, open spaces, confined spaces, heights, and so on. You must make a Courage roll not to enter Rotschreck when faced with the object of your fear. The difficulty depends on the circumstances. If you fail the roll, you must retreat in terror from the object of fear. IF you score fewer than three successes, you will not approach it. The Storyteller has final say over which phobias are allowed in a chronicle.
Pitiable (1pt Merit)
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 by this Merit (Autocrat, Deviant, Fanatic, Sycophant), 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 littler) you like it.
Police Ties (3pt Merit)
You have both influence over and contacts in the local police department. You can, with a single phone call, cause a APB to be issued. However, the more often you use your ties with the police department, the weaker they become, and the more attention you attract towards yourself. Your influence is not solid (that can be achieved only through game play), and can let you down at times.
Political Ties (3pt Merit)
You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can shut off the power and water to a building or neighborhood, and can unleash many different means of harassment against your enemies. The more you use your political ties, the weaker they become. Total control can only be achieved through game play.
Poseidon's Call (1pt Flaw)
An individual with this condition, finds her stability directly tied to that of the weather, calming as skies clear and growing progressively more bloodthirsty as a storm mounts (rolls to resist frenzy are at -1 difficulty in completely calm weather, but +1 on rough seas, +2 in the middle of a thunderstorm, and +3 during a hurricane).
Poverty (1pt Flaw)
You are very poor for an elder vampire. Either you never bothered to save anything over the years, or you throw away any accumulated wealth for your own, obscure reasons. You may not take nay Resources.
Powerful Childe (1-5pt Merit)
You have a childe in a position of power within vampiric society. This child is loyal, and often serves as both an information font and protection. Although she sometimes asks favors of you, you are most definitely in control of the relationship, as it is right for a sire to be.. The cost of this Merit depends upon the power and position of the childe (1 for leading anarchs, 2 for an Archon, 3 for a primogen, etc., determined in conjunction with the Storyteller). This Merit must be taken separately for each such childe. Having this childe Blood Bound to you costs two extra points.
Precocious (3pt Merit)
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.
Prestation Debt (1-5pt Flaw)
You currently owe a boon to one or more other Kindred. This debt could have been incurred far in the past, or only last week, but the Kindred to whom you owe the debt is still extant. As such, she has gained some Status over you, and you are at a slight disadvantage in any dealings you have with her. It is also conceivable that your debt could be called in, and that you could be asked to perform some service or favor for any such vampire to whom you are indebted.
Prestation Gifts (2-6pt Merit)
One or more Kindred currently owe a boon to you. You may have gifted them with favors or material items sometimes in the distant past, or just last week, but they now owe you a debt. This grants you an advantage in your dealings with these Kindred (-1 to the difficulty level of any checks to influence them). Although you would not give up you current position lightly, you may also call in this debt 9or debts) should you require aid. Such aid must be commensurate with the initial value of you gift of Prestation. The number of points in Prestation Gift must be determined by both the player and Storyteller, based on the number and magnitude of the debts owed to you, and the importance of the Kindred who owe them. The exact nature of this Merit should be worked into the elder character’s journal or memories.
Prestigious Sire (1pt Merit)
Your Sire had or has great Status in the Camarillia, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compared to them. This prestige could greatly aid you when dealing with elders acquainted with your sire. Indeed, your sire’s contacts may actually approach you at some point offering aid. Though your sire may no longer have contact with you, the simple fact of your ancestry has marked you forever.
Prey Exclusion (1pt Flaw)
You have an overpowering fear of something. For instance and animal-lover might decide to hunt only humans, or a character might decide to spare a class of person she particularly admires: police, teachers, medical professionals, clergy, peace activists and so on. You are disturbed when others feed from this type of prey, and could possibly enter a frenzy (Storyteller’s discretion). If you accidentally feed upon this class of prey yourself, you will automatically frenzy and will need to make a roll for Humanity (difficulty 8 or greater. Note: This is not as restrictive as the Ventrue limitation, which limits a vampire to a certain class of prey (therefore Ventrue cannot take this Flaw).
Primogen (7pt Merit)
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 (4pt Merit)
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 positions may not be an official one, but it’s powerful nonetheless.
Probationary Sect Member (4pt Flaw)
You are a defector. You tuned traitor to the Camarilla, Sabbat, Followers of Set or other vampirc orders, 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 (1pt Merit)
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 hear good things about you.
You have had a long-term (minimum 75 years) relationship with a fellow Kindred. Although you may have had your disagreements over the many years, you are generally loyal to each other. You know most, if not all, of your paramour’s secrets, and your paramour knows as much about you. You have both come to each other’s aid several times over the years, and you would be aggrieved were anything to happened to your love. The cost of this Merit depends on the relative power and position of your paramour in Kindred society (3 for an ancilla, 4 for another elder of equal power, 5 for a more powerful elder).
Paramour, Jilted (1-3pt Flaw)
You had a long-term relationship (minimum 50 years) with a fellow Kindred. Although the relationship proved useful and pleasant while it lasted, you grew weary of your former paramour and ended the long term tyst. Unfortunately, your former paramour did not take the ending of the affair well, and has apparently developed a strong antipathy for you. You both known many of each other’s secrets and this has caused a stalemate thus far, but you are concerned that your ex-paramour may interfere in your affairs at some time in the future. The cost of this Flaw depends on the relative power and position of your ex-paramour in Kindred society ( 1 for an ancilla, 2 for another elder of equal power, 3 for a more powerful elder).
Paranoia, Extreme (3pt Flaw)
You are certain the world is full of creatures and people who wish to see you destroyed. However, you do not worry about those individuals who loathe you from a distance. It is the ones you let get near you, the ones who profess some caring towards you, you are the real danger. Of course, not all your associates and so-called friends are actually enemies (at least they probably all aren’t). However, you know that no one ever does anything they don’t believe to be for their own benefit. You are constantly alert seeking to commit diablerie, stake you, or worst. Whenever someone you know performs an act that appears selfless, you must make a successful Self-Control roll to resist branding them a traitorous, implacable enemy bent on your destruction (and taking appropriate actions against such a monster!). The Storyteller may also decide that your companions’ actions are suspiciously altruistic and necessitate such a roll.
Paranoia, Limited (2pt Merit)
You know that there are many vampires, hunters, Garou, and the like who would love to destroy you. You go out of your way to prepare contingency plans, vary your movement patterns and habits, and otherwise make yourself a difficult target. As a result, you are less likely to be attacked unawares (-1 difficulty to spotting ambushes and the like).
Paraplegic (6pt Flaw)
You can hardly move without the 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, not matter how difficult it makes things. A character may not take this Flaw along with the Merit Double-Jointed.
Patience (3pt Merit)
You have learned the wisdom of patience in all things. Passions may burn brightly; but as they say revenge is served best cold. Often, with enough patience, new avenues of endeavor open, enemies grow careless and favors shift. Those who wait and watch are in a position to take full advantage of the vagaries of time. Due too your mastery of patience all Frenzy rolls are made with a -1 difficulty modifier.
Pawn (3pt Merit)
You can manipulate and have some control over other vampire - one of higher generation than you. 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 make it up. The pawn does not necessarily know that it is being controlled.
Pelagic Compulsion (2pt flaw)
The afflicted character feels inexplicably drawn to the sea at the expense of his ability to concentrate on other matters (+1 difficulty to all Willpower rolls if the character has been out of sight of the ocean for more than 24 hours). This call can be temporarily satisfied by an extended sea voyage, and is most often felt in the first 50 years of unlife.
Pelagic Harmony (3pt merit)
A rare state of mind that runs counter to this disorder, seems to grant the reverse effect, giving added mental equilibrium (-1 difficulty to all willpower rolls) if the character is on or within sight of the sea.
Permanent Fangs (3pt 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 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 Appearance rating of 3 at most.
Permanent Wound (3pt Flaw)
You suffered injuries during the Embrace, which your sire did nothing to repair. You start each night at the Wounded Health Level. This can be healed like normal damage, but each evening, after sleep, your wounds always return.
Phobia-Mild (1pt Flaw)
You have an overpowering fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces and heights. You must make a Courage roll whenever you encounter the object you fear. The difficulty of this roll is determined by the Storyteller. IF you fail the roll, you must retreat from the object.
Phobia-Sever (3pt Flaw)
You have an overpowering fear of something. Common objects of fear include certain animals, insects, crows, open spaces, confined spaces, heights, and so on. You must make a Courage roll not to enter Rotschreck when faced with the object of your fear. The difficulty depends on the circumstances. If you fail the roll, you must retreat in terror from the object of fear. IF you score fewer than three successes, you will not approach it. The Storyteller has final say over which phobias are allowed in a chronicle.
Pitiable (1pt Merit)
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 by this Merit (Autocrat, Deviant, Fanatic, Sycophant), 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 littler) you like it.
Police Ties (3pt Merit)
You have both influence over and contacts in the local police department. You can, with a single phone call, cause a APB to be issued. However, the more often you use your ties with the police department, the weaker they become, and the more attention you attract towards yourself. Your influence is not solid (that can be achieved only through game play), and can let you down at times.
Political Ties (3pt Merit)
You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can shut off the power and water to a building or neighborhood, and can unleash many different means of harassment against your enemies. The more you use your political ties, the weaker they become. Total control can only be achieved through game play.
Poseidon's Call (1pt Flaw)
An individual with this condition, finds her stability directly tied to that of the weather, calming as skies clear and growing progressively more bloodthirsty as a storm mounts (rolls to resist frenzy are at -1 difficulty in completely calm weather, but +1 on rough seas, +2 in the middle of a thunderstorm, and +3 during a hurricane).
Poverty (1pt Flaw)
You are very poor for an elder vampire. Either you never bothered to save anything over the years, or you throw away any accumulated wealth for your own, obscure reasons. You may not take nay Resources.
Powerful Childe (1-5pt Merit)
You have a childe in a position of power within vampiric society. This child is loyal, and often serves as both an information font and protection. Although she sometimes asks favors of you, you are most definitely in control of the relationship, as it is right for a sire to be.. The cost of this Merit depends upon the power and position of the childe (1 for leading anarchs, 2 for an Archon, 3 for a primogen, etc., determined in conjunction with the Storyteller). This Merit must be taken separately for each such childe. Having this childe Blood Bound to you costs two extra points.
Precocious (3pt Merit)
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.
Prestation Debt (1-5pt Flaw)
You currently owe a boon to one or more other Kindred. This debt could have been incurred far in the past, or only last week, but the Kindred to whom you owe the debt is still extant. As such, she has gained some Status over you, and you are at a slight disadvantage in any dealings you have with her. It is also conceivable that your debt could be called in, and that you could be asked to perform some service or favor for any such vampire to whom you are indebted.
Prestation Gifts (2-6pt Merit)
One or more Kindred currently owe a boon to you. You may have gifted them with favors or material items sometimes in the distant past, or just last week, but they now owe you a debt. This grants you an advantage in your dealings with these Kindred (-1 to the difficulty level of any checks to influence them). Although you would not give up you current position lightly, you may also call in this debt 9or debts) should you require aid. Such aid must be commensurate with the initial value of you gift of Prestation. The number of points in Prestation Gift must be determined by both the player and Storyteller, based on the number and magnitude of the debts owed to you, and the importance of the Kindred who owe them. The exact nature of this Merit should be worked into the elder character’s journal or memories.
Prestigious Sire (1pt Merit)
Your Sire had or has great Status in the Camarillia, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compared to them. This prestige could greatly aid you when dealing with elders acquainted with your sire. Indeed, your sire’s contacts may actually approach you at some point offering aid. Though your sire may no longer have contact with you, the simple fact of your ancestry has marked you forever.
Prey Exclusion (1pt Flaw)
You have an overpowering fear of something. For instance and animal-lover might decide to hunt only humans, or a character might decide to spare a class of person she particularly admires: police, teachers, medical professionals, clergy, peace activists and so on. You are disturbed when others feed from this type of prey, and could possibly enter a frenzy (Storyteller’s discretion). If you accidentally feed upon this class of prey yourself, you will automatically frenzy and will need to make a roll for Humanity (difficulty 8 or greater. Note: This is not as restrictive as the Ventrue limitation, which limits a vampire to a certain class of prey (therefore Ventrue cannot take this Flaw).
Primogen (7pt Merit)
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 (4pt Merit)
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 positions may not be an official one, but it’s powerful nonetheless.
Probationary Sect Member (4pt Flaw)
You are a defector. You tuned traitor to the Camarilla, Sabbat, Followers of Set or other vampirc orders, 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 (1pt Merit)
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 hear good things about you.
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Ravnos - Charmed Samadji (1-4pt Merit)
Your family or sire has gifted you with an item of power. You are expected to carry this powerful draba until you sire your own progeny, then pass the gift to her. Power levels of samadji vary greatly; a samadji might reduce target numbers on certain actions (1-2pt), or even provide the user with effects equivalent to low-level Disciplines, such as Unseen Presence(4pt). Samadji may be activated in any a numver of ways. Design your samadji with the Storyteller, who will assign a final value to it.
Ravnos - Family Allegiance (2pt Merit)
Through your travels, you have gained the favor of a mortal Gypsy family. The family aids you in your exploits whenever possible, providing shelter from enemies or acting as a method of transportation to or from a city. All difficulties numbers involving social interacting with the family in question are reduced by two. So long as you do not abuse your trust (such as using family members as steady sources of blood), the family will not turn away from you. Note: You may not take a Family Allegiance with the Tsurara or Ravnos families.
Ravnos - Family Enmity (2pt Flaw)
By an act of betrayal, or perhaps a simple "misunderstanding", you have gained the scorn of one of the families. They will not offer any assistance to you, and may even alert your enemies to your presence in a city. Until you redeem yourself, be it through unrewarded loyalty or perhaps remarkable cunning, they will interfere with your plans and darken your name wherever they travel. Note: You may not take a Family Enmity with the Tsurara or the Ravnos families.
Ravnos - Marhime (3pt Flaw)
You have committed some grievous crimes against the Rom, and are now shunned by their families (including the Ravnos). Though they do not work against you, they avoid contact, as you might contaminate them (difficulties of all Social rolls involving other Gypsies increase by two). Cleansing yourself of your crime is an arduous uphill battle; until you are redeem by a kris, you are unable to travel in the company of your people for anything longer than a few nights before they drive you away.
Ravnos - Phralmulo (3pt Merit)
You were Embraced from within the Rom, from one of the families of power. Because of your heritage, you may be able to regain Blood Affinities by feeding on Rome and may begin with Abilities or Backgrounds available only to Gypsy characters. In addition, phramulo characters need not pick a specific crime as their weakness; the phralmulo show a general (but compulsive) contempt and disregard for all the laws of the gaje. Note: Without this Merit, a Ravnos player character is assumed to be georgio.
Ravnos - Wuzho Enemy (2pt Flaw)
You have drawn the attention of one of the Wuzho. This enemy is quite dangerous, as he wishes nothing more than to send you to your end. Though he does not confront you directly, he works to thwart your plans whenever possible - destroying family ties or angering other mulo against you - waiting for the night when you are not longer able to defend yourself against him.
Recently Arisen (3pt Flaw)
You have been lying in a state of torpor until very recently. The years have left you in their wake and the world has been remade in your absence. The culture shock is very jarring, and you still find it difficult to make your way in this strange new environment. Only the general flow of Kindred politics and society remains reasonably familiar; the rest of the world is gibberish. You receive +2 difficulty level of rolls involving technology and social interactions with everyone save other Kindred.
Recruitment Target (1pt Flaw)
The Sabbat want 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 (7pt Flaw)
ou 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 (1pt Merit)
our 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 9which might not be the same thing). The publicity can be good or bad; what matters is that everybody knows your name. Whether individuals outside your immediate social circle know enough to match your face to your name is a different matter.
Repelled by Crosses (3pt Flaw)
You are repelled by the sight of ordinary crosses (just as if they were holy). Kindred who were of the Church prior to their Embrace are the ones most likely to possess this Flaw; they perceive that their new form is a judgment from God.
Repulsed by Garlic (1pt Flaw)
You cannot abide the smell of garlic, and the smallest taint of its scent will drive you from a room. The full force of its pungent odor will bring blood tears to your face and render you early blind, while its touch can cause boils and even open wounds.
Reputation (2pt Merit)
You have a good reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from you sire. Add three dice to all Dice Pools for social dealings with the city’s Kindred. A character with this Merit may not take the Flaw Notoriety.
Rising Star (3pt Merit)
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 vampire who aren’t actively opposing your ascent.
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 actually 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 be working actively to discredit or destroy you.
Routine (2pt Flaw)
Through the ages you have settled into somewhat of a routine. You tend to go to the same places at the same times of year, and to proceed from haven to haven in a regular order. If others studied you behavior closely, they might be able to take advantage of it to do you harm. The Storyteller may lower the difficulty level for anyone attempting to surprise the character from 1-3 points depending on the specific nature of the situation.
Your family or sire has gifted you with an item of power. You are expected to carry this powerful draba until you sire your own progeny, then pass the gift to her. Power levels of samadji vary greatly; a samadji might reduce target numbers on certain actions (1-2pt), or even provide the user with effects equivalent to low-level Disciplines, such as Unseen Presence(4pt). Samadji may be activated in any a numver of ways. Design your samadji with the Storyteller, who will assign a final value to it.
Ravnos - Family Allegiance (2pt Merit)
Through your travels, you have gained the favor of a mortal Gypsy family. The family aids you in your exploits whenever possible, providing shelter from enemies or acting as a method of transportation to or from a city. All difficulties numbers involving social interacting with the family in question are reduced by two. So long as you do not abuse your trust (such as using family members as steady sources of blood), the family will not turn away from you. Note: You may not take a Family Allegiance with the Tsurara or Ravnos families.
Ravnos - Family Enmity (2pt Flaw)
By an act of betrayal, or perhaps a simple "misunderstanding", you have gained the scorn of one of the families. They will not offer any assistance to you, and may even alert your enemies to your presence in a city. Until you redeem yourself, be it through unrewarded loyalty or perhaps remarkable cunning, they will interfere with your plans and darken your name wherever they travel. Note: You may not take a Family Enmity with the Tsurara or the Ravnos families.
Ravnos - Marhime (3pt Flaw)
You have committed some grievous crimes against the Rom, and are now shunned by their families (including the Ravnos). Though they do not work against you, they avoid contact, as you might contaminate them (difficulties of all Social rolls involving other Gypsies increase by two). Cleansing yourself of your crime is an arduous uphill battle; until you are redeem by a kris, you are unable to travel in the company of your people for anything longer than a few nights before they drive you away.
Ravnos - Phralmulo (3pt Merit)
You were Embraced from within the Rom, from one of the families of power. Because of your heritage, you may be able to regain Blood Affinities by feeding on Rome and may begin with Abilities or Backgrounds available only to Gypsy characters. In addition, phramulo characters need not pick a specific crime as their weakness; the phralmulo show a general (but compulsive) contempt and disregard for all the laws of the gaje. Note: Without this Merit, a Ravnos player character is assumed to be georgio.
Ravnos - Wuzho Enemy (2pt Flaw)
You have drawn the attention of one of the Wuzho. This enemy is quite dangerous, as he wishes nothing more than to send you to your end. Though he does not confront you directly, he works to thwart your plans whenever possible - destroying family ties or angering other mulo against you - waiting for the night when you are not longer able to defend yourself against him.
Recently Arisen (3pt Flaw)
You have been lying in a state of torpor until very recently. The years have left you in their wake and the world has been remade in your absence. The culture shock is very jarring, and you still find it difficult to make your way in this strange new environment. Only the general flow of Kindred politics and society remains reasonably familiar; the rest of the world is gibberish. You receive +2 difficulty level of rolls involving technology and social interactions with everyone save other Kindred.
Recruitment Target (1pt Flaw)
The Sabbat want 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 (7pt Flaw)
ou 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 (1pt Merit)
our 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 9which might not be the same thing). The publicity can be good or bad; what matters is that everybody knows your name. Whether individuals outside your immediate social circle know enough to match your face to your name is a different matter.
Repelled by Crosses (3pt Flaw)
You are repelled by the sight of ordinary crosses (just as if they were holy). Kindred who were of the Church prior to their Embrace are the ones most likely to possess this Flaw; they perceive that their new form is a judgment from God.
Repulsed by Garlic (1pt Flaw)
You cannot abide the smell of garlic, and the smallest taint of its scent will drive you from a room. The full force of its pungent odor will bring blood tears to your face and render you early blind, while its touch can cause boils and even open wounds.
Reputation (2pt Merit)
You have a good reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from you sire. Add three dice to all Dice Pools for social dealings with the city’s Kindred. A character with this Merit may not take the Flaw Notoriety.
Rising Star (3pt Merit)
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 vampire who aren’t actively opposing your ascent.
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 actually 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 be working actively to discredit or destroy you.
Routine (2pt Flaw)
Through the ages you have settled into somewhat of a routine. You tend to go to the same places at the same times of year, and to proceed from haven to haven in a regular order. If others studied you behavior closely, they might be able to take advantage of it to do you harm. The Storyteller may lower the difficulty level for anyone attempting to surprise the character from 1-3 points depending on the specific nature of the situation.
S
Sabbat Survivor (1pt 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.
Salubri - Blooding by the Code (7pt Merit)
For some reason, you were fortunate enough to receive a blooding by the Code of Samiel in the prescribed way. Consequently, you may learn abilities granted by this blooding if you can find a teacher. You must have an excellent reason for possessing this Merit, and your good fortune may arouse some suspicions both in and out of the clan. Only warrior Salubri may take this Merit.
Salubri - Odd Eye (1-2pt Flaw)
Your third eye looks strikingly different than the two you were born (and Embraced) with. For one point, the third eye us merely a different color (i.e. blue, when you have brown eyes), while for two points it’s something rather disturbing (i.e. violet, red, slitted, like a cat’s eyes). Needles to say, this inhuman feature is not going to help your reputation.
Salubri - Protected (2-5pt Merit)
You have some shelter from the Tremere hunt, whether from an individual who shares a vow of friendship or from an organization that find you useful. Work out the generalities with your Storyteller, but she creates the final details and most likely plays the character who has an interest in keeping you around. Why doe these people risk themselves for you? These people are not Retainers (unless you purchase the Background as well), and protection has a way of running out if you misuse it or abuse your companion’ goodwill. For two points, your shelter is likely a mortal or ghoul who whistles when he sees the torches coming. For three points, you have a weak vampire companion who has a useful Discipline. At four points, you have the security of a church or monastery (with Faith), a coterie of vampires or a vampire ancilla age, and several Disciplines. With five points, you are sheltered by a powerful vampire elder, a church or monastery with Faith, or even a mortal lord and his retinue.
Salubri - Scent of Other (1pt Merit)
For some reason, you just don’t seem like a Salubri. Maybe you carry yourself like a Brujah, or it’s just one of those inexplicable things. Whatever it may be caused by, the end result is that people need to look hard before admitting to themselves that you are in fact a Salubri, and they will rationalize away what might otherwise be suspicious behavior of yours.
Salubri - Sight Beyond Sight (5pt Merit)
Your third eye occasionally sees things that are invisible to your normal sight. You have no control over what the eyes sees, and sometimes this additional vision can get you in a great deal of trouble. Perhaps you can sometimes see through Obfuscate or Chimestry, or though magical illusions. Some Salubri have reported seeing into the Shadowlands or occasionally glimpsing the true form of a faerie. The third eye must be open for the Merit to work, whether through Valern or through a concentrated effort (Willpower, difficulty 6).
Salubri - Stubborn (1-3pt Flaw)
There is conviction of spirit, there is unshakable will, and there is just plain being orney. You fall into the last category. When your mind is made up, or when you’re set on doing something, nothing can divert you. For one point, you’re set in your ways, but a convincing argument will turn you around. For two points, you’re a regular mule, and nothing’s likely to change your mid short of a catastrophe. For three points, you’ll not only defend you conviciton to Hell’s door, you’ll kick it in and argue with the Devil. This Flaw is most often taken by warriors.
Salubri - Unblooded (5pt Flaw)
You never received any ritual of blooding from your sire or other warriors, and so your training is at a standstill. You may not progress beyond the second level of Valern until you receive a ritual of blooding, ad you are two Traits down in any Social roll against a blooded Salubri. Only warriors Salubri make take this Flaw.
Salubri - Visible Eye (5pt Flaw)
You cannot get your third eye to close. It remains open even when you sleep. While you can cover it, covering it tightly is too painful to be borne. You may spend Willpower to force it shut for 10 minutes, but it snaps back open immediately thereafter.
Salubri - Warrens (3pt Merit)
It doesn’t matter that the Tremere are hunting you. You have to go to ground. Whether your knowedges covers the catacombs, Roman ruins, dockside complexes or anywhere else you can imagine, you know a place or two where you can hole up and hide, dafe and sound - at least for a little while.
Sanctity (2pt Merit)
This Merit is sometimes called the halo effect; everyone consid4ers you pure and innocent, though not necessarily not 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 Storyteller’s discretion, you tend to receive lesser punishments for wrongdoing, and you are liked by most. (GS)
Scholar of Enemies (2pt Merit)
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 (2pt Merit)
This Merit functions identically to Scholar of Enemies, except that it applies to a group that is not necessarily inimical to the Camarilla.
Second-Class Citizen (2pt Flaw)
The simple happenstance of birth has made you a second-class citizen in medieval Europe. This tends to come in two forms. First, you might simply be female. Mortal men may treat you as a natural inferior, and many male Cainites also discriminate against you. Furthermore, you must rationalize taking any combat-oriented skills (Brawl, Melee, or Archery) or certain Knowledges (Bureaucracy, Finance, Academics) during character creation. Being a woman usually precludes tuition in these exclusively male areas. Alternately, you might be a member of a disliked or persecuted social group, and your appearance, speech or local reputation marks you as a member of this group. You are excluded from local politics, and are distrusted and hated by most local mortal. (Remember too, that many Cainites retain prejudices of the societies which bore or sustain them.) You may be an Arab in Western Europe, or a Jew. Or perhaps you were convicted thief, with a brand on you face or forehead attesting to your conviction, or an infamous local prostitute. You also might be a member of a resented immigrant group (like a wealthy Norman from Wales). Either way you can be targeted by angry mobs needing a scapegoat…Bear in mind that you need not take this Flaw! A female vampire without this flaw is simply assumed to be able to overcome societal pressures and garner respect. Take this Flaw only if you want to roleplay a vampire at a social disadvantage.
Selective Digestion (2pt Flaw)
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), or blood with the taste of job, or perhaps only certain types (A,O, etc.) This Flaw may not be taken by Ventrue characters, since they already have something like it though their clan weakness.
Self-Confident (5pt Merit)
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. You do not lose the point when you spend it, unless you end the roll with only one success (i.e. you do not gain any additional successes from the dice you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. This means you can use it only when the difficulty of your roll is six or higher. You may spend Willpower at other times; however, if the difficulty is five or less, the Willpower will be spent no matter what you roll.
Setites-Addictive Blood (3pt Merit)
Your blood is especially delicious to others, Kindred or Kine, containing a substance they find physically addictive. Once they have drunk it, they must drink again, or spend a Willpower point at inconvenient moments to avoid the pangs of craving. Setites with this Merit find it much easier to Blood Bond an opponent, as once they have tasted the tainted vitae, they will do almost anything to drink again.
Setites - Aura of the Wyrm (5pt Flaw)
You radiate corruption to such a degree that any Garou in the locale are drawn towards you. This is a serious Flaw, as your unlife is constantly threatened by frenzied attacks directed against you by enraged werewolves.
Setites - Drug Resistance (2pt Merit)
You are unusually resistance to drugs. Alcohol, narcotics and similar addictive substances have little or no effect upon you. You can drink from winos with impunity, or pretend to be far drunker than you are in order to take advantage of an opponent.
Setites - Forked Tongue (2pt Flaw)
Your tongue is forked and flickering, like that of a snake. You speak with a hiss. Upholding the Masquerade becomes difficult for you. Note that this tongue does not inflict aggravated damage, nor draw blood.
Setites - Heartless (4pt Flaw)
Having removed your heart via the fifth level of Serpentis, you have lost it. The heart might be in the possession of a foe, or simply missing. If it is possesses by some other Cainite (perhaps a Setite elder, or your sire) you must obey their every command. If it is lost, the anxiety this causes you interferes with your nightly existence.
Setites - Poisonous Bite (2pt Merit)
You have developed poison glands in the roof of your mouth. The poison is virulent, although Kindred and other supernatural creatures are unaffected by it. You, of course, are immune. When you bite, you always inject this poison usually killing your human victims. You must learn to feed in other ways, perhaps drawing the blood you need with a syringe or razor, if you do not wish to kill every time you feed.
Setites - Scales (1-3pt Flaw)
During your Embrace, a portion of your skin became scales. If only a small area, one easily hidden, such as a patch of skin on your shoulder, this is only a one-point Flaw. Having an entire limb affected, such as an arm, forcing you to wear long gloves at all times, is a two-point Flaw, while having a scaled, lipless face is a three-point Flaw.
Sheriff’s Friend (2pt Merit)
For whatever reason (maybe your winning smile or perhaps just your superb groveling technique), the local head lawman likes you. He’s inclined to overlook your minor trespasses and lets 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.
Short (1pt Flaw)
You are below average height, and have trouble seeing over high objects and moving quickly. You suffer a two-dice penalty to all pursuit rolls and you and the Storyteller should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus.
Shy (1pt Flaw)
You are distinctly ill at ease when dealing with people, and try to avoid social situations whenever possible. The difficulties of all rolls concerned with social dealings are increased by one; the difficulties of any rolls made while you are the center of attention are increased by two. Don’t expect such a character to make a public speech.
Sire’s Resentment (1pt Flaw)
Your sire dislikes you and wishes you ill. Given the smallest opportunity, your sire will seek to do you harm, and may even attack you if provoked. Your sire’s friends will also work against you, and many elders will thus resent you.
Sleeping with the Enemy (3pt Flaw)
You have some sort of intimate connection with a member of an opposing sect or inimical clan. You may have a love, a childe, a friend or a contact working the other side of the fence, but regardless ofd 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.
Slow Healing (3pt 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.
Smell of the Grave (1pt Merit)
You exude an odor of dampness and newly turned earth, which no amount of scents of perfumes will cover. Mortals in your immediate presence become uncomfortable, so the difficulties to all Social rolls to affect mortals increase by one.
Short Fuse (2pt Flaw)
You are easily angered. The difficulties of rolls to avoid freny are always two less, no matter how you were provoked. This is a dangerous Flaw; don’t choose it without careful thought.
Soft-Hearted (1pt Flaw)
You cannot stand to watch others suffer-not necessarily because you care about what happened to them, but simply because you dislike the intensity of emotion. 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. If you are the direct cause of the suffering, and you witness it, you will experience nights of nausea and days of sleepless grief. Whenever you must witness suffering, difficulties of all rolls are increased by two for the next hour.
Soothing Voice (3pt Merit)
Your voice is calm and soothing, almost entancing. You may add two dice to all rolls that directly involve use of your voice - singing, debating, leading etc.
Special Gift (1-3pt Merit)
Your sire gave you a valuable gift after the Embrace. The Storyteller should create something suitable or choose one item from the Mystical Items lists to gave to you (though you can ‘suggest’ something). The Storyteller will decide how much a particular item is worth.
Special Responsibility (1pt Flaw)
Shortly after your Embrace, you volunteered for some task in order to gain respect and approval from your pack member. 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.
Speech Impediment (1pt Flaw)
You have a stammer or some other speech impediment which hampers verbal communication. The difficulties of all relevant rolls are increased by two. Do not feel obliged to roleplay this impediment all the time but in time of duress, or when dealing with outsiders, you should attempt to simulate it.
Spirit Mentor (3pt 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.
Stereotype (2pt Flaw)
You buy heavily into all 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 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.
Spy Network (2pt Merit)
You begin play with access to a group of mortals who frequently bring you information on the daylight world or on faraway places. Their information is both up-to-date and fairly reliable, and they are not likely to lie to you. However, these cannot be used as Allies or Retainers(unless you have that Background too); they have their own aims. Why do they keep you informed? Do you pay them? Perform occasional "favors" for them? Dominate their leader? Or are they mortal friends and family? Also, how much do they know about you? (The more they know, the better they can search out relevant information and pursue useful rumors - but the more damage they could do if they betray you.) A spy network might be anything from a peasant family to a coven of witches, a merchant family’s underlings to a network of wandering lepers. What they can discover will depend upon who they are; different people move in different circles, after all.
Sympathizer (1pt 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.
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.
Salubri - Blooding by the Code (7pt Merit)
For some reason, you were fortunate enough to receive a blooding by the Code of Samiel in the prescribed way. Consequently, you may learn abilities granted by this blooding if you can find a teacher. You must have an excellent reason for possessing this Merit, and your good fortune may arouse some suspicions both in and out of the clan. Only warrior Salubri may take this Merit.
Salubri - Odd Eye (1-2pt Flaw)
Your third eye looks strikingly different than the two you were born (and Embraced) with. For one point, the third eye us merely a different color (i.e. blue, when you have brown eyes), while for two points it’s something rather disturbing (i.e. violet, red, slitted, like a cat’s eyes). Needles to say, this inhuman feature is not going to help your reputation.
Salubri - Protected (2-5pt Merit)
You have some shelter from the Tremere hunt, whether from an individual who shares a vow of friendship or from an organization that find you useful. Work out the generalities with your Storyteller, but she creates the final details and most likely plays the character who has an interest in keeping you around. Why doe these people risk themselves for you? These people are not Retainers (unless you purchase the Background as well), and protection has a way of running out if you misuse it or abuse your companion’ goodwill. For two points, your shelter is likely a mortal or ghoul who whistles when he sees the torches coming. For three points, you have a weak vampire companion who has a useful Discipline. At four points, you have the security of a church or monastery (with Faith), a coterie of vampires or a vampire ancilla age, and several Disciplines. With five points, you are sheltered by a powerful vampire elder, a church or monastery with Faith, or even a mortal lord and his retinue.
Salubri - Scent of Other (1pt Merit)
For some reason, you just don’t seem like a Salubri. Maybe you carry yourself like a Brujah, or it’s just one of those inexplicable things. Whatever it may be caused by, the end result is that people need to look hard before admitting to themselves that you are in fact a Salubri, and they will rationalize away what might otherwise be suspicious behavior of yours.
Salubri - Sight Beyond Sight (5pt Merit)
Your third eye occasionally sees things that are invisible to your normal sight. You have no control over what the eyes sees, and sometimes this additional vision can get you in a great deal of trouble. Perhaps you can sometimes see through Obfuscate or Chimestry, or though magical illusions. Some Salubri have reported seeing into the Shadowlands or occasionally glimpsing the true form of a faerie. The third eye must be open for the Merit to work, whether through Valern or through a concentrated effort (Willpower, difficulty 6).
Salubri - Stubborn (1-3pt Flaw)
There is conviction of spirit, there is unshakable will, and there is just plain being orney. You fall into the last category. When your mind is made up, or when you’re set on doing something, nothing can divert you. For one point, you’re set in your ways, but a convincing argument will turn you around. For two points, you’re a regular mule, and nothing’s likely to change your mid short of a catastrophe. For three points, you’ll not only defend you conviciton to Hell’s door, you’ll kick it in and argue with the Devil. This Flaw is most often taken by warriors.
Salubri - Unblooded (5pt Flaw)
You never received any ritual of blooding from your sire or other warriors, and so your training is at a standstill. You may not progress beyond the second level of Valern until you receive a ritual of blooding, ad you are two Traits down in any Social roll against a blooded Salubri. Only warriors Salubri make take this Flaw.
Salubri - Visible Eye (5pt Flaw)
You cannot get your third eye to close. It remains open even when you sleep. While you can cover it, covering it tightly is too painful to be borne. You may spend Willpower to force it shut for 10 minutes, but it snaps back open immediately thereafter.
Salubri - Warrens (3pt Merit)
It doesn’t matter that the Tremere are hunting you. You have to go to ground. Whether your knowedges covers the catacombs, Roman ruins, dockside complexes or anywhere else you can imagine, you know a place or two where you can hole up and hide, dafe and sound - at least for a little while.
Sanctity (2pt Merit)
This Merit is sometimes called the halo effect; everyone consid4ers you pure and innocent, though not necessarily not 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 Storyteller’s discretion, you tend to receive lesser punishments for wrongdoing, and you are liked by most. (GS)
Scholar of Enemies (2pt Merit)
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 (2pt Merit)
This Merit functions identically to Scholar of Enemies, except that it applies to a group that is not necessarily inimical to the Camarilla.
Second-Class Citizen (2pt Flaw)
The simple happenstance of birth has made you a second-class citizen in medieval Europe. This tends to come in two forms. First, you might simply be female. Mortal men may treat you as a natural inferior, and many male Cainites also discriminate against you. Furthermore, you must rationalize taking any combat-oriented skills (Brawl, Melee, or Archery) or certain Knowledges (Bureaucracy, Finance, Academics) during character creation. Being a woman usually precludes tuition in these exclusively male areas. Alternately, you might be a member of a disliked or persecuted social group, and your appearance, speech or local reputation marks you as a member of this group. You are excluded from local politics, and are distrusted and hated by most local mortal. (Remember too, that many Cainites retain prejudices of the societies which bore or sustain them.) You may be an Arab in Western Europe, or a Jew. Or perhaps you were convicted thief, with a brand on you face or forehead attesting to your conviction, or an infamous local prostitute. You also might be a member of a resented immigrant group (like a wealthy Norman from Wales). Either way you can be targeted by angry mobs needing a scapegoat…Bear in mind that you need not take this Flaw! A female vampire without this flaw is simply assumed to be able to overcome societal pressures and garner respect. Take this Flaw only if you want to roleplay a vampire at a social disadvantage.
Selective Digestion (2pt Flaw)
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), or blood with the taste of job, or perhaps only certain types (A,O, etc.) This Flaw may not be taken by Ventrue characters, since they already have something like it though their clan weakness.
Self-Confident (5pt Merit)
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. You do not lose the point when you spend it, unless you end the roll with only one success (i.e. you do not gain any additional successes from the dice you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. This means you can use it only when the difficulty of your roll is six or higher. You may spend Willpower at other times; however, if the difficulty is five or less, the Willpower will be spent no matter what you roll.
Setites-Addictive Blood (3pt Merit)
Your blood is especially delicious to others, Kindred or Kine, containing a substance they find physically addictive. Once they have drunk it, they must drink again, or spend a Willpower point at inconvenient moments to avoid the pangs of craving. Setites with this Merit find it much easier to Blood Bond an opponent, as once they have tasted the tainted vitae, they will do almost anything to drink again.
Setites - Aura of the Wyrm (5pt Flaw)
You radiate corruption to such a degree that any Garou in the locale are drawn towards you. This is a serious Flaw, as your unlife is constantly threatened by frenzied attacks directed against you by enraged werewolves.
Setites - Drug Resistance (2pt Merit)
You are unusually resistance to drugs. Alcohol, narcotics and similar addictive substances have little or no effect upon you. You can drink from winos with impunity, or pretend to be far drunker than you are in order to take advantage of an opponent.
Setites - Forked Tongue (2pt Flaw)
Your tongue is forked and flickering, like that of a snake. You speak with a hiss. Upholding the Masquerade becomes difficult for you. Note that this tongue does not inflict aggravated damage, nor draw blood.
Setites - Heartless (4pt Flaw)
Having removed your heart via the fifth level of Serpentis, you have lost it. The heart might be in the possession of a foe, or simply missing. If it is possesses by some other Cainite (perhaps a Setite elder, or your sire) you must obey their every command. If it is lost, the anxiety this causes you interferes with your nightly existence.
Setites - Poisonous Bite (2pt Merit)
You have developed poison glands in the roof of your mouth. The poison is virulent, although Kindred and other supernatural creatures are unaffected by it. You, of course, are immune. When you bite, you always inject this poison usually killing your human victims. You must learn to feed in other ways, perhaps drawing the blood you need with a syringe or razor, if you do not wish to kill every time you feed.
Setites - Scales (1-3pt Flaw)
During your Embrace, a portion of your skin became scales. If only a small area, one easily hidden, such as a patch of skin on your shoulder, this is only a one-point Flaw. Having an entire limb affected, such as an arm, forcing you to wear long gloves at all times, is a two-point Flaw, while having a scaled, lipless face is a three-point Flaw.
Sheriff’s Friend (2pt Merit)
For whatever reason (maybe your winning smile or perhaps just your superb groveling technique), the local head lawman likes you. He’s inclined to overlook your minor trespasses and lets 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.
Short (1pt Flaw)
You are below average height, and have trouble seeing over high objects and moving quickly. You suffer a two-dice penalty to all pursuit rolls and you and the Storyteller should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus.
Shy (1pt Flaw)
You are distinctly ill at ease when dealing with people, and try to avoid social situations whenever possible. The difficulties of all rolls concerned with social dealings are increased by one; the difficulties of any rolls made while you are the center of attention are increased by two. Don’t expect such a character to make a public speech.
Sire’s Resentment (1pt Flaw)
Your sire dislikes you and wishes you ill. Given the smallest opportunity, your sire will seek to do you harm, and may even attack you if provoked. Your sire’s friends will also work against you, and many elders will thus resent you.
Sleeping with the Enemy (3pt Flaw)
You have some sort of intimate connection with a member of an opposing sect or inimical clan. You may have a love, a childe, a friend or a contact working the other side of the fence, but regardless ofd 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.
Slow Healing (3pt 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.
Smell of the Grave (1pt Merit)
You exude an odor of dampness and newly turned earth, which no amount of scents of perfumes will cover. Mortals in your immediate presence become uncomfortable, so the difficulties to all Social rolls to affect mortals increase by one.
Short Fuse (2pt Flaw)
You are easily angered. The difficulties of rolls to avoid freny are always two less, no matter how you were provoked. This is a dangerous Flaw; don’t choose it without careful thought.
Soft-Hearted (1pt Flaw)
You cannot stand to watch others suffer-not necessarily because you care about what happened to them, but simply because you dislike the intensity of emotion. 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. If you are the direct cause of the suffering, and you witness it, you will experience nights of nausea and days of sleepless grief. Whenever you must witness suffering, difficulties of all rolls are increased by two for the next hour.
Soothing Voice (3pt Merit)
Your voice is calm and soothing, almost entancing. You may add two dice to all rolls that directly involve use of your voice - singing, debating, leading etc.
Special Gift (1-3pt Merit)
Your sire gave you a valuable gift after the Embrace. The Storyteller should create something suitable or choose one item from the Mystical Items lists to gave to you (though you can ‘suggest’ something). The Storyteller will decide how much a particular item is worth.
Special Responsibility (1pt Flaw)
Shortly after your Embrace, you volunteered for some task in order to gain respect and approval from your pack member. 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.
Speech Impediment (1pt Flaw)
You have a stammer or some other speech impediment which hampers verbal communication. The difficulties of all relevant rolls are increased by two. Do not feel obliged to roleplay this impediment all the time but in time of duress, or when dealing with outsiders, you should attempt to simulate it.
Spirit Mentor (3pt 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.
Stereotype (2pt Flaw)
You buy heavily into all 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 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.
Spy Network (2pt Merit)
You begin play with access to a group of mortals who frequently bring you information on the daylight world or on faraway places. Their information is both up-to-date and fairly reliable, and they are not likely to lie to you. However, these cannot be used as Allies or Retainers(unless you have that Background too); they have their own aims. Why do they keep you informed? Do you pay them? Perform occasional "favors" for them? Dominate their leader? Or are they mortal friends and family? Also, how much do they know about you? (The more they know, the better they can search out relevant information and pursue useful rumors - but the more damage they could do if they betray you.) A spy network might be anything from a peasant family to a coven of witches, a merchant family’s underlings to a network of wandering lepers. What they can discover will depend upon who they are; different people move in different circles, after all.
Sympathizer (1pt 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.
T
Technophobic (4pt Flaw)
The blossoming of technology over the last 150 years, and the way it reaches into every part of life, makes you very uneasy. You see technology as a dark, unpredictable force, far more inexplicable and threatening than the familiar magic and superstition you grew up with. Some of the newer contraptions seem to be controlled by some malign intelligence, and few of them seem as though they’re out to get you personally. You have a two-dice penalty to all attempts to deal with devices powered by steam, internal combustion or electricity.
Territorial (2pt Flaw)
You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory, 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 circumstance.
Thin Blood (4pt Flaw)
Your blood is thin, weak and does not sustain you well. All blood points 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.
Thirst for Innocence (2pt Flaw)
The sight of innocence - of and sort - arouses in you a terrible bloodlust. Roll Self-Control, or else frenzy and attack the source of your hunger.
Time Sense (1pt 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. You can accomplish this whether you are concentrating or not. You can estimate the time of day within a minute or two, and the passage of time with the same accuracy.
Toreador - Closer Than Blood (3-5pt Merit)
You have an affinity with another Cainite (most likely a Toreador, but possibly one of another clan) not brought about by the Blood Oath or other artificed means. You would lay down your unlives for each other, and you feel empty without the other nearby. Such bonds can be same sex or opposite sex, and there is not way to predict who your "twin" will be. A 3-point Merit indicates that you occasionally can sense the other’s strong emotions (fear, joy, pain) if your "twin" is in the vicinity. A 5-point Merit means that you often sense the other’s emotions even at a distance, and can feel the other’s physical pain or peril.
Toreador - Démesuré (3pt Flaw)
Démesuré refers to sinful pride that results in extraordinary (and sometimes horrendous) costs to the possessor and those around him. The most famous example is that of Childe Roland, who refused to allow his men to retreat as the Moors slaughtered them, his pride goading him to remain so that he would not appear as a coward. A player who takes this Flaw should select one (maybe more) things that his character takes great pride in - his clothes, his horsemanship, his fighting, etc. When that pride is insulted or threatened, the player must make a Willpower roll (difficulty 9). If he fails, he pursues the salvation of his "honor" to the exclusion of all other business. This obsession can result in lost allies, plans gone completely awry, loss of loved ones or even Final Death. Each time the character achieves goals relating to his obsession, he may make a Willpower roll (difficulty 7) to see if he can let the obsession rest for the remainder of the night.
Toreador - Disparaged (2pt Flaw)
You married someone beneath your station, and thus have lost social standing yourself. An example, would be a countess who has married a knight or a duke who married a baron’s daughter. Among your own social class, you are treated with disrespect or eve actively snubbed, while your spouse is ignored or treated rudely. Your spouse’s peers don’t know how to behave with you, resulting in a further awkward relations or standoffishness. A +2 difficulty is added to your Social rolls when dealing with your peers. Your marriage may be a happy one, but you have paid a terrible price for it.
Toreador - Fetch (2pt Merit)
You have access to a mortal who looks just like you. Perhaps she’s your twin sister, a long-lost relative, someone who has been Vicissituded or simply very good at disguise. Unless she is ghouled, however, she will age and eventually no longer be your double. Your fetch may move about during the day, conducting your business and keeping up your semblance of a mortal life- but also commits actions for which you will be held responsible. Remember, your fetch should be kept carefully informed regarding your relationship and business dealings. (Toreador)
Toreador - Patron (2-4pt Merit)
You have attracted the attention of another Toreador, who has made it her job to see you succeed. Perhaps you gained her attention because of your lineage, perhaps because of your artwork, or something you did or said. Whatever the reason, you have someone who will champion your work and speak up for you in the courts. She may even arrange for shelter or training. Be careful not to abuse your Patron - no one likes being taken for granted. A two-point Patron is someone who is about your own level in clan station, but is perhaps older than you and has good advice to offer. A four-point Patron has resource at her disposal and occupies a station high enough to make a significant difference in your unlife.
Toreador - Rivalry (1-3pt Flaw)
You have an ongoing rivalry with someone (perhaps another Toreador, another Cainite, or even a mortal). You may or may not remember how the competition started, but now you and your rival are inseparable. This rival takes advantage of every opportunity to slander you and advance himself at your expense. There may be ways to cool or end this quarrel, but doing so will take a long time. A 1-point rival is at your own power level, and is often annoying but not too dangerous. A 2-point rival occasionally takes harmful action against you, or his words have some measure of influence. A 3-point rival has no qualms about occasionally attempting to have you killed or has some serious clout with someone of higher standing than you (a mortal authority or clan elder). For him, your rivalry has become a matter of death or dishonor.
Toreador - Touched by God (3pt Merit)
Your art is considered truly inspired and inspiring. There is an essence of life and beauty about your work that moves others. Perhaps you were always gifted, or the Embrace might have opened you to the Almighty in ways you hadn’t expected. Your singing voice causes stones to melt, your paintings look as if their subjects might step off the canvas at any moment, or your storytelling holds people utterly spellbound. The difficulty on all Expression rolls is reduced by two. If the art being produced relates to God, the Church or similar higher ideals, the difficulty is reduced by three instead. Such perfection, however, can be engender jealously in mortal or Cainite rivals. Some suspicious clergy may believe that you sold your soul to achieve your talent, or that you are guilt of hubris by reaching too high with your endeavors.
Toreador - Vampiric Consort (5pt Merit)
You are in a relationship much like a marriage with another vampire. This pairing bestows the benefits of the Merit True Love on both of you. Taking this Merit in addition to Closer Than Blood allows you a remarkable degree of closeness - you may be even able to share Disciplines on occasion. Your consort is most likely your equal in power and status, but together you present a formidable front. You would die and kill for each other, and God help the fool who attempt to come between you or harm you lover.
Toreador - Used and Abused (2pt Flaw)
For some reason, you have incurred the wrath of those higher in station in your clan. These Cainites have the power o make your life miserable - injuring your reputation, spreading nasty gossip, slandering your lovers - and all for reasons that you can’t understand. However, just because you’re being abused doesn’t mean you necessarily have to endure it meekly. You may be able to find assistance from others who disbelieve the slander - but you may have to prove yourself several time over first.
Toreador - Vulgar (2pt Flaw)
You are rude and socially unacceptable. You seem constitutionally incapable of saying or doing the right things, in spite of all attempts to teach you. Your sire is criticized and ridiculed for choosing you, and you are frequently left off guest lists. You may eventually work off this Flaw, but the Storyteller should make it particularly difficult. At Storytellers option, you may be at +2 difficulty on all Social rolls.
Touch of Frost or Taint of Corruption (1pt 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.
Tremere-False Third Eye (4pt Flaw)
For reasons unknown to you or your sir, your Embrace left you with the imprint of a third eye upon your forehead. This remainder of Tremere’s diablerie of Saulot renders you both an embarrassment to other members of your clan and a figure of distrust to all except those who know you. The "third eye" does not open or function. Unless you conceal it under a hood or beneath your hair, the stigma is obvious to all who see you. All Social rolls ate at +2 difficulty whenever interacting with any Cainites other than your coterie or closest allies. Attempting to pass as a Salubri is not advisable.
Tremere-Natural Vicissitude (5pt Merit)
You have "inherited" more of your clan’s stolen Tzimisce blood than most of your clanmates and have thus become something of a throwback to your "parent" clan. You may, therefore choose Vicissitude, rather than Dominate, as a clan Discipline. Improving your rating of Vicissitude, however, may present difficulties. Unless you can locate another Tremere willing and able to teach you further mastery of Vicissitude’s higher levels, you must seek further instruction from a Tzimisce (most likely though coercion).
True Faith (7pt Merit)
You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. You being 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 (4pt 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 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 occasional rescue
Twisted Upbringing (1pt 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.
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 point to refrain from engaging in your twitch.
Tzimisce - Haven Affinity (2pt Merit)
Your territoriality rivals that of a Lupine. When acting on "home soil" (your main haven, not auxiliary havens), you gain an additional die to all Dice Pools. You may also home in on your haven by making an unmodified Perception roll (difficulty variable; 6 if across town, 8 if in another state or country, 9 if across the globe).
Tzimisce - Naturally Supple (4pt Merit)
You are attuned to Vicissitude like a fish in water (or blood, or pus…). Your difficulties are reduced by two when using Vicissitude on yourself (copying someone exactly, bonecrafting someone into an elaborate shape etc.)
Tzimisce - Pain Tolerance (2pt Merit)
Note: You must have Callousness and Morale rating of 3 or higher to take this Merit. Either because of personal proclivity or the rigors of Vicissitude, you have become acclimatized to pain. This affinity enables you to ignore one die of wound penalties. Thus, when you are Hurt or Injured, you suffer no penalties to actions. You suffer only a one-die penalty to action at the Wounded and Mauled states, and even Crippling injuries subtract four dice rather than five. You are still Incapacitated normally.
Tzimisce - Privacy Obsession (3pt Flaw)
You carry the Tzimisce respect for privacy to extremes. You must make a Willpower roll (difficulty 6) to enter another being’s dwelling without being invited (though you will go to fiendishly clever lengths to garner an unwitting invitation). When disturbed in your manse by an uninvited guest, you must make a Self-Control or Instincts roll (difficulty 7) to avoid frenzy.
Tzimisce - Secular (4pt Merit)
You have begun to explore the first glimmers of what awaits mankind after the renaissance. You have a dim understand of the scientific method, and while such concepts as evolution and entropy are still beyond you, you have begun to suspect that the world is much more complex than the Christians and pagan fools imagine. The difficulties to affect you with any Faith-based power (including Infernal magic!) is raised by one. Once per story, you may automatically regain a single Willpower point (you do not live with the same dread of damnation that many other Cainites do). Moreover, by spending a Willpower point and making an appropriate Intelligence + Science roll, you may formulate concepts and invent machines unknown in your time (higher mathematics, elaborate torture devices, etc.). The Storyteller must use prudence in adjudicating this; a daVinci-esque flying machine is remotely conceivable, while a A-bomb (fun as the thought might be) is impossible. You may not follow the Road of Heaven or the Roach of the Devil. Moreover, the difficulties of all Conscience/Conviction rolls are increased by one (you are too existential to be overly concerned with your actions.
Tzimisce - Vindictive (3pt Merit)
Your personal honor is your life, and you will go to the ends of the earth to settle a score or avenge a slight. When directly opposing someone who has insulted, shamed or harmed you, you gain an additional die to all combat Dice Pools. This bonus does not apply towards casual foes, only blood enemies. For example, a Tzimisce would not get this onus against the bandit who ambushes her on the road but would receive against the Shadow Lord who slew her sire and drove her from her ancestral fief. The down side to this Merit is that you must do everything in your power to avenge such deeds or insults. Should you refrain from action, the Storyteller is within his rights to deduct temporary Willpower from your character until such time as you pursue your vengeance once more.
The blossoming of technology over the last 150 years, and the way it reaches into every part of life, makes you very uneasy. You see technology as a dark, unpredictable force, far more inexplicable and threatening than the familiar magic and superstition you grew up with. Some of the newer contraptions seem to be controlled by some malign intelligence, and few of them seem as though they’re out to get you personally. You have a two-dice penalty to all attempts to deal with devices powered by steam, internal combustion or electricity.
Territorial (2pt Flaw)
You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory, 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 circumstance.
Thin Blood (4pt Flaw)
Your blood is thin, weak and does not sustain you well. All blood points 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.
Thirst for Innocence (2pt Flaw)
The sight of innocence - of and sort - arouses in you a terrible bloodlust. Roll Self-Control, or else frenzy and attack the source of your hunger.
Time Sense (1pt 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. You can accomplish this whether you are concentrating or not. You can estimate the time of day within a minute or two, and the passage of time with the same accuracy.
Toreador - Closer Than Blood (3-5pt Merit)
You have an affinity with another Cainite (most likely a Toreador, but possibly one of another clan) not brought about by the Blood Oath or other artificed means. You would lay down your unlives for each other, and you feel empty without the other nearby. Such bonds can be same sex or opposite sex, and there is not way to predict who your "twin" will be. A 3-point Merit indicates that you occasionally can sense the other’s strong emotions (fear, joy, pain) if your "twin" is in the vicinity. A 5-point Merit means that you often sense the other’s emotions even at a distance, and can feel the other’s physical pain or peril.
Toreador - Démesuré (3pt Flaw)
Démesuré refers to sinful pride that results in extraordinary (and sometimes horrendous) costs to the possessor and those around him. The most famous example is that of Childe Roland, who refused to allow his men to retreat as the Moors slaughtered them, his pride goading him to remain so that he would not appear as a coward. A player who takes this Flaw should select one (maybe more) things that his character takes great pride in - his clothes, his horsemanship, his fighting, etc. When that pride is insulted or threatened, the player must make a Willpower roll (difficulty 9). If he fails, he pursues the salvation of his "honor" to the exclusion of all other business. This obsession can result in lost allies, plans gone completely awry, loss of loved ones or even Final Death. Each time the character achieves goals relating to his obsession, he may make a Willpower roll (difficulty 7) to see if he can let the obsession rest for the remainder of the night.
Toreador - Disparaged (2pt Flaw)
You married someone beneath your station, and thus have lost social standing yourself. An example, would be a countess who has married a knight or a duke who married a baron’s daughter. Among your own social class, you are treated with disrespect or eve actively snubbed, while your spouse is ignored or treated rudely. Your spouse’s peers don’t know how to behave with you, resulting in a further awkward relations or standoffishness. A +2 difficulty is added to your Social rolls when dealing with your peers. Your marriage may be a happy one, but you have paid a terrible price for it.
Toreador - Fetch (2pt Merit)
You have access to a mortal who looks just like you. Perhaps she’s your twin sister, a long-lost relative, someone who has been Vicissituded or simply very good at disguise. Unless she is ghouled, however, she will age and eventually no longer be your double. Your fetch may move about during the day, conducting your business and keeping up your semblance of a mortal life- but also commits actions for which you will be held responsible. Remember, your fetch should be kept carefully informed regarding your relationship and business dealings. (Toreador)
Toreador - Patron (2-4pt Merit)
You have attracted the attention of another Toreador, who has made it her job to see you succeed. Perhaps you gained her attention because of your lineage, perhaps because of your artwork, or something you did or said. Whatever the reason, you have someone who will champion your work and speak up for you in the courts. She may even arrange for shelter or training. Be careful not to abuse your Patron - no one likes being taken for granted. A two-point Patron is someone who is about your own level in clan station, but is perhaps older than you and has good advice to offer. A four-point Patron has resource at her disposal and occupies a station high enough to make a significant difference in your unlife.
Toreador - Rivalry (1-3pt Flaw)
You have an ongoing rivalry with someone (perhaps another Toreador, another Cainite, or even a mortal). You may or may not remember how the competition started, but now you and your rival are inseparable. This rival takes advantage of every opportunity to slander you and advance himself at your expense. There may be ways to cool or end this quarrel, but doing so will take a long time. A 1-point rival is at your own power level, and is often annoying but not too dangerous. A 2-point rival occasionally takes harmful action against you, or his words have some measure of influence. A 3-point rival has no qualms about occasionally attempting to have you killed or has some serious clout with someone of higher standing than you (a mortal authority or clan elder). For him, your rivalry has become a matter of death or dishonor.
Toreador - Touched by God (3pt Merit)
Your art is considered truly inspired and inspiring. There is an essence of life and beauty about your work that moves others. Perhaps you were always gifted, or the Embrace might have opened you to the Almighty in ways you hadn’t expected. Your singing voice causes stones to melt, your paintings look as if their subjects might step off the canvas at any moment, or your storytelling holds people utterly spellbound. The difficulty on all Expression rolls is reduced by two. If the art being produced relates to God, the Church or similar higher ideals, the difficulty is reduced by three instead. Such perfection, however, can be engender jealously in mortal or Cainite rivals. Some suspicious clergy may believe that you sold your soul to achieve your talent, or that you are guilt of hubris by reaching too high with your endeavors.
Toreador - Vampiric Consort (5pt Merit)
You are in a relationship much like a marriage with another vampire. This pairing bestows the benefits of the Merit True Love on both of you. Taking this Merit in addition to Closer Than Blood allows you a remarkable degree of closeness - you may be even able to share Disciplines on occasion. Your consort is most likely your equal in power and status, but together you present a formidable front. You would die and kill for each other, and God help the fool who attempt to come between you or harm you lover.
Toreador - Used and Abused (2pt Flaw)
For some reason, you have incurred the wrath of those higher in station in your clan. These Cainites have the power o make your life miserable - injuring your reputation, spreading nasty gossip, slandering your lovers - and all for reasons that you can’t understand. However, just because you’re being abused doesn’t mean you necessarily have to endure it meekly. You may be able to find assistance from others who disbelieve the slander - but you may have to prove yourself several time over first.
Toreador - Vulgar (2pt Flaw)
You are rude and socially unacceptable. You seem constitutionally incapable of saying or doing the right things, in spite of all attempts to teach you. Your sire is criticized and ridiculed for choosing you, and you are frequently left off guest lists. You may eventually work off this Flaw, but the Storyteller should make it particularly difficult. At Storytellers option, you may be at +2 difficulty on all Social rolls.
Touch of Frost or Taint of Corruption (1pt 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.
Tremere-False Third Eye (4pt Flaw)
For reasons unknown to you or your sir, your Embrace left you with the imprint of a third eye upon your forehead. This remainder of Tremere’s diablerie of Saulot renders you both an embarrassment to other members of your clan and a figure of distrust to all except those who know you. The "third eye" does not open or function. Unless you conceal it under a hood or beneath your hair, the stigma is obvious to all who see you. All Social rolls ate at +2 difficulty whenever interacting with any Cainites other than your coterie or closest allies. Attempting to pass as a Salubri is not advisable.
Tremere-Natural Vicissitude (5pt Merit)
You have "inherited" more of your clan’s stolen Tzimisce blood than most of your clanmates and have thus become something of a throwback to your "parent" clan. You may, therefore choose Vicissitude, rather than Dominate, as a clan Discipline. Improving your rating of Vicissitude, however, may present difficulties. Unless you can locate another Tremere willing and able to teach you further mastery of Vicissitude’s higher levels, you must seek further instruction from a Tzimisce (most likely though coercion).
True Faith (7pt Merit)
You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. You being 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 (4pt 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 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 occasional rescue
Twisted Upbringing (1pt 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.
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 point to refrain from engaging in your twitch.
Tzimisce - Haven Affinity (2pt Merit)
Your territoriality rivals that of a Lupine. When acting on "home soil" (your main haven, not auxiliary havens), you gain an additional die to all Dice Pools. You may also home in on your haven by making an unmodified Perception roll (difficulty variable; 6 if across town, 8 if in another state or country, 9 if across the globe).
Tzimisce - Naturally Supple (4pt Merit)
You are attuned to Vicissitude like a fish in water (or blood, or pus…). Your difficulties are reduced by two when using Vicissitude on yourself (copying someone exactly, bonecrafting someone into an elaborate shape etc.)
Tzimisce - Pain Tolerance (2pt Merit)
Note: You must have Callousness and Morale rating of 3 or higher to take this Merit. Either because of personal proclivity or the rigors of Vicissitude, you have become acclimatized to pain. This affinity enables you to ignore one die of wound penalties. Thus, when you are Hurt or Injured, you suffer no penalties to actions. You suffer only a one-die penalty to action at the Wounded and Mauled states, and even Crippling injuries subtract four dice rather than five. You are still Incapacitated normally.
Tzimisce - Privacy Obsession (3pt Flaw)
You carry the Tzimisce respect for privacy to extremes. You must make a Willpower roll (difficulty 6) to enter another being’s dwelling without being invited (though you will go to fiendishly clever lengths to garner an unwitting invitation). When disturbed in your manse by an uninvited guest, you must make a Self-Control or Instincts roll (difficulty 7) to avoid frenzy.
Tzimisce - Secular (4pt Merit)
You have begun to explore the first glimmers of what awaits mankind after the renaissance. You have a dim understand of the scientific method, and while such concepts as evolution and entropy are still beyond you, you have begun to suspect that the world is much more complex than the Christians and pagan fools imagine. The difficulties to affect you with any Faith-based power (including Infernal magic!) is raised by one. Once per story, you may automatically regain a single Willpower point (you do not live with the same dread of damnation that many other Cainites do). Moreover, by spending a Willpower point and making an appropriate Intelligence + Science roll, you may formulate concepts and invent machines unknown in your time (higher mathematics, elaborate torture devices, etc.). The Storyteller must use prudence in adjudicating this; a daVinci-esque flying machine is remotely conceivable, while a A-bomb (fun as the thought might be) is impossible. You may not follow the Road of Heaven or the Roach of the Devil. Moreover, the difficulties of all Conscience/Conviction rolls are increased by one (you are too existential to be overly concerned with your actions.
Tzimisce - Vindictive (3pt Merit)
Your personal honor is your life, and you will go to the ends of the earth to settle a score or avenge a slight. When directly opposing someone who has insulted, shamed or harmed you, you gain an additional die to all combat Dice Pools. This bonus does not apply towards casual foes, only blood enemies. For example, a Tzimisce would not get this onus against the bandit who ambushes her on the road but would receive against the Shadow Lord who slew her sire and drove her from her ancestral fief. The down side to this Merit is that you must do everything in your power to avenge such deeds or insults. Should you refrain from action, the Storyteller is within his rights to deduct temporary Willpower from your character until such time as you pursue your vengeance once more.
U
Unbondable (3pt Merit)
You are immune to being blood bound.
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.
Underworld Ties (3pt Merit)
You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to a large number of "soldiers", as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow.
Uneducated (5 pt Flaw)
You have received absolutely no education, and have five fewer points to spend on you Knowledge Abilities (with eight being the greatest you could have, and 0 being the least). You can still spend freebie points to take Knowledges. As part of this, you cannot have any Knowledge higher than 3 at the beginning of the game.
Unskilled (5 pt Flaw)
You have never trained extensively in any skill or craft, and therefore have five fewer points to spend on you Skills (with eight being the greatest you could have, and 0 being the least). While freebies can be spent to raise your Skills, no Skill may be higher than 3 at the beginning of the game.
Uppity (2pt Flaw)
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 Storytellers 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.
Useful Knowledge (1pt 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 be played like a 1 - dot Mentor with a specific interest. However, unlike a Mentor, Useful Knowledge does not imply a permanent relationship.)
You are immune to being blood bound.
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.
Underworld Ties (3pt Merit)
You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to a large number of "soldiers", as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow.
Uneducated (5 pt Flaw)
You have received absolutely no education, and have five fewer points to spend on you Knowledge Abilities (with eight being the greatest you could have, and 0 being the least). You can still spend freebie points to take Knowledges. As part of this, you cannot have any Knowledge higher than 3 at the beginning of the game.
Unskilled (5 pt Flaw)
You have never trained extensively in any skill or craft, and therefore have five fewer points to spend on you Skills (with eight being the greatest you could have, and 0 being the least). While freebies can be spent to raise your Skills, no Skill may be higher than 3 at the beginning of the game.
Uppity (2pt Flaw)
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 Storytellers 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.
Useful Knowledge (1pt 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 be played like a 1 - dot Mentor with a specific interest. However, unlike a Mentor, Useful Knowledge does not imply a permanent relationship.)
V
Vainglorious (1-3pt Flaw)
You are boastful and know that you deserve any praise you receive. You are particularly found of Kindred who realize their lesser standing in the face of your obvious superiority, although you tend to view any who speak well of you as more intelligence and deserving than most. Due to your arrogance and love of sycophants, you receive an increase of one to three points on the difficulty level for resisting any attempts at Manipulation using flattery (the modifier is doubled if the flatter has a flattery specialty). The modifier is determined by the rating of this Flaw.
Vengeful (2pt Flaw)
You have a score to settle, incurred either during your mortal days or after your 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 Willpower point.
Victim of the Masquerade (2pt 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.
You are boastful and know that you deserve any praise you receive. You are particularly found of Kindred who realize their lesser standing in the face of your obvious superiority, although you tend to view any who speak well of you as more intelligence and deserving than most. Due to your arrogance and love of sycophants, you receive an increase of one to three points on the difficulty level for resisting any attempts at Manipulation using flattery (the modifier is doubled if the flatter has a flattery specialty). The modifier is determined by the rating of this Flaw.
Vengeful (2pt Flaw)
You have a score to settle, incurred either during your mortal days or after your 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 Willpower point.
Victim of the Masquerade (2pt 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.
W
Ward (3pt Flaw)
You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. This character id 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 actions of stories, and are frequently target’s of a character’s enemies.
Weak-Willed (2pt Flaw)
You are highly susceptible to Dominate and intimidation by others; you are, in fact unable to use your Willpower freely. You can employ your Willpower only when survival is at stake or it is appropriate to you Nature.
Weather Sense (1pt Merit)
This merit grants occasional warnings (with a Perception + Survival roll, difficulty 7) of impending inclement weather, even that which stems from unnatural causes.
Werewolf Companion (3pt Merit)
You have a friend and ally who just happens to be a werewolf. Though you may call upon this being in time of need, it also has the right to call upon you (after all, you are friends). However, neither your kind nor its appreciates such a relationship, and your respective societies will punish both of you if your friendship is discovered. Arranging for meeting places and methods of communication will be difficulty. The Storyteller will create the werewolf character but will not reveal to you its full powers and potencies.
Withered Leg (3pt Flaw)
For whatever reason, one of your legs does not work as well as the other. You subtract three dice when attempting any action that involves movement, and you move at half normal speed.
You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. This character id 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 actions of stories, and are frequently target’s of a character’s enemies.
Weak-Willed (2pt Flaw)
You are highly susceptible to Dominate and intimidation by others; you are, in fact unable to use your Willpower freely. You can employ your Willpower only when survival is at stake or it is appropriate to you Nature.
Weather Sense (1pt Merit)
This merit grants occasional warnings (with a Perception + Survival roll, difficulty 7) of impending inclement weather, even that which stems from unnatural causes.
Werewolf Companion (3pt Merit)
You have a friend and ally who just happens to be a werewolf. Though you may call upon this being in time of need, it also has the right to call upon you (after all, you are friends). However, neither your kind nor its appreciates such a relationship, and your respective societies will punish both of you if your friendship is discovered. Arranging for meeting places and methods of communication will be difficulty. The Storyteller will create the werewolf character but will not reveal to you its full powers and potencies.
Withered Leg (3pt Flaw)
For whatever reason, one of your legs does not work as well as the other. You subtract three dice when attempting any action that involves movement, and you move at half normal speed.