End of Eternity Basic Rules Set: Merits and Flaws






All Clan-specific Merits and Flaws are only available through the ST Staff and are ST approval only.
 


Merits

Psychological
1 Higher Purpose - As per LotN. (pg. 50) You gain 2 traits oon any challenges involving this merit. You cannot have the flaw: Driving Goal. The specified purpose must be written and submitted to an ST, who has final say on the instances it is engaged.

1 Natural Leader - As per LotN:R. (pg. 118) You gain a 2 traait bonus on tests of Leadership. You must have at least 6 Social traits to take this. You cannot have this with the Noble Bearing merit.

1 Noble Bearing - As per LotR. (pg. 104) You gain 1 bonus trait in all Social challenges involving your personality. You cannot have this with the Natural Leader merit.

2 Berserker - As per LotN (pg. 50) You may enter Frenzyy at will and are able to ignore wound penalties until Torpor.

2 Code of Honour - As per LotN:R. (pg. 116) The code you follow must be specified in writing and submitted to the ST. You gain 1 free retest whenever facing a Mental or Social situation that might cause you to violate your code. This includes frenzy.

2 Fascinating Gaze - As per LotR (pg. 104) Your eyes may be a different color, have an unnatural shine, etc. You gain 2 traits on all Social challenges involving eye contact.

3 Quiet Heart - Allows a free retest vs. Presence or otheer emotion-altering Social challenges.

5 One Bad Dude - As per tSH (pg. 114/60) You receive 1 freee Intimidating trait, and this trait may take you above your Generational limit. You are also up 2 traits on any Social challenges involving sheer bad attitude (Intimidation challenges).

5 Loyal Heart - As per tSH - (pg. 114/67) You are loyal to a cause. This Merit offers two additional Willpower instead of one.

5 Natural Peacemaker - As per LotW (pg. 142/75) You are predisposed to diplomacy. You begin with two additional Diplomatic Social traits which cannot be lost and can go above generational maximum.

5 Untamable - As per LotW (pg. 144) You refuse to bow tto anyone. You are 4 traits up on any defensive Mental or Social challenges that involve Diplomacy, Intimidation or Subterfuge when they are used as a retest to control you. However, this does not apply to emotional control.

5 Warrior's Heart - As per LotW (pg. 144/78) You are able to take considerable damage and gain an additional Health level. The extra Health level is treated as an additional Healthy wound level.
 
 

Mental
1 Coldly Logical - As per LotN:CG (pg. 25) You are 1 trait uup when comparing ties on any challenges attempting to persuade you through emotions.

1 Common Sense - As per LotN:R (pg. 116) ST or Narrator caan give advice when you're about to do something that runs counter to common sense or survival.

1 Concentration - As per LotN:R (pg. 116) This Merit allowss the character to ignore any penalties due to distracting circumstances. Toreador may not take this merit.

1 Lightning Calculator - As per PG. (pg. 35) You have a natural affinity for numbers and mental arithmetic. You are up two additional Mental traits involving numeric problems or calculations.

1 Time Sense - As per LotN:R (pg. 116) You can estimate time accurately to the nearest 1 or 2 minutes.

2 Eidetic Memory - As per LotN:R. (pg. 116) This should be rrepresented by an OOC notebook. If you are distracted or in combat you must make a static test with a 6 trait difficulty to memorize the contents of your scrutiny.

2 Light Sleeper - As per LotN:R (pg. 116) You suffer no traait penalties due to sleepiness during the day regardless of your Morality trait total.

2 Natural Linguist - As per LotN:R. (pg 116) You may purchase two separate languages for the XP cost of one. You may also learn two languages in a month rather than only one. Gain a 2 trait bonus on challenges related to language.

3 Calm Heart - As per LotN:R (pg. 116) You are 1 trait up on resolutions of Self Control/Instinct and Courage tests. Brujah cannot take this merit.

3 Iron Will - As per LotN:R (pg. 116) Allows a free rettest vs. Dominate or other mind-altering Mental challenges.
 
 

Aptitudes
1 Ability Aptitude - As per LotH (pg. 76) You are 2 traits up on a non-combat ability. This Merit may only be taken once.

1 Computer Aptitude - As per LotN (pg. 53) You are 2 traits up when repairing, constructing, or operating computers.

1 Crack Driver - As per PG. (pg. 37) You are up one additiional trait in feats of driving.

1 Eat Food - As per LotN:R (pg. 113) You can stomach ssolids but must regurgitate them later.

1 Pitiable - As per LotN (pg. 53) You get a retest wheen someone attempts to harm you. Others treat you as if you had the nature “Child”, though some Natures may not and some Demeanors may pretend not to.

1 Entrepreneur - As per DSBH (pg. 80) Making money comes eeasy to you. You are up 1 trait in all challenges that would require the Finance Ability as a retest.

1-2 Animal Affinity - As per DSBH (pg. 80) You have a natural understanding of animals. You are up 1-2 traits in all challenges with animals depending on the Merit cost.

3 Daredevil - As per LotN:R (pg. 113) You gain 1 bonus trait in actions involving at least an 8 trait Static difficulty and in combats where you are outnumbered or outclassed.

5 Jack-of-all-trades - As per LotN. (pg. 54) This does not allow a retest. It only allows the character to gain the insight to initiate a challenge based on what could be information learned along the road. This Merit does not apply to languages or Lores. You do not need to use a Willpower to test for an ability you do not possess.
 
 

Supernatural
1 Bright Aura - As per LotN:CG (pg. 25) Your aura appearss as a mortal aura.

1 Inoffensive to Animals - As per LotN:CG (pg. 26) Animals will not flee from you though they may not necessarily like you.

1 Loyalty - As per LotH (pg. 87) You are sworn to somme group or cause. This merit works like the True Love merit except with an organization.

1 Lunar Influence - The moon has an unusually strong effect on you. During the new moon you are down 2 Physical traits, but during a full moon you are up 2 Physical traits.

1 Magic Sensitivity - You have a supernatural gift that allows you to discern whether or not magic has been used within a ten foot radius of yourself, including discipline use. You must win a Simple test to gain a result (Awareness is the retest). A tie will explain that magic has happened somewhere nearby, whereas a win will reveal where the magic came from.

1 Shivers - As per LotH (pg. 87) You get a creepy feeling whenever Wraiths are around. You may make a Static Social test with a difficulty of 6 to be aware of the presence of a ghost.

1 Silence - As per VtM:SG. (pg. 125) You are able to move silently over dry leaves. This Merit adds 1 trait to Stealth challenges involving moving silently. It also reduces Surprise counts by one.

1-3 Magical Item - As per LotH (pg. 87) You possess an item of supernatural quality. Its power levels are determined by an ST.

2 Danger Sense - As per LotN (pg 54) When in a situation tthat would surprise you, you have 5 seconds to react rather than the normal 3 seconds.

2 Faerie Affinity - As per LotN (pg. 54) Your presence does nnot frighten faeries; instead, it attracts them.

2 Magic Resistance - As per LotN:R (pg. 119) In the event that no challenge is involved for magic, a Simple test is made. You gain 2 traits when testing against any form of magic. You can never learn Thaumaturgy while having this merit.

2 Medium - As per LotN:R (pg 120) You cannot normallly see Wraiths but you can always hear them and communicate with them for favours or information. They will want something in return.

2 Mystic Ability - As per VtM:SG (pg. 125) You have visions into the future that come in the form of symbolism. This is ST controlled.

2 Sanctity - You are seen as most innocent and pure. YYou are trusted even if not trustworthy. When punished for a crime, you will receive the lightest sentence.

2 Soothing Voice - As per LotH (pg. 88) You are 2 traits up on any challenges involving your voice. You cannot have this with the Enchanting Voice merit.

3 Ghostsight - As per LotH (pg. 88) By succeeding in a sstatic Mental challenge against 7 traits, you may see Wraiths and glimpses into the land of the dead.

3 Lucky - As per LotN:R (pg. 120) You're just plainn lucky. You get 3 retests per session.

3 Oracular Ability - As per LotN:R (pg. 120) Once per session you may attempt to read a particular omen by making a static Mental challenge with a difficulty of 8 or more traits. Success grants insight into the situation allowing you to claim 1 retest during the night.

3 Spirit Mentor - As per LotN:R (pg. 120) A Wraith companion travels with you and can act on your behalf. It often provides company and advice. The ST decides the Wraith’s power levels and abilities.

3 Unbondable - As per LotN:R. (pg. 120) You cannot be Bllood Bound. Does not effect the Vaulderie.

4 Destiny - As per LotN (pg. 55) The ST plays this Meerit. You may gain visions and prophecies that dictate your destiny in the chronicle.

4 Easy Consort - As per LotH (pg. 90) It is easier for Wraaiths to possess you though they may offer you favours in exchange for doing so. Possession attempts gain a 2 trait bonus and you are aware of everything while being possessed.

4 True Love - As per LotN:R (pg. 120) You gain 1 additiional Willpower trait to be used when faced with adversity.

5 Busy Helper - As per tSH (pg. 103/51) You can create crrafts in 1/3 of the normal time as long as you are not disturbed. You start with an additional level of Crafts that can never be lost.

6 Nine Lives - As per LotN:R (pg. 120) Any time that a lost challenge would result in your death, you get a retest. You have 9 chances and they can all be used on a single situation.

7 Fist of God - As per LotH:PG (pg. 99) You are able to ffocus your faith through a weapon to inflict aggravated damage to supernatural creatures. You may only use this Merit while having a Morality rating of at least 4, though the Merit will be lost should you fall below that.

7 True Faith - As per LotN:R (pg. 120) True Faith can bee used as a Willpower trait. You can repel vampires with a Social challenge, saying “In the name of ________”, and brandishing a holy symbol of the same faith. On a loss, the vampire must still remain 10 feet from you, unless he overbids you in a Willpower vs. Willpower retest. You may also gain one retest on any challenge per night. You must have 5 Morality traits to have this. (ST approval only)
 
 

Kindred Ties
1 Prestigious Sire - As per LotN:R (pg. 118) You are treated as though you have 1 Status more than you actually have.

1-3 Special Gift - As per LotN (pg. 57) Your sire gave you a valuable gift after the embrace. ST discretion.

2 Well Traveled - As per DSBH. (pg. 82) The effects of thiss merit are sect specific. You have traveled all over the globe, seen many different cities and met a great number of Kindred. There is a chance you will know of a vampire from another city when you hear his name. You must make a Static Mental test against ten (10) minus the kindred's Status traits to know of the vampire. This is sect specific only.

2 Reputation - As per LotN (pg. 57) You have a good repuutation with the kindred of your city. You are treated as if you are one status higher than you actually are. You cannot have Flaw: Notoriety with this Merit.

2-6 Prestation Gifts - As per LoE (pg. 32) Some kindred owes you assistance (depending on the level of this Merit), as you have done a favour for them in the past. Point cost is based on the level of the Boon. (ST discretion)

3 Clan Friendship - As per LotN (pg. 57) You are 1 trait up on all Social challenges when dealing with the particular clan you have this Merit with.

3 Loyal Childe - As per LoE (pg. 32) Your childe has a lovve for you beyond the Blood Bond. They would seek to avenge your death. You can trust your childe implicitly.

3 Pawn - As per LotN (pg. 57) You hold manipulatioon of a weaker-generation vampire, possibly through blood bond. (ST discretion.)

3-5 Paramour - As per LoE (pg. 32) You have had a long tterm relationship with a kindred (75 year minimum). The two of you care a great deal for one another. The level of this Merit determines the standing of the kindred in age, power, society, etc.
 
 

Physical
Most physical Merits can only be purchased at character creation.

1 Acute Sense - As per LotN:R (pg. 112) You are 2 traits up on any test relating to the chosen sense.

1 Ambidextrous - As per LotN:R. (pg. 113) This can only bee purchased at character creation. You do not
suffer the 2 trait penalty when using either hand.

1 Bruiser - As per LotN:CG (pg. 24) You are 1 trait uup when comparing ties in matters of Intimidation.

1 Catlike Balance - As per LotN:R (pg. 113) You are 2 traits up on challenges involving balance.

1 Double-jointed - As per LotN (pg. 59) You are 1 trait up oon any Physical challenges involving flexibility.

1 Friendly Face - As per LotN:CG (pg. 24) You are 1 trait up on all attempts to persuade, seduce, or beguile a stranger.

2 Blush of Health - As per LotN:R (pg. 113), but also encompasses all benefits of "Babyface" (LotN: pg 59). You never stopped breathing, your skin is still its natural hue, and you can make your heart beat as long as you have 1 blood trait. Your appearance seems healthy and you are slightly cooler to the touch. Nosferatu may not take this Merit.

2 Enchanting Voice - As per LotN:R. (pg. 113) All uses of voice give 2 bonus traits. You cannot have this with the Soothing Voice Merit.

2 Misplaced Heart - As per LotN (pg. 59) Your heart has moved from its normal place, yet it is still no farther than 2 feet from its original position. An additional staking test is necessary when someone is trying to stake you.

2 Lack of Scent - As per LotW (pg. 145) You have no scent. Anyone attempting to track you is 2 traits down.

2 Sexy - As per LotRec. (pg. 158) You are up two ttraits on all non-confrontational Social challenges with the opposite sex or members of your own sex who find you attractive. Should you choose to focus the full power of your charms on a target, you are considered three traits up on all relevant Social challenges. However, this magnetism can irritate others of your own sexual persuasion - you are considered one trait down on Social challenges with such individuals in any situation where you may be perceived as a rival.

3 Efficient Digestion - As per LotN:R (pg. 113) You gain 3 blood traits for every 2 traits you drain from a mortal.

3 High Pain Tolerance - As per LotR (pg. 103) You are able to shrug off injuries easier than most. You have an additional Bruised health level.

4 Huge Size - As per LotN:R (pg. 113) You are at least 7 feet tall. You have one extra Bruised health level.

6 Former Ghoul - Before your embrace, you were loved/enslaaved by a vampire. Perhaps it was your eventual sire, perhaps it was another Cainite. In any respect, with proper history and ST approval, this merit allows you, at character creation (and *only* at character creation), to expend freebies and/or banked experience points to purchase two of the following Disciplines as in-clan: Fortitude, Celerity, Potence. After character generation, you will retain these disciplines, but they are considered out-of-clan. As always, these disciplines may not be bought higher than Basic level at character generation.
 
 

Other
(Details must be provided by the ST concerning these merits)
1-5 Holdings - As per LoE (pg. 31) You own a number of pproperties. For each point you take in this Merit, you gain 2 properties.

2 Mansion - As per tSH (pg. 106) You own a large manssion with at least 25 rooms. It may be as nice or decrepit as you wish.

2 Nightclub - As per tSH (pg. 107) You own a nightclub of a moderate size that grants you an additional $1,000 a month.

2 Research Grant - As per LotH (pg. 84) You gain an additional $1,000 a month and have access to rare libraries that may grant you knowledge in the arts and lores.

5 Corporation CEO - As per PG. (pg. 44) This merit allows five (5) influences that may only be used to satisfy the corporation. These influences must reflect the nature of the corporation.
 
 

End of Eternity
1 Clan Prestigious Sire - Your sire is a kindred of importance within the clan. You are perceived to have one prestige more within your clan. Caitiff cannot take this merit.

1 Unnatural Beauty - This Merit allows the person to exceed their trait max by 1 with appearance-based traits. However, it does not allow the character to exceed the generation cap on Social traits.

2 Clan Reputation - You have a reputation amongst your clanmaates which boosts your prestige within the clan. You are perceived to have one more prestige than you actually possess within your clan. The reputation must be submitted and approved by an ST. Caitiff cannot take this merit.
 
 

Flaws

Psychological
1 Compulsion - As per LotN. (pg. 50) You may spend a Willlpower trait to temporarily ignore your compulsion. The compulsion must be specified and submitted to an ST.

1 Dark Secret - As per LotN:R. (pg. 119) If your secret ggets out you may buy it off by gaining the Negative Trait: Untrustworthy or loss of status. This must be specified and submitted to an ST.

1-5 Death Wish - As per LoE (pg. 33) You have a wish for FFinal Death. Anytime during the night, an ST may make you retest a challenge and force you to use the lesser of the two outcomes. They may do this to you as many times per night as you have levels of this Flaw.

1 Intolerance - As per LotN. (pg. 50) You have an unreasoonable dislike for a particular thing. This must be specified and submitted to an ST.

1 Isolated Upbringing - As per LotH (pg. 82) You were raised in an isolated lifestyle and have difficulty interacting with the outside world. You are 1 trait down on any Social challenges outside of your normal sphere of comfort.

1 Nightmares - As per LotN:R. (pg. 117) You are 1 trait down on all challenges for the evening. You must check in with an ST at the start of each game to see if the Flaw has affected you that night.

1 Prey Exclusion - As per LotN:R. (pg. 117) If you feed on yyour excluded subject, you enter frenzy and must make a 4 trait Conscience/Conviction challenge or lose a Morality trait. You must make a Self-Control/Instinct test if you see someone feeding from your excluded type. Ventrue cannot take this flaw. This must be specified and submitted to an ST

1 Overconfident - As per LotN (pg. 51) You have an exaggeraated and unshakable opinion of your capabilities.

1 Shy - As per LotN:R (pg. 117) You are 2 traits down on all Social challenges with 3 or more people, 3 traits down for interactions with 10 or more people.

1 Soft Hearted - As per LotN:R (pg. 117) You must spend a Willpower trait to overcome causing pain or suffering to anyone. This lasts for an hour. You must have a Morality of at least 4.

1 Speech Impediment - As per LotN:R (pg. 117) You suffer 2 trait penalty on all verbal communication. You cannot have Merit: Enchanting Voice.

2 Amnesia - As per LotN:R (pg. 117) The ST makes yourr history and reveals it to your character as necessary.

2 Curiosity - As per tSH (pg. 116) You cannot resist puuzzles or mysteries. The ST may let you make a static test to avoid following a puzzle or you may spend a Willpower trait to temporarily ignore one should it present itself.

2 Low Self Image - As per LotN (pg 51) You are 2 traits down in any challenges where you don't feel you will succeed. You may be required to spend a Willpower trait to do things involving self-confidence (i.e. Leadership, Performance, etc.).

2 Lunacy - As per LotN:R. (pg. 117) Under a crescentt, half, or gibbous moon you suffer a 1 trait penalty to all Self-Control/Instinct tests. Under a full moon, the penalty increases to 2 traits.

2 Pack Mentality - As per LotW (pg. 148) You are dependent upon a group of individuals. You are up 1 trait on all challenges when acting with at least 2 members of your coterie but are down 1 trait otherwise. You also have a hard time making decisions on your own and may be prompted to make a Simple test in order to do so.

2 Phobia - As per LotN:R. (pg. 117) You must make a Courage test when confronted by the source of your phobia with a difficulty of at least 3 traits. This must be specified and submitted to an ST (or see list).

2 Short Fuse - As per LotN:R (pg. 118) You suffer a 1 trrait penalty on all tests of Self-Control/Instinct. Brujah cannot take this flaw.

2 Territorial - As per LotN:R (pg. 118) You must make a SSelf-Control/Instinct test if anyone who is uninvited enters your hunting grounds; failing the test causes your character to attack the trespasser.

2 Thirst for Innocence - As per LotN:CG (pg. 25) The sight of  innocence of any sort arouses a terrible hunger within you. You must pass a Self-Control test or else Frenzy and attack the source of your hunger.

2 Vengeful - As per LotN:R (pg. 118) You plan ways to get revenge constantly and must spend a Willpower trait to take other action when confronted with the target of your revenge.

3 Driving Goal - As per LotN. (pg. 52) You have a particullar goal that compels and directs you in startling ways. You may spend a Willpower trait to ignore it. This must be specified and submitted to an ST.

3 Hatred - As per LotN. (pg. 52) You have an unreasooning hatred towards a particular thing. This must be specified and submitted to an ST

3 Low Self-Control - As per LotW (pg. 144/77) Any attempt to emotionally control you will succeed on a win or a tie. If a Willpower trait is spent to avoid Frenzy, you are still one trait down on all challenges for the scene.

3 Privacy Obsession - You strictly adhere to the traditional belief of the sacred nature of anyone's home. You may only enter another's home or haven if invited unless you spend a Willpower trait and succeed at a Simple challenge. Likewise, if anyone enters your home/haven without permission you must make a test to resist Frenzy.

3 Religious Hysteria - As per TI (pg. 57). It is one thing to be a bit of a fanatic, but you take it a jump too far for some people's taste. To you, everything is a sign of some sort from God, and you feel you have little choice but to act on it. After all, this is God's work and you are only his tool. You are down one trait in Social encounters.

4 Guilt-Wracked - As per LotN:CG. (pg. 25) Because of your crushing guilt, you must pass a Courage test to feed. You automatically start the night with 2 less blood traits than normal in your blood pool.
 
 

Mental
1 Deep Sleeper - As per LotN:R (pg. 117) During the day, wwaking up is a Static Mental challenge against 10 traits.

2 Confused - As per LotN (pg. 52) The world seems disttorted to you and this must be role-played. A Willpower trait may be spent to temporarily ignore this.

2 Ignorance - You know nothing about anything, especiallly Kindred society. This is unlike Twisted Upbringing which carries false information about the World of Darkness. Ignorance is just that...ignorance.

3 Weak-Willed - As per LotN:R (pg. 118) You get no test against Dominate. You also suffer a 2 trait penalty on all Mental and Social challenges. You cannot exceed a total of 3 Willpower traits.

3 Absent-minded - As per LotN (pg. 52) You must spend a Willlpower trait to remember anything beyond your name and the location of your haven.

4 Unskilled - As per tLN (pg. 71) You have never been ttrained in any skills or crafts and start with 5 less Abilities at character creation.
 
 

Aptitudes
1 Illiterate - As per LotN (pg. 54) You are unable to reead or write.

5 Inept - As per LotH (pg. 77) You start the game wwith no Ability or Influence traits and may not buy them over a level 1 while having this flaw.
 
 

Supernatural
1 Cast no Reflection - As per LotN:R (pg 121) You cast no reflection. Lasombra cannot take this flaw.

1 Cold Breeze - As per LotN:CG (pg. 26) A cold breeze follows you around. You are 1 trait down on any social interaction with mortals. A card should be worn.

1-5 Cursed - As per LotN:R. (pg. 120) A powerful cursee afflicts you according to the trait level. Curse must be specified and submitted to an ST.

1-4 Demon Hounded - As per tLN.(pg.) Demons will actively seeek you out and be more frequent and powerful depending on the flaw cost. ST approval only.

1 Repulsed by Garlic - As per LotN:R (pg. 121) You must spend a Willpower when near garlic or be forced 10 feet away. After spending Willpower you are able to put up with the stench for 1 scene.

1 Taint of Corruption - As per tLN (pg. 81) Plants wither at your presence and die at your touch.

1 Touch of Frost - As per LotN:R (pg. 121) You pull heat away and can kill plants by touch.

2 Brand of the Unholy - As per LotN:CG (pg. 26) You suffer the effects of True Faith when on holy ground . Clergy and members with True Faith recognize you are a creature of darkness. You radiate an evil aura.

2 Can't Cross Running Water - As per LotN:R (pg. 121) You must be 50 feet above water to cross it. Water must be 2 feet wide for effect. (Originally listed as a 3 point flaw.)

2 Deathsight - As per LotN:CG (pg. 26) Everything seems to be dead or decaying around you. You have the Negative traits Callous and Oblivious that cannot be bought off. You are 2 traits up on defending against challenges involving Physical appearance.

2 Eerie Presence - As per LotN:R (pg. 121) You suffer a 2 trait penalty in all Social challenges with mortals. Must wear tag.

2 Magic Susceptibility - As per LotN (pg. 56) You are down on all challenges involving spells or thaumaturgy against you and their effects are doubled on you.

3 Haunted - As per LotN:R. (pg 121) A malicious ghost torments you. You must see an ST at the start of each game and make a test to see if you’re haunted that night.

3 Repelled by Crosses - As per LotN:R (pg. 121) When encountering a cross, you must expend a Willpower trait to stay for the remainder of a scene. If you are hit by the symbol, you suffer aggravated damage that cannot be soaked through Fortitude. (Another holy symbol may be substituted with ST approval.)

4 Grip of the Damned - As per LotN:R (pg. 121) Your bite to feed induces pain and terror. Giovanni may not take this Flaw.

5 Dark Fate - As per LotN:R. (pg. 121) No matter what you do, you’re doomed. The fate should be noted with an ST. A specified death will not eliminate the chance for a character to die in some other manner. This cannot be interpreted as a Merit of any sort. You gain visions of your impending death and must spend a Willpower trait to shake them off.

5 Endless #@%$ Frustration - As per tSH (pg. 103/57) There is always an imperfection with your Craft or Ability. An item crafted by you always has at least one Negative trait of Heavy, Loud, or Fragile, and any Ability-based traits will have a -1 in their Performance. You may choose which Ability this effects.
5 Light-Sensitive - As per LotN:R (pg. 122) Sunlight inflicts double damage and direct moonlight causes 1 level of Lethal damage per turn.
 
 

Kindred Ties
1-5 Enemy - As per LotN:R (pg. 119) A vampire of simiilar power to yours is a 1. An entire organization is a 5. They will interfere with you as often as possible.

1 Infamous Sire - As per LotN:R (pg. 119) You are treated as though you are one status less than what you actually possess (because Nathan said so).

1 Insane Sire - As per LotN (pg. 58) Your sire has lost hhis grip on reality. Any wrongs that he commits may reflect upon you. Malkavians cannot have this flaw.

1-3 Jilted Paramour - As per LoE (pg. 32) You had a relationship with a kindred (minimum of 50 years) that did not end well. This individual will attempt to make life difficult for you. The level of this flaw indicates the standing, age, etc. of the kindred.

1 Mistaken Identity - As per LotN:R (pg. 119) You bear a striking resemblance to another kindred and should wear a tag to represent this.

1-5 Prestation Debt - As per LoE (pg. 33) You owe a boon to a kindred. The degree of this boon (or boons) is indicated by the number of traits in this merit.

1 Sire's Resentment - As per LotN:R (pg 119) You are unlikely aable to have a mentor or allies at character creation. Your sire will may also randomly try to prevent you from accomplishing your goals.

1 Special Responsibility - As per PG:S. (pg. 126) There is a speciall responsibility that you need to perform for your organization/sect/clan. You are not given any special credit for doing it, but if you stop, you will surely be shamed.

1 Twisted Upbringing - As per LotN (pg. 58) Your sire was quite malevolent in what she taught you about kindred society. Everything you know is wrong. You faulty interaction skills and flawed beliefs are likely to get you in trouble when you start associating with kindred society. Over time and after hard lessons, you may overcome this Flaw. (ST decides when.)

2 Bastard Childe - As per LoE (pg. 33) You have sired a chillde without the permission of a Prince and may be Blood Hunted for it should you be caught. This Flaw may be cumulative.

2 Bound - As per LotN:CG (pg. 26) You begin the gamme blood bound to another player's character.

2 Clan Enmity - As per LotN. (pg. 58) You are 2 traits doown on any Social challenges with this particular clan. Details must be specified and submitted to an ST (i.e. what clan and why).

2 Diabolic Sire - As per LotN (pg. 58) Your sire is causing great chaos in the Camarilla, which may provoke investigators to come to you to find her location.

2 Vengeful Childe - As per LoE (pg. 33) You have a childe that despises you. (ST approval only.)

3 Notoriety - As per LotN. (pg. 58) You are treated as if you are 1 status lower than you actually are. You may not take the Merit: Reputation with this. The reason for your Notoriety must be specified and submitted to an ST.

3 Siege Mentality - Your prevailing attitude towards other kiindred is essentially “Us vs. Them”. Whether you feel this way about your clan, sect or other group, you are suspicious of those not included in it. As far as you’re concerned, this is a war and any side that isn’t your side is an enemy. And if someone outside of your “family” steps across your line, you’re ready to deal with it.

4 Hunted - As per LotN:R (pg. 119) A mortal hunter iis seeking you, putting friends, allies, and other associates at risk. (ST approval.)

4 Matricide/Patricide - As per LoE (pg. 34) You diablerized your sire. You are constantly paranoid that someone may use this as blackmail against you.

4 Probationary Sect Member - As per LotN:R. (pg. 119) You are suspect within your new organization. You may have status but may also be treated as if you only have one Status trait.

5 Manchurian Candidate - As per TT:CG (pg. )You have been brainwashed and work for some secret person or organization. You will perform any duty this person or people direct you to. They will give you orders and you will not remember that they are from them. You will believe it is of your own will as they have conditioned you to act in such a way.
 
 

Physical
1-3 Allergic - As per LotN. (pg. 59) If there is an allergen in the blood you ingest, you are down 3 traits on all bids for 20 minutes. If it is touched, you are down 1 trait for 20 minutes. Allergy must be specified.

1 Color Blindness - As per tSH (pg. 104) You may only see in black and white.

1 Hard of Hearing - As per LotN:R (pg. 113) You suffer a 2 trrait penalty on all tests of hearing. You cannot have the Merit Acute Sense: Hearing.

1 Offensive Musk - like Animal Musk, as per LotW (pg. 145) You smell like an animal. You must bid 2 traits in Social challenges (not involving Intimidation) when your smell may be noticeable.

1 Short - As per LotN:R (pg. 113) You can only takee 2 steps in an action instead of 3.

1 Smell of the Grave - As per LotN:R (pg. 114) You smell of wet earth and are 1 trait down in Social interactions with mortals.

2 Bad Sight - As per LotN:R (pg. 114) Challenges using eyesight result in 2 trait penalty. You may not have the Merit Acute Sense: Sight.

2 Disfigured - As per LotN:R. (pg. 114) You must describbe your disfigurement to the ST. You cannot take any appearance-related Social traits. You suffer 2 trait penalty on any Social tests except Intimidation.

2 Dulled Bite - As per LotN:CG (pg. 24) Your fangs never fully developed. When feeding, you must find other ways to make the blood flow, or you must win on a Physical challenge (in addition to any challenges necessary to grapple your victim) in order for your bite to penetrate.

2 Fangless - You have no fangs and must use a knife orr something like it to open a wound to feed from. You also, obviously, lose the natural ability to cause an aggravated wound from your bite.

2 14th Generation - As per Time of Thin Blood (pg. 77) You arre unable to create childer and may not create blood bonds. (ST approval.)

2 Glowing Eyes - As per LotN:CG (pg. 25) Your eyes glow. YYou suffer the Negative traits: Bestial and Oblivious that cannot be bought off. You gain the Social trait: Intimidating for free.

2 Infectious Bite - As per LotN:R (pg. 114) You cannot heal your bite by licking the wound. Failing a simple test after feeding from a mortal gives them a serious disease. The disease must be chosen during character creation and is ST approval. (Originally listed as a 3 point flaw.)

2 Lord of the Flies - As per LotN:CG (pg. 26) You are 1 trait down on Stealth challenges due to swarms of flies around you.

2 One Eye - As per LotN:R (pg. 114) You are 2 traits down on depth perception.

2 Permanent Fangs - As per LotN:CG (pg. 25) Your fangs do not retract and you gain the Negative trait: Beastial.

2 Selective Digestion - As per LotN. (pg. 59) You can digest only certain types of blood. Ventrue cannot take this flaw. This must be specified and submitted to an ST.

2 Surreal Quality - As per tSH (pg. 112) You exude a mysterioous quality that lures mortals into unhealthy relationships with you.

2 Vulnerability to Silver - As per PG:S (pg. 128) You are affected by silver as if you were a Lupine. You take aggravated damage from any wounds made with by weapons made of it.

2 Weak Sense - As per LotH (pg. 77) One of your senses iis weak, causing you to be 2 traits down when using it. (Must be chosen at character creation.)

3 Addiction - As per LotN:R (pg. 114) You must feed on blood filled with the drugs you are addicted to. Alcohol/depressants give the Negative trait: Lethargic while amphetamines give you the Negative trait: Impatient. Addiction to a drug not specified on ST approval.

3 Child - As per LotN:R. (pg. 114) You are between the ages of 5 and 12. You cannot have more than 6 Physical traits and suffer a 2 trait penalty on tests involving authority with adults. You must take the Flaw: Short.

3 Deformity - As per LotN:R. (pg. 114) You are physicallly twisted in a terrible way. You have a 1 trait penalty on all Physical tests and a 2 trait penalty on Social tests. A description of your character’s deformity is required on character creation.

3 Infertile Vitae - You are unable to create any childer or ghouls no matter what you do. You can form no blood bonds. All those whom you try to embrace quickly die. This does not affect the Vaulderie.

3 Lame - As per LotN:R (pg. 115) You can only takee 1 step per action and have the Negative trait: Lame.

3 Leper - As per tLN (pg. 79) You suffered from thiis disease before your embrace. You may not take any Social traits that enhance your appearance. Nosferatu may only take this at 1 point and it must be contagious.

3 Monstrous - As per LotN:R (pg. 115) You cannot initiaate Social challenges except ones concerning Intimidation and may not take appearance-related traits. Nosferatu and Samedi cannot take this flaw.

3 One Arm - As per LotN (pg. 60) You have a 2 trait ppenalty to any tests involving two hands.

3 Permanent Wound - As per LotN:R (pg. 115) You wake each evening at your first wound level with Lethal damage. You may heal it normally.

3 Slow Healing - As per LotN:R (pg. 115) It takes 2 blood traits to heal 1 level of damage and you can only restore 1 aggravated level of damage per week.

4 Conspicuous Consumption - As per LotN:R (pg. 118) You must have the Merit: Eat Food. You may only absorb blood traits by eating organs.

4 Deaf - As per LotN:R (pg. 115) You are immune too Dominate commands (unless implanted telepathically or otherwise). You suffer a 3 trait penalty on tests of Perception and Alertness. You are Surprised automatically by anyone outside of your line of site. You may not take the Merit Acute Sense: Hearing.

4 Disease Carrier - As per LotN:R (pg. 115) Despite the powerrs of your supernatural state, you retained a disease after your Embrace. You must spend an additional blood trait to wake each night to negate the disease’s effects. When a vampire feeds from you, they must make 2 Simple tests. If both are lost, they gain the disease.

4 Mute - As per LotN:R (pg. 115) You cannot speak at all.

4 Thin Blood - As per LotN:R (pg. 115) All costs for bloood traits are doubled. You cannot create blood bonds and must win a Simple test to Embrace.

5 Flesh of the Corpse - As per LotN:R (pg. 115) Every time you take a wound, you gain the Negative trait: Repugnant. This trait persists even after you heal yourself. After a day of sleep, you lose the Negative trait.

5 Paraplegic - As per LotN (pg. 60) You cannot move withhout assistance. You have the Negative traits Decrepit x 1 and Lame x 2. Without a wheelchair, you may crawl at 1 step per round. You may not have the Merit: Double Jointed.

6 Blind - As per LotN:R (pg. 116) You lose all tiess where sight would be a factor. You fail any challenge requiring sight. You cannot be affected by Dominate. You can still have Auspex but you use smell, hearing, etc.
 
 

Other
(Details must be provided concerning these flaws)
1 Poverty - As per LoE (pg. 32) You are a poor kindreed. You may not collect any money from Influences and you may not start play with any Backgrounds in Resources.

3 Recently Arisen - As per LoE (pg. 34) You have been in torpor until recently. You are at a 2 trait penalty in challenges regarding modern technology or society. You do not get this penalty when involved with elders. (ST approval.)

1-3 Blackmailed - As per LotH (pg. 85) Someone has dirt on you and uses it against you to obtain money or favours. A 1 trait Flaw indicates an embarrassing matter, 2 traits would be something that would potentially cost you status or prestige, etc, while 3 traits may result in information that could get you killed.

1-3 Rebel - As per LotH (pg 85) You are seen as a rebbel and find interaction with others very difficult depending on the level of this flaw. You are much more likely to be given negative status due to your actions or attitudes. You gain the Flaw: Notoriety.

2 Dangerous Secret - As per LotH (pg. 85) You have access to dangerous information that, should it be uncovered, will result in you being hunted.

2 Known to be Dead - As per tLN (pg. 77) Local mortals in the society all know your mortal identity to be dead. Should you be discovered, this would likely result in a major Masquerade breach.

2 Persistent Relations - (pg. 107) People who knew you as a mortal have not given up looking for you since your “death”. The do not believe you are dead and they will use whatever is at their disposal to try and find you. Acquiring any traits in Fame will result in a contact from these people and possibly in a Masquerade breach as well. Once a month, you must make a Simple test to determine whether or not one of these people has found you.

3 Ward - As per tSH (pg. 107) You are devoted to tthe protection of a particular mortal. You must create this mortal with an ST.
 
 

End of Eternity
1 Infamous Sire: Clan Your sire is looked upon poorly within the clan, and so thus are you. You are perceived to have one less Prestige within your clan than you actually possess. Caitiff cannot take this flaw.

2 Clan Notoriety  - You have a poor reputation within the claan, and are treated ill for it. You are perceived to have one less Prestige within your clan. Greater levels of achievement than normal will be required to increase your Prestige. The reason for your notoriety must be submitted and approved by an ST. Caitiff cannot take this flaw.
 
 
 

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