Addicted to Kindred Vitae (3 Pt. Flaw): You need the rush Vampire blood gives you when you drink it. You feel dead and listless otherwise. This is a very dangerous habit. It can only be overcome with long therapy and friends to help you quit cold turkey.

Hemophiliac (3 Pt. Flaw): If you get cut, you will not stop bleeding without medical help. Any Kindred who bites you will find that they cannot seal the wound with a lick.

Potent Blood (3 Pt. Flaw): Your blood, for some reason, is very potent and Kindred will desire to drink it. They will not easily give up the chance to continue using you as a source vitae. They gain two blood points for every one drunk.

Poisonous Blood (3 Pt. Merit): Your blood is poisonous to kindred, though they will not know this until they drink it. Every blood point drunk causes one health level of damage (not aggravated) to them.

Resemble Kindred (2 Pt. Merit): You look like a Vampire -- unusually pale and thin like them. You can move among them as one of them, but they may force the new stranger before the Prince for recognition, and he may ask for a Blood Bond.

Weak Willed (from The Players Guide): This is worth one extra point (-3 Flaw) than normal to a hunter, due to the susceptibility it gives to Kindred Domination. The hunter with this Flaw cannot use Thaumaturgy, as her will is not strong enough for it.

Pule Aura (2 Pt. Merit): Any color your aura takes has a pallor to it like a Vampire' s. In fact, if a Vampire makes less than five successes on an Aura Perception roll, she believes you to he one of them.


Clear Sighted (3 Pt. Merit): You can see through all Levels of Kindred Obfuscate with a Perception + Alertness roll against the level of Obfuscate + 3.

The Beast Within (5 Pt. Flaw): The Beast is awake within you. You are prone to frenzies, just like Vampires. These are caused by situations of intense emotions: fear, anger, hate. You are a figure of great rage and fear to the rest of humanity, much like Charles Manson. Mortals with a high Humanity who buy this Flaw are doomed, like the Kindred, to a horrible degeneration into bestiality.

Supernatural Companion (4 pt. Merit)
You are allied with a supenatural being, but not a vampire. This may be a werewolf comrade, the ghost of a relative, or even a friendly mage. You may ask for her help in times of need, but she may not always be able to help. She may also require your help at inconvenient times (such is the cost of friendship). It is highly improbable that your allegiance is looked on favorably by her kind, and any Kindred who discovered your relationship would almost certainly disapprove. The Storyteller will create your companion, be it werewolf, wraith, mage or something else entirely, and won't reveal her full capabilities.

(Note: This Merit supersedes those of Werewolf Companion and Spirit Mentor in The Vampire Players Guide.)

True Gypsy (5 pt. Merit)
The blood of the Rom runs true in your veins. Perhaps you have a Ravnos domitor who chose you for your potential, or perhaps you simply acquired a taste for Kindred blood in your travels. You may purchase Blood Affinities, or other Gypsy only abilities from World of Darkness: Gypsies. Your relatives may or may not approve, depending on the whys and wherefores of your ghouling. Revenants may not purchase this Merit under any circumstances.