
Merits and Flaws
Aptitudes
{ANIMAL AFFINITY} {1 pt. Merit}
You've an innate understanding of & rapport w/ a certain type of animal, such as dogs, bats, rats, cats or wolves. Animalism & Animal Ken rolls w/ these animals have their difficulty reduced by 2.
{AMBIDEXTROUS} {1 pt Merit}
You have a high degree of off-hand dexterity, & can perform tasks w/ the "wrong" hand at not penalty. The normal penalty for using both hands at one to perform different tasks.
{DAREDEVIL} {3 pt. Merit}
You're good at taking risks & are even better at surviving them.
{EAT FOOD} {1pt Merit}
You can still eat food, an aptitude you picked up early in your undead existence. Although your peers may find this disgusting, you can pass for living w/ much greater ease.
{ENTREPRENEUR} {1 pt. Merit}
Making money comes easy to you & you know what it takes to suceed in business. All rolls that involve acquiring money through business reduce their difficulty by 2.
{FAST LEARNER} {3 pt. Merit}
You learn very quickly & pick up on new things faster than most.
{FIST of GOD} {7 pt Merit}
With this Merit, sometimes called the "Witch-Hammer" you can cause aggravated damage to a Kindred or other supernatural creatures by simply striking him/her. Work with your StoryTeller to create a good reason fort his effect, and how it developed. The damage done is standard Brawling damage, only its considered aggravated against supernaturals. Only mortals with a Humanity of seven or higher may purchase (or keep) this Merit.
{JACK-of-all-TRADES} {5 pt. Merit}
You have a large pool of miscellaneous skills & knowledge obtained through you extensive travels, the jobs you've held or just all-around know how.
{MECHANICAL APTITUDE} {1 pt Merit}.
You're naturally adept w/ all kinds of mechanical devices (note that this aptitude doesn't extend to electronic devices such as computers--especially with the times this chronicle is being presented in.)
{NATURAL LEADER} {1 Pt Merit}
You're a natural born leader. While not everyone will simply surrender authority to you, they'll usually consent to "follow your lead." Reduce the difficulty level of any situation directly related your leadership by three.
{NATURAL LINGUIST} {2 pt. Merit}
You have a flair for languages. This Merit doesn't allow you to learn more languages than the number permitted by your Linguistics score.
{PITIABLE} {1 pt Merit}
There's something about you that others pity. This causes them to care for you as if you were a Child.
{PROPHETIC ABILITY} {4 pt Merit}
God speaks to you in signs and portents, visions and images. Some visions may be precognitive, while others might be warning or advice. You can not request or induce others a prophetic vision; they come in on their own. These visions will range from the obvious to the symbolic; the exact nature and effect of the visions is up to the StoryTeller. This Merit should provide dramatic moments, and players should not come to rely upon them for plot resolution.
{SORCEROUS AWARENESS} {4 pt Merit}
For some reason, you have been gifted with the ability to detect when any of the Devils arts (i.e.,magic) is in use or has been used recently within a 10ft radius of yourself. This also includes all supernatural Disciplines and Gifts. How much you may know about this magic depends upon the number of successes you roll using Perception + Occult (difficulty 8)
{ILLITERATE} {1 pt Flaw}
Through the lack of education or as the result of a contion like dyslexia, you're unable to read or write.
{INEPT} {5 pt Flaw}
You're not attuned to your natural aptitudes & therefore have five fewer points to spend on your Talents.
{OFFENSIVE TO ANIMALS} {1 pt Flaw}
For some reason, animals cringe from your touch and are uneasy in your presence. Perhaps it is because you have been tainted by your dealings with the Infernal, or perhaps they just dislike your smell. For whatever reason, animals are jittery around you, including any hounds used to guard your Cenaculum. You have a two dice penality in any actions involving animals.
{UNEDUCATED} {5 pt Flaw}
You have received absolutely no education, & have 5 fewer points to spend on your Knowledge Abilities.
{UNSKILLED} {5 pt Flaw}
You have never trained extensively in any skill or craft & therefore have five fewer points to spend on your Skills.
Awareness
{ACUTE HEARING} {1 pt Merit}
You have an exceptionally keen sense of hearing. The difficulties of all dice rolls that relate to hearing are reduced by two.
{ACUTE SENSE of SMELL} {1 pt Merit}
You have an exceptionally keen sense of smell. The difficulties of all dice rolls that relate to smell are reduced by two.
{ACUTE SENSE of TASTE} {1 pt Merit}
You have an exceptionally keen sense of taste. The difficulties of all dice rolls that relate to taste are reduced by two.
{ACUTE VISION} {1 pt Merit}
You have an exceptionally keen sense of vision. The difficulties of all dice rolls that relate to vision are reduced by two.
{BAD SIGHT} {2 pt. Flaw}
Your sight is defective. The difficulties of all dice rolls related to vision are increased by two.
{BLIND} {6 pt. Flaw}
You automatically fail all rolls involving vision. You cannot see the world of colour, and light is lost to you.
{COLOUR BLINDNESS} {1 pt Flaw}
You can only see in black & white. Colour means nothing to you, though you are sensitive to colour density, which you perceive as shades of gray.
{DEAF} {4 pt. Flaw}
You cannot hear a sound and automatically fail all rolls that require hearing.
{HARD of HEARING} {1 pt Flaw}
Your hearing is defective. The difficulties of all dice rolls related to hearing are increased by two.
{ONE EYE} {2 pt. Flaw}
You have one eye; choose which, or determine randomly during character creation. You have no peripheral vision on your blind side, and two fewer dice are rolled for any feat requiring depth perception.
{PARTIAL BLINDNESS} {3 pt Flaw}
You have been striken with blindess in one eye; choose which, or determine randomly during character creation. You have no peripheral vision on your blind side, your sight rolls are halved.
Inquisition Society
{REBEL} {1-3 pt Flaw}
For some reason, you (and possibly your allies) are considered rebels by other Inquisitors. Depending upon your reputation, you might simply be scorned (and don't expect anyone to help you) or you may be hated outright, even as much as the supernaturals. There may be a reason for this reputation, or it may arise simply from a case of maligned reputation, or you might have even been set up.
{SUPERNATURAL ENEMY} {1-5 pt Flaw}
Due to an incident in your past, you have an enemy whos is a vampire, werewolf or other such creature of the Devil. He will not be a constant threat, but he will appear to bedevil you and your companions. The more powerful the enemy, or the more frequent his appearance, the more powerful the Flaw. You must determine who your foe is (although the StoryTeller will create him), and how you became enemies; this can easily be worked into your characters prelude. Remember that Inquistors will regularly earn enimies, taking this Flaw means that someone is particularly interested in ruining your life. (Please include who your enemy is).
{DARK HERITAGE} {2 pt Flaw}
Your bloodline has been tainted in the eyes of the Inquistion. You might have had a distant ancestor who was burned at the stake for practicing witchcraft, or another relative is believed to have become one of the children of Caine, or lycanthropy is said to run in your blood. Whatever the case may be, the Inquisition believes that your bloodline is tainted, and you may one day pose a danger as well ("the sins of the father," after all". Even if your heritage has no other effect on you (in terms of Merits and Flaws, Attributes ot otherwise), you have what you and others believe to be a blotch on your soul.
{DISREPUTABLE CENACLE} {2 pt Flaw}
Your cenacle has been shamed by an event in the past. It is considered less prestigious, less trustworthy or ineffective.
{SECRET FRIENSHIP} {2 pt Flaw}
You have a secret friendship with a denizen of the World of Darkness: a vampire, mage, werewolf or other supernatural entity. Knowledge of this would not only destroy your reputation among hunters-it would place you on their hit list. You must always cover up any activities that deal with this friendship, and you are paranoid that your secret is always on the verge of discovery (which it is).
Kindred Ties
{BOON} {1-3 pt. Merit}
An elder owes you a favor because of something either you or your Sire once did for him. The extent of the boon owed to you depends on how many points you spend.
{CAPABLE ASSISTANT} {7 pt. Merit}
You have another vampire who acts as your right hand in everything. She's loyal, capable & powerful enough to stand against those in her way. She may be Blood Bound to you, but would serve your will anyway.
{CLAN FRIENDSHIP} {3 pt. 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.
{ELYSIUM DOMAIN} {1 pt. Merit}
You control some part of the city's Elysium. You're its recognized protector & in many ways it's considered your domain. However, it doesn't belong to you & other Kindred can enjoy it freely. While this merit involves some measure of responsibilty, you can enjoy this Elysium domain at your leisure & you gain respect & Status as its protector.
{FAMILY MEMBER} {1 Pt Merit}
A member of your mortal family is also a vampire. You have a good relationship w/ that member & he'll come to your aid if you call. However, he may also call upon you for aid someday. If the family member is close by, this is a 2 Pt Merit. If the family member is in your pack, it's a 3 Pt Merit.
{INCONNU ASSOCIATE} {4pt. Merit}
You're friends w/ another Kindred who belongs to the Inconnu. Though you may call upon your friend in times of need, she may call on you as well. Neither of your sects appreciate such relationships, & your leaders would punish you if your friendship were discovered. Arranging methods of communication & meeting places will be difficult.
{PAWN} {3 pt. Merit}
You can manipulate & have some control over another vampire; one of the higher generation than you. Your hold was likely form through Blood Bond, but can also come from a variety of other sources, such as blackmail, bribes or threats.
{PACK DISCTINCTION} {2 Pt Merit}
You have a certain degree of fame w/in your pack. The reason relates to some great heroic action that possibly saved many of their unlives. You may consider this 2 points that can be added to Pack Recogntion. You may not be a pack leader, but you may be more respected than the leader.
{PRESTIGIOUS SIRE} {1 pt. Merit}
Your Sire had or has great Status in the Camerilla & 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 could greatly aid you when dealing w/ elders acquainted w/ your Sire.
{REPUTATION} {2 pt. 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 your Sire.
{SAFE PASSAGE} {1 pt. Merit}
You have the right to pass through the territory of some other vampire or sect that does not normally allow others passage through their territory. Toreador often have this Merit for various hostile cities, allowing then to enjoy the Elysium of those cities without fear.
{SANCTUARY} {2 pt. Merit}
Another vampire has promised you protection from all harm should you come to her sanctuary. This may be a mentor, a sire or someone who owes you a boon. The vampire has the power to protect you from most threats.
{SPECIAL GIFT} {1-3 pt. Merit}
You Sire gave you something valuable after the Embrace.
{SPECIAL RAPPORT} {2 Pt Merit}
You have a special bond w/ another vampire that extends beyond any other bond you know of. You may not love the other vampire, but you have a special link to her. This link allows you to always know when she's in pain, when she's lying & when she needs you. In return, she knows the same about you as well.
{STUDENT} {1 pt. Merit}
You serve as a mentor to a younger, more inexperienced vampire. The student is most likely a neonate or an ancilla. This student will assist you as you command, but you also consider this Kindred your ward. You take responsibility for training this vampire & for protecting her from harm.
{VALUABLE SECRET} {2 pt. Merit}
Others would kill or die to know ths secret you guard. The Valuable Secret should be created & given by the StoryTeller. perhaps the character knows that the Prince is & Infernal Diabolist or that the primogen are actually all Sabbat. Whatever the case, only those involved in the secret & the character know about the Valuable Secret.
{WELL-TRAVELED} {2 pt. Merit}
you've travelled all over the globe, seen many diffferent cities & meet a great number of Kindred. There's a chance you'll know of a vampire from another city when you hear his name. This is an Intelligence roll.
{BLACKMAILED} {1 pt Flaw}
You're being blackmailed by a Kindred powerful enough or smart enough to keep you from destroying her. Your blackmailer uses you to her personal advantages, forcing you to do all sorts of awful things you hate doing. She may take money from you, she may take blood or she may force you to aid her in her own schemes.
{CLAN ENMITY} {2 pt. Flaw}
For some reason, something about you inspires contempt or hatred in members of a clan other than your own.
{DIABOLIC SIRE} {2 pt. Flaw}
Your Sire is engaged in acts that could cause a tremendous uproar in the Camerilla. She could be wantonly breaking the Masquerade, or hunting down the elders & festing ont heir blood. Archons are likely to come to you in order to discover your Sire's whereabouts & they may not believe you if you tell them you do not know.
{ENEMY} {1-5 pt. Flaw}
You have an enemy, or perhaps a group of enemies, who seek to harm you. The value of the Flaw determines how powerful these enemies are. (Please include who your enemies are when taking this flaw.)
{INFAMOUS SIRE} {1 pt. Flaw}
Your Sire was & perhaps still is, distrusted & disliked my many of the Kindred in the city. As a result, you're distrusted & disliked as well. This is a heavy load & one not easily shed.
{MISTAKEN IDENITY} {1 pt. Flaw}
You look similar to another Kindred & are mistaken for her, much to her chagrin. This individuals allies will approach you & tell you things you do not want to hear, her enemies will attempt to do away w/ you & others will treat you in odd ways. Ultimately you might be able to sort things out, but it will take tremendous effort.
{NOTORIETY} {3 pt. 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.
{SIRE'S RESENTMENT} {1 pt. Flaw}
Your Sire dislikes you & wishes you ill. Given the smallest opportunity, your Sire will seek to do you harm & may even attack you if provoked. Your Sire's friends will also work against you & many elders will thus resent you.
{TWISTED UPBRINGING} {1 pt. Flaw}
Your Sire was quite malevolent & taught you all the wrong things about Kindred society. All your beliefs about how vampires interact are wrong & 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.
Mental
{Blase} {3 Point Merit}
You can ward off the effects of Presence up to level 7. However, there is one type of person who can use presence on you, and it will work, no matter what. For example, a female Toreador singer.
{CALM HEART} (3 pt 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.
{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 ST should alert you to how your potential action might violate practicality. This is an ideal merit if you are a novice player from the ST concerning what you can and cannot do, and (even more importantly) what you should and should not do.
{CELESTIAL ATTUNMENT} (1 pt Merit)
You have an innate link to the passage of time & the movement of celestial bodies. You can estimate the time until sunrise or sunset within a minute or two & can follow the phases of the moon in your head. Those with some training in astrology & this Merit can even foretell certain astrological conjunctions without access to charts. you can accomplish any of theses feats w/ only a minimum of concentration.
{CONCENTRATION} (1 pt 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.
{EIDETIC MEMORY} (2pt Merit)
You can remember all 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 heard it or glanced at it only once (though the difficulty of such a feat would be high). Five successes enable you to recall an even perfectly : the ST relates to you exactly what was seen or heard.
{IRON WILL} (4 pt merit)
With this merit you can spend a willpower point to ward off any dominate up to level 7. Without it, there is no way to avoid dominate--this is the only way to willpower off dominate.
{LIGHT SLEEPER} (2 pt 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.
{LIGHTENING CACULATOR} (1 pt Merit)
You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. The difficulties of all relevant rolls are decreased by two. Another possible use for this ability, assuming you have numbers on which to base your conslusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the ST the difficulty rating of a task you are about to perform.
{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 to within a minute or two, and the passage of time with the same accuracy.
{SELF CONFIDENT} (5pt Merit)
When you spend a point of willpower to gain an automatic success, your self confidence may allow you to gain the benefit of that expenditure without actually losing the willpower point. 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 difficutly of your roll is six or higher. You may spend willpwer at other times; however, if the difficulty is 5 or less, the willpwer will be spent no matter what you roll.
{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 have, you need to make a wits roll or, as a last resort, spend a willpower point.
{ADDICTION} {3 Pt Flaw}
You're addicted to some substance in addition to blood. You make sure your victim have ingested the substance before you drink from them so you can enjoy the effects. The substance can be alcohol or any form of drug. You're more likely to frenzy if you do not get your fix for the night; the difficulty of all frenzy rolls increase by two.
{AMNESIA} (2 pt Flaw)
You are unable to rememer anything about your past, yourself or your family. Your life is a blank slate. However, you past may someday come back to haunt you. (you can, if you wish, take up to five points of other flaws withought specifying what they are, and leave it to the ST to detail them. Over the course of the chronicle, you and your character will slowly discover them.)
{CONFUSED} (2 pt Flaw)
You are often confused, and the world seems to be a very distorted and twisted place. Sometimes you are simply unable to make sense of things. You need to roleplay this 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 ou enter a nightclub with loud pounding music.) You may spend willpower to override the effects of your confusion, but only temporarily.
{DEEP SLEEPER} (1pt Flaw)
When you sleep, it is very difficult for you to awaken. Raise the difficulty by two on any such roll, and roleplay how you never seem to be on time when you have an appointment early in the evening.
{DISEASE CARRIER}{4 Pt Flaw}
Your blood contains a disease that effects the mortals upon whom you feed. It may not effect all of them all the time, but it does so regularly. because of this, you're not allowed to participate directly in the Vaulderie. However, even though others will not drink your blood, you still have to drink theirs. You're not allowed to drink directly from the vessels because you'll contaminate them, so you have to remove the blood & pour it into a glass.
{PACK DISGRACE} {2 Pt Flaw}
You've done something that has brought shame to your pack & your personally. You lose two dice on all related dice rolls & your Pack Recognition may be considered two points lower than it should be.
{PACK ENEMY} {2 Pt Flaw}
You made an enemy within your pack. This individual would like to see you out of the pack & possibly destroyed: perhaps just because he doesn't like you or perhaps for a good reason.
{PACK PUNISHMENT} {1 Pt Flaw}
You're bound by some special punishment imposed on you by your pack for doing something in opposition to pack rules. You're limited from doing something you normally could do, such as making solo trips, going w/ the pack out of town, hanging around the Rack, associating w/ certain individuals and so on.
{PACK RIVAL} {1 Pt Flaw}
You have an intense rivalry w/ a member of your pack. You're always competing w/ this individual, either for fun or out of spite. You've been known to go to extremes to best this person & he has been known to do the same to you. Your rival occasionally gets the best of you, but you also do the same to him.
{PROBATIONARY SECT MEMBER} {4 Pt Flaw}
You're a defector. You turned traitor on the Camerilla, Followers of the Set, or some other vampire group. You have been accepted on probation into the fold. You still have much to prove before you will be accepted member. You're treated well by the Sabbat, but you know you're not trusted. You're always assigned the most dangerous missions & are always at the front of the fray. Your pack watches you like a hawk & limits your actions. You're not allowed to speak to Kindred outside the sect, you're not allowed to go anywhere outside pack territory without a fellow pack member & you're required to prove your loyalty time & time again.
{SLOW HEALING} {3 Pt Flaw}
You're slow to heal all wounds. This can be dangerous for aggravated wounds. You can heal aggravated wounds only at a rate of one health Level per five days, as opposed to one Health level per day. You're slow to heal normal wounds as well, requiring two Blood Points per Health Level recovered.
{SPECIAL RESPONSIBILITY} {1 Pt Flaw}
You have some sort of duty that you're required to perform for the entire pack. You're not really given any special credit for doing it, but if you were to stop you would lose much of its respect. The exact nature of the duty can be anything.
{WEAK WILLED} (2 pt 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 your nature.
Mortal Society
{CASTLE} {5 pt. Merit}
You own a castle w/ at least 50 rooms & maybe as many as 500. You also control a large estate around the castle. The servents, if you have any, are provided for if you choose this Merit. The castle can be in as poor or as good condition as you wish. The more inhabited it appears to be, the more attention it will garner.
{CHURCH RANKING} {1-3pt Merit}
You were part of the Church in life & somehow mainyain the illusion that you still live, thereby still possessing some of the advantages of church rank. You can inflence local polotics to some extent & locals respect you as a representative of God.
{CHURCH TIES} {3 pt. Merit}
You have influence & contacts in some local churches & have the means to create protest rallies & raise money/ The more you use your ties, the greater the risk of being found out.
{MERCHANTILE TIES} {3 pt. Merit}
You have influence & contacts in the local merchant commuinity. You understand the dynamics of money in the city & have links w/ all the major players. In times of need, you can cause all sorts of financial mayhem & can raise considerable amounts of money.
{EXTREMIST GROUP} {4pt. Merit}
You have both Influence over & Contacts within an extremists group of some sort. This could be a group of insane survivalists w/ a cause. some hate groups or a terrorist group. This group provides you w/ assistance & possibly even agents to handle your dirty work. It may also provide you w/ ties to similar groups. The more often you use your ties, the weaker they grow.
{INSTITUTIONAL CONTROL) {2-5pt Merit}
You begin play w/ absolute control over one mortal institution of your choice. Either you are the head of this institution, or have mastered its leader. In the 1st case, think about how you will retain control without being able to appear to your followers during the day. If you control the mortal leader, then think about how you keep him loyal.
{JUDICAL TIES} {2 pt. Merit}
You both have influence over & contacts in the justice system. You know most of the judges as well as the attorneys in the proscutor's department & can affect the progress of various cases & trials w/ limited difficulty.
{MANSE} {2 pt. Merit}
You own a large manor, ahome w/ 25 or more rooms as wellas 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 choose the appropriate Background. The mansion is assumed to be fenced or walled in & makes an excellant havyn. While the mansion can be in as poor or as good condition as you wish, the more inhabiated it appears to be, the more attention it will garner. Similarly, superstitous mortals wil go out of their way to avoid a "haunted" manor.
{NOBILITY} {1-3pt Merit}
You possessed a mortal title before your Embrace & have somehow managed to pass yourself off as alive. Consequently, the advantages of nobility are open to you. You're presumed to be landless unless you purchase the Resourses Background.
{POLITCAL TIES} {3 pt. Merit}
You have both influence over & contacts among the poloticians and bureaucrats of the city. In times of need, you can unleash many different means of harassment against your enemies.
{SPY NETWORK} {2pt Merit}
You begin play w/ access to a group of mortals who frequently bring you information on the daylight world or faraway places. Their information is both up-to-date & fairly reliable & the they're not likely to lie to you. However, these cannot be used as Allies or Retainers; they have their own aims. Why do they keep you informed? Also, how much do they know about you? Do you pay them? perform occasional "favors" for them? Dominate their leader? Or are they mortal friends & family.
{UNDERWORLD TIES} {3 pt. Merit}
You have both influence over & contacts in the local Mafia & organized street gangs. This provides you w/ limited access to large numbers of "soldiers" as well as extensive links to the underworld of crime. the more often you use your ties w/ the criminal element, the weaker they grow.
{UNIVERSITY} {4pt. Merit}
You have control over a University. The trustees & important officials serve your interests. You have full access to the school & you can hunt the campus freely. The libraries & professors are useful in providing you w/ research information.
{ANACHRONISM} {2 pt. Flaw}
You have been a vampire for some time, & are unable to keep up w/ the changing times. A Intelligence roll is needed whenever you have to deal w/ something from a later period than your own breathing days.
{ECCLESIAL RANK} {1 pt Flaw}
In addition to being a member of the Society of Leopold, you are also a member of the Roman Catholic hierarchy. This Merit determines your standing within the hierarchy. Note that anyone possessing a high rank within the Church is usually at least in their mid 30's.
{HUNTED} {4 pt. Flaw}
You're pursued by a fanatical witch-hunter who believes you're dangerous, vile beast inimical to humanity (perhaps you are). All those w/ whom you associate may be the hunted by the same individual as well. Though this hunter seeked to destroy all vampires, something about you drives the passion of this killer.
{KNOWN TO BE DEAD} {2pt Flaw}
Communities are small & deaths & disappearances are known to all. You originally lived in teh area where the chronicle is set & the locals know that your dead. perhaps they saw you dir or your were discovered in torpor & pronounced dead. At the moment this causes you no problems, but if you use your name or are spotted by people who knew you, then you can except problems. Exorcists, pious knights & others (perhaps even local Lupines) will seek to destroy you; demons, mages 7 others may come to offer you "assistance".
{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 treat you as a natural inferior & many male Cainites also discriminate against you. Furthermore, you must rationlize taking any combat oriented skills or certain Knowledges during character creation. Being a woman usually preludes tuition in these typically exclusively male areas. Alternately, you might me a member of a disliked or persecuted social group & her appearance, speech or local reputation marks you as a member of this group.
{WARD} {3 pt. Flaw}
You're devoted to the protection of a mortal. You may describe your ward, though the StoryTeller will actually create her. This charcter may be a friend or relative from your pre-Embrace days.
Physcial
{BABY FACE} {2 pt. 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) & even sneezing comes naturally. You can make your heart beat as long as long as you have at least one Blood Point.
{CATLIKE BALANCE} {1 Pt Merit}
You possess an intently perfect sense of balance. You're able to land on your feet from a fall virtually everytime. You receive two extra dice when rolling to retain or achieve balance.
{DOUBLE-JOINTED} {1 pt Merit}
You're unusually supple. Reduce the difficulty of any Dexterity roll involving body flexability by two. squeezing through small places is one example of a use for this Merit.
{EARLY RISER} {1 Pt Merit}
You always seem to be the first to rise & the last to go to bed. You always get up at least an hour before everyone else, even stay up until dawn. You seem to have the ability to exist on less rest.
{EFFICIENT DIGESTION} {3 pt. Merit}
You're able to draw more than the usual amount of nourishment from blood. Every two Blood Points increases your Blood Pool by three.
{HUGE SIZE} {4 pt. Merit}
You're abnormally large in size, possibly over seven feet tall & 400lbs in weight. You therefore have one additional health Level & are able to suffer more harm before you're incapacitated.
{MISPLACED HEART} {2 pt. Merit}
Your heart has actually moved within your body, though no more that 2 feet from its original position near the middle of your chest.
{SANGUINE HUMOR} {2pt. Merit}
The flush of life still seems to fill your veins; therefore, you appear more human than other vampires. Your skin never paled w/ death, you never really stopped breathing & even sneezing comes naturally. You can make your heart beat as long as you have at least one Blood Point. Nosferatu may take this Merit.
{STRONG BLOOD} {5 pt. Merit}
Your blood's especially potent. Any Kindred who tastes your blood will find it extremely rich & potent & will recognize its great strength. Any diabolists who tastes it will lust after it. You can Blood Bond someone w/ but 2 drinks of your blood.
{AGING} {3 pt Flaw}
You are not as spry as you used to be; you must lower on Physical Attribute score (your choice) by one point. You may take this Flaw once per decade above 40 years of age.
{ALLERGIC} {1 pt Flaw}
You're allergic to some substance, in a matter not unlike mortal allergies. However, you do not get hives or sneeze, but are actually incapacitated by your reaction.
{CHILD} {3 pt. Flaw}
You were a small child at the time of your Embrace. Although time & experience may have changed you outlook, you're stuck in a child's body. You have the Short Flaw & you find it difficult to be taken seriously by others.
{DEFORMITY} {3 pt. Flaw}
You have some kind of deformity: a misshapen limb, a hunchback whatever, which affects your interactions w/ others & may inconvenience you physically.
{DISFIGURED} {2 pt. Flaw}
A hideous disfigurement makes you ugly & easy to notice as well as remember. You therefore have a zero.
{INFERTILE VITAE} {3 Pt Flaw}
For some reason you're unable to create new vampires. All those you try to Embrace die. Your vitae is faulty even beyond that of Thin Blood. You may not create any childer no matter what you do. However, unlike the Flaw Thin Blood, you can use your blood just as all other vampires can.
{IRRETRACTABLE FANGS} {1 pt Flaw}
You're unable to retract your fangs. you should be very careful, lest the wrong mortals see them. Vicissitude 3 (Bonecraft) can be used to forcibly cause them to shrink,but the process is painful & the fangs will return the next night.
{LAME} {3 pt. Flaw}
Your legs are injured or otherwise prevented from working effectively. You suffer a two-dice penalty to all dice rolls related to movement.
{LAZY} {1 Pt Flaw}
You're simply lazy. you don't like to do anything that requires a lot of effort on your part. You prefer to let others do the hard work. You like to lie around and, by vampiric standards, you're certanly a coffin potato.
{LEPER} {3 pt. Flaw}
Before you were Embraced you suffered from leprosy of a skin disease which might be easily confused w/ leprosy. Your Appearance may be no higher then two & 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 & you will be treated w/ fear & revulsion.
{METHUSELAH'S THIRST} {7 pt. Flaw}
You're no longer capable of drinking mortal blood to sustain yourself & must feed upon the vitae of other Kindred.
{MONSTROUS} {3 pt. Flaw}
There's 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.
{MUTE} {4 pt. Flaw}
Your vocal apparatus does not function 7 you cannot speak at all. You can communicate through other means typically writing or signing.
{ONE ARM} {3 pt. Flaw}
You have only one arm "choose which" or determine randomly at character creation. This happened to you before the Embrace. It's assumed that you're accustomed to using your remaining hand, so you suffer no off-hand penalty.
{PARAPLEGIC} {4 pt. Flaw}
You can hardly move without assistance, such as a pair of crutches or a wheelchair. Even then it can be painful & cumbersome to do so.
{PERMANENT WOUND} {3 pt. Flaw}
You suffered injuries during your 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.
{SELECTIVE DIGESTION} {2 pt. Flaw}
You can digest only certain types of blood. You can choose whether you can drink only cold blood , blood w/ the taste of fear or blood w/ the taste of joy.
{SHORT} {1 pt Flaw}
You're well below average height & have trouble seeing over high objects & moving quickly. You suffer a two-dice penalty to all pursuit rolls.
{THIN-BLOODED} {4 pt. Flaw}
You have weak blood & are unable to use it for anything but sustaining yourself from night to night & healing your wounds.
{VULNERABILITY TO SILVER} {2 Pt Flaw}
You suffer aggravated wounds from silver, just like a werewolf.
Psychological
{ANACHRONISM} {1 Pt Flaw}
This Flaw reads exactly the same as the Mortal Society flaw listed in The Vampires Players guide; however, its poiny value is diminished because it has limited effect.
{BERSERKER} {2 pt. Merit}
You can direct the beast better then most & can frenzy at will. However, you must still pay the consequences of your actions in frenzy & your chance of unwillingly entering frenzy is unaffected.
{CODE of HONOR} {1 pt. Merit}
You have a personal code of ethics to which you strictly adhere. You can automaticallt resist most temptations that would bring you in conflict w/ your code.
{DUAL NATURE} {2 pt. Merit}
You have two distinct yet compatable Natures, both of which influence your personality. You may regain Willpower using both Natures. You may still choose a Demeanor, one as different from your Natures as you like.
{HIGHER PURPOSE} {1 pt. Merit}
Everyone has "reason to live", but you have a special commitment to your exsistence. Your chosen goal drives & directs you in everything. You do not concern yourself w/ petty matters & casual concerns, because your higher purpose is everything.
{COMPULSION} {1 pt Flaw}
You have a compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleaninliness, perfection, bragging, stealing, gambling, exaggeration or just talking too much.
{DARK SECRET} {1 pt Flaw}
You have some sort of secret that, if uncovered, would be of immense embarrassment to you & would make you a pariah in the Kindred community.
{DRIVING GOAL} {3 pt Flaw}
You have a personal goal, which sometimes compels & directs you into startling ways. The goal's always limitless in depth, & you can never truely acheive it. It could be to overthrow the Church or achieve total enlightenment.
{ISOLATED UPBRINGING} {1 Pt Flaw}
You were born to an Inquisitor, or were adopted by the Society at an early age. The entirety of your life has been training to be an Inquisitor, a warrior for the Society of Leopold. Unfortunetly, you have only limited understanding of the world outside the Inquisition. Whenever you're in a non-Society setting, you have a one die penalty to all social skills.
{INTOLERANCE/HATRED} {1-3 pt Flaw}
You have an unreasoning dislike of a certain thing. You may loathe a species of animal, a class of person, a situation or just about anything else & you constantly pursue oppurtunities to harm the hated object or gain power over it.
{LOW SELF-IMAGE} {2 pt Flaw}
You lack self-confidence & don't believe in yourself. You have two fewer dice in situations in which you don't expect to succeed.
{LUNACY} {2 Pt Flaw}
Your're affected by the phases of the moon. On nights of the new moon you're extremely passive, but on nights of the full moon you're extremely emotional & volitile. During the waxing moon you're pleasant & more focused on your tasks. During the waning moon you're a little apathetic & touchy. During the entire cycle of the moon, you vary your emotional level to suit the stage of the moon.
{NIGHTMARES} {1 pt Flaw}
You experience horrendous dreams every time you sleep & memories of them haunt you during your waking hours. Sometimes the nightmares (or daymares, if you prefer) are so bad they cause you to lose one die on all of your actions for the next night.
{OVERCONFIDENT} {1 pt Flaw}
You have an exaggerated & unshakeable opinion of your own worth & capabilities; you never hesitate to trust your abilities, even in situations in which you risk defeat. Because your abilities may not be enough, such over confidence can be dangerous.
{PHOBIA} {1 pt Flaw}
You have an overpowering & irrational fear of something. You instinctively & illogically retreat from & avoid the object of your fear.
{PREY EXCLUSION} {1 pt Flaw}
You refuse to feed from a certain class of prey. For examplem a pacifistic hermit might avoid feeding off humans, or an erudite vampire might decide to spare scholars or usicians. You become angry when others prey on this class & might enter frenzy. if you accidentally feed upon this class yourself, you will automatically frenzy & will need to make a Via roll to avoid losing ground to the Beast.
{RELIGIOUS HYSTERIA} {3 pt Flaw}
Even among the devoutly religious, their are those that take things too far. Unlike relegious ecstatics, who ocassionally have visions of Heaven, your visions seem a bit too often, and a bit too untendable. You see everything as an omen for a sign from God, devils and angels are everywhere and you just can't read the Good Book to many times. The difference between this Flaw and the Ecastic Merit is that people don't take you seriously. Whenever you are in social encounters, you have one die penalty.
{SHORT FUSE} {2 pt Flaw}
You are easily angered. The difficulties of rolls to avoid frenzy are always two less, no matter how you were provoked. This is a dangerous Flaw; don't choose it without careful thought.
{SHY} {1 pt Flaw}
You're distinctly ill at ease when dealing w/ people & try to avoid social situations whenever possible. The difficulties of all rolls concerned w/ social dealing are increased by one.
{SOFT HEARTED} {1 pt Flaw}
You cannot stand to see others suffer, perhaps you are very compassionate or perhaps you simply dislike the intensity of emotion. If you're the cause of the suffering & you witness it, you'll experience nights of nausia & days of sleepless grief.
{SPEECH IMPEDIMENT} {1 pt Flaw}
You have a stammer or some other speech impediment which hampers verbal communications. The difficulties of all relevent rolls are increased by two.
{TERRITORIAL} {2 pt Flaw}
You do not like to leave your terrritory, nor do you like to have strangers enter it. Iin fact, you get so nervous & disoriented while outside your territory, the the difficulties of all your rolls are increased by one.
{VENGEANCE} {2 pt Flaw}
You have a score to settle: a friend corrupted, a parent was slain whatever. You are obsessed with wreaking vengeance on the guilty party. revenge is your first priority in all situations.
Supernatural
All Supernatural Merits and Flaws must be approved.
{CHARMED EXISTENCE} {5 pt. Merit}
Your unlife is somehow protected & you do not face the perils the others must. It could be that you're sinply lucky. Whatever the reason, you may ignore a single "one" on every role you make.
{CLEAR SIGHTED} {6 Pt Merit}
You can see through all levels of Kindred Obfuscate, Chimerstry & other related Disciplines or Gifts w/ a Perception + Alertness roll (difficulty of the opposing power's level + 3)
{DANGER SENSE} {2 pt. Merit}
You have a sixth sense that warns you of danger. When you're in danger, The StoryTeller should make a secret roll against your Perception + Alertness.
{DESTINY} {4 pt. Merit}
You have a great destiny, though you may well not realize it. Your destiny will become more & more apperent as the chronicle continues. Prophecies & dreams guide your way & grant you clues to your ultimate goal.
{ECSTATIC} {2 Pt Merit}
This is a Merit of dubious benefit. You are prone to the features of religious ecstasy: stigmata, glossalia (speaking in tongues), visions & trances, et al. While some may distrust your religious hysteric, you'll be highly regarded among other Inquistors as "touched by God" Add one die to any rolls involving social interactions in the Society.
{ECUMENIST} {4 Pt Merit}
Although you're steadfast in your own faith, you recognize the working of the Holy Spirit, which "bloweth where it liseth," in other religions. Usually, when using True Faith, you must use a holy symbol from your own religious tradition.
{ENCHANTING VOICE} {2 Pt Merit}
You have an almost magical voice, beautiful beyond words. You may add to dice to all rolls directly involving the use of your voice, such as leadership, seduction, singing, etc.
{FAERIE AFFINITY} {2 pt. Merit}
Your presence does not frighten faries; indeed, it attracts them & your naturally attuned to their ways. You're able, unlike most kindred, to enter Arcadia, the mystical kingdom of the faries, provided you find an entrance.
{FOUNTAIN of LIFE} {5 Pt Merit}
The healing power of God runs through you. Non-aggravated damage (normally an irrevelant distinction for mortals, who have no supernatural means of healing damage) heals as though it is one level less. if you're wounded, you'll heal in one week. if you're bruised, you will heal in a matter of hours. If you're not wounded, then those under your medical care will heal at your enhanced rate as well. Note that this might seem "miraculous," but it will not be scientifically verfiable. You wont get canonized for this. Unfortunely, vampires find your blood particularly strong & tasty: twice as potent as that of other mortals, in fact. Even better, you heal more quickly. Vampires consider you in the same manner you look at an all you can eat buffet.
{GUARDIAN ANGEL} {6 pt. Merit}
Someone or something watches over you & protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking after you. In times of great need you may be supernaturally protected. However, no one can never count upon a Guardian Angel.
{HOLY AURA} {2 Pt Merit}
Your aura, no matter what colour it takes, is unusually brilliant to those who can see it; you're practically a beacon among other mortals, burning w/ a religious devotion. Even those who cannot see auras are immediately drawn to your presence.
{INNATE MAGICAL ABILITY} {5 Pt Merit}
You have some sort of magical ability that makes you unique. this ability is different from any normal vampiric power or Discipline. The exact nature of your abilty should remain mysterious to you, though you have some say in what that ability is.
{INNOCENT} {1 Pt Merit}
You're always thought of in the most positive light, unless evidence exists to prove otherwise. if you do something wrong & the act is not easily attributed to you, it will most likely be blamed on someone else. this does not mean that you're "an innocent",it just means that everyone thinks you are.
{INOFFENSIVE to ANIMALS} {1 pt. Merit}
Animals don't fear or distrust you the way the do most of the Kindred. They treat you as they would any mortal & do not shy from your touch.
{TRUE LOVE} {1 pt. Merit}
You've discovered, but may have lost (at least temporarily) a true love. Nonetheless, this love provides joy in a torrid existence usually devoid of such enlightened emotions. Whenever you're suffering, in danger or dejected, the thought of your true love is enough to give you the strength to perserve.
{LUCK} {3 pt. Merit}
You were born lucky or else the Devil looks after his own. Either way, you can repeat three failed rolls per story.
{LUNAR INFLUENCE} {1 Pt Merit}
The moon has an unusually strong effect on you. During periods of the new moon, your Strength, Dexterity & Stamina are cut in half. During periods of the full moon your Strength, Dexterity & Stamina are increased by half again. During the waxing & waning phases, the Attributes stay the same.
{MAGE COMPANION} {3 pt. Merit}
You have a friend & ally who just happens to be a mage. Though you have the right to call upon her in times of need, she can call on you as well. Most likely this mage is of the Euthanatos or verbena, but she can be of any Tradition or Convention.
{MAGIC RESISTANCE} {2 pt. Merit}
You have an inherent resistance to the rituals of the Tremere & the spells of the mages of other creeds & orders.
{MAGIC SENSITIVITY} {1 Pt Merit}
You have a supernatural gift that allows you to know if any magic is in use or had been used recently within a 10-ft radius of yourself. this includes all supernatural Disciplines as well.
{MEDIUM} {2 pt. Merit}
You possess the natural affinity to sense & hear spirits ghost & shades. Though you cannot see them, you feel presence & are able to speak w/ them when they are in the vicinity. It's even possible for you to summon them.
{MYSTIC ABILITY} {2 Pt Merit}
For some reasons you have visions. the visions are not necessarily precognitive, but like precognition, the visions occur outside your control. You may make yourself more sensitive to them through ascetic practices, but you can never consciously induce a vision. The again you may have a vision as you're walking down the street minding your own business.
{NINE LIVES} {6 Pt Merit}
Fate has granted you the opportunity to come as close to Final Death as anyone can get & still survive. You basically have nine lives. Is a situation arises in which you should be killed, you aactually survive, though you maybe worse for wear. What happens is that is a roll is made that would kill the character, the roll is made the second time. If that roll fails another can be made & so on, until the roll succeeeds or the merit is used up. You get 9 opportuntities to make rerolls, & these opportuntities are never replaced after they've been used, once they are gone, they're gone.
{ORACULAR ABILITY} {3 Pt Merit}
You see signs & omens in everyday life. you're able to understand many magical portents that are revealed to people every day, but are seen by few & interpreted even less. You're able to draw advice from these omens, for they provide hints of the future & warnings for the present.
{OCCULT LIBRARY} {2 pt. Merit}
You possess a library of occult materials, which may include at least one version of The Book of Nod. You're not necessarily famaliar w/ the contents of these volumns of knowledge, but in time of need your library can be an invaluable source for research.
{PRECOGNITION} {4 Pt Merit}
You have the ability to perceive events before they happen. this baility is not under your control. The premonitions come to you when you least expect them to. The focus of the premonition is not under your control either.
{SANCITY} {2 Pt Merit}
For some reason everyone considers you pure & innocent, though certainly not naive. You have a saint like quality that is hard to put a finger on, but others tend to see it in you. You're trusted, even if your not trustworthy. you tend to receive lesser punishments for wrongdoing & are liked by most.
{SILENCE} {1 Pt Merit}
You have an unusual ability to move quietly that goes far beyond the norm. Reduce the difficulty on any Stealth roll involving moving quietly by two. you are even able to move quietly over dry leaves. Should the wind blow while you're moving, there's no way to hear you.
{SOOTHING VOICE} {3 Pt Merit}
Your voice is calm & soothing, almost entrancing. you may add two dice to all rolls that directly include use of your voice: singing, preaching, leadership etc.
{SPIRIT MENTOR} {3 pt. Merit}
You have a ghostly companion & guide. this spirit is able to employ a number of minor powers when it really struggles to exert itself, but for the most part its benefit to you through the advice it can give. this ghost is the incorporeal spirit of someone who was once living.
{SYMBOL INDEPENDENCE} {3 Pt Merit}
The use of True faith against a supernatural creature typically requires use of holy symbol. however, Inquisitors & other hunters w/ this Virtue are free from this restriction; they may use their Faith unfettered by any such psychological or religious crutch.
{TRUE FAITH} {7 pt. Merit}
You have a deep-seated faith in & love for God, or whatever name you choose to call the Almighty. Perhaps your aith came to you before your Embrace & was strong enough to survive even this test; or, incrediably enough, the adversity you've experienced in your current condition has brought out what is best in you.
{UNBONDABLE} {3 pt. Merit}
You are immune to being Blood Bound. No matter how much blood you drink from other vampires, you'll never be Bound to them.
{WRAITH COMPANION} {3 pt. Merit}
This is the exact same Merit as Spirit Mentor. just bear in mind that the spirit mentor is a wraith & you can see & touch him in the UnderWorld. For those w/ Wraith: The Oblivion, consider the character one of the wraith's more powerful fetters.
{WEREWOLF COMPANION} {3 pt. Merit}
You have a friend & 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're friends). however, neither your kind nor its appreciate such a relationship, & your respective socities will punish both of you if your friendship is discovered.
Clan Specific
Toreador
{Controllable Thirst} {1 pt. Merit}
Because Toreador spend so much time around mortals, resisting frenzy caused by the smell, sight or taste of blood is easier for them. Whenever the Kindred makes a Frenzy roll over blood, reduce the difficulty by three.
{Eye for Beauty} {1 pt. Merit}
The Kindred is a natural critic. Reduce difficulties for Art Appreciation by four.
{Mortal Double} {2 pt. Merit}
You have the services of someone alive who looks just like you. This person might be your actual twin. (Other explanations are possible: a long-lost brother, a master of disguise, a victim of Vicissitude, etc.)However, unless he is made into a ghoul he will eventually age normally. Eventually, he will no longer be your exact double. The double may move about freely during the day, aiding you in hiding your vampiric nature. The double must be fully aware of your personal life, including all your relationships and activities. He must also be a good actor.
{Refined} {2 pt. Merit}
You are a member of the elite. You are at home in high society and you never feel out of place around the "beautiful people." The difficulty on all Etiquette rolls involving high society is reduced by three. In addition, you are often invited to Toreador socials reserved for those of higher Toreador Prestige (or Camarilla Status) than yourself.
{Artistically Gifted} {3 pt. Merit}
The difficulty on all Creativity rolls, and Artistic Expression rolls are reduced by three.
{Greater Colors} {3 pt. Merit}
The vampire sees colors more distinctly and with greater definition. The world is far more colorful. Unfortunately, the vampire is more likely to become enraptured by colorful objects. Despite the drawback, when used in conjunction with Aura Perception, the vampire will discover far more information about her target. The difficulty for reading a target’s aura is reduced by five. The player may ask the Storyteller one question about the target for every success, and the Storyteller must provide accurate information. This may be used only once per story on a particular target. Finally, all Artistic Expression difficulties involving color are reduced by one.
{Supernatural Spouse} {4 pt. Merit--Toreador}
You share a relationship with a supernatural creature other than another Kindred. Both of you receive the benefits of the True Love Merit for one another. This creature may be a mage, a werewolf, a changeling, a wraith, or something even more unusual. Unfortunately, both of your kind would consider you threats if they knew of your relationship. You may declare your love for one another openly, although you risk becoming an outcast – or worse. You and your spouse would die or kill for one another.
{Powerful Ghoul} {5 pt. Merit--Toreador}
You have a very powerful ghoul Blood Bound to you. The ghoul has six points to put into any discipline other than Thaumaturgy, although at least one point must be put into Potence. The ghoul is also very competent, possessing fifteen points among Attributes, twenty-seven points in Abilities and five points in Backgrounds. The ghoul has reasonably good Virtues and Willpower ratings and will do anything you say, since it loves you so much. However, the ghoul mayget jealous of any relationships you have with others.
{Vampire Spouse} {5 pt. Merit}
You hold regnant over another Kindred, though she holds regnant over you as well. The two of you are in love, and you automatically have the benefit of the Merit: True Love. Your vampire spouse is your equal in terms of power and status. However, as a couple, you are very formidable. You allow nothing to get in the way of your love. You and your spouse would die or kill for one another.
{Poor Taste} {1 pt. Flaw}
You can never have the Art Appreciation Skill. You are forever a Poseur, and you have no ability to judge a masterpiece from trash. In fact, if you had the choice, you would choose the trash.
{Tortured Artist} {1 pt. Flaw}
You must suffer for your work. Your work is never good enough to suit you. You often suffer ennui for extended periods of time, preventing you from working steadily. In addition, you constantly find yourself in heartbreaking positions; perhaps you subconsciously lead yourself into those situations to acquire the experience you need to work.
Vulgar (1 pt. Flaw--Toreador)
You will never fit into high society. You are crude, rude, and socially unacceptable, forever a Philistine. You are treated as having one less level of Status when invitations to Toreador socials are prepared. You will never be fully accepted as a Toreador. Many will question your Sire and possibly ridicule him for choosing you.
{Artistically Inept} {2 pt. Flaw--Toreador}
You must work harder than most artists to accomplish great work. You are still capable for creating a masterpiece, but it is tougher for you than for someone else with equal training. All difficulties on Creativity rolls and Artistic Expression rolls are increased by two to a maximum of nine.
{Social Outcast} {3 pt. Flaw}
You have severed your ties to the Artistes and Poseurs. You no longer play their silly games. You will never rise in Clan Prestige, and you are thee quivalent of an Anarch. However, the anarchs won’t accept you due to some past transgressions you have committed against them. You have no place in the world of the Damned.
Tremere
{Attuned Taste} {2 Pt Merit}
You've got a natural instinct for the favors in blood. When you taste blood, you can tell if the blood is from vampire, and you can automatically taste the generation. There is no test or cost. If the blood is not from a vampire, you only know that--you cannot specifically tell Lupine or faerie blood from human blood without other testing material.
{Bound to the Council} {3 Pt Flaw}
Whenever you want to do something that violates the commands of the Tremere hierarchy, you must expend a willpower trait. Violating this oath is literally as difficult as a blood bound thrall trying to betray her regnant. Your actions will be highly constrained, you may be thrust into unpleasant situations against your will. You'll be in a world of hurt if you ever manage to get past the blood.
{Thaumaturgically Inept} {5 Pt Flaw--Tremere}
Your character finds Thaumaturgy to be his worst subject. As a result, this adds one trait to the difficulty of any Static test, and adds five minutes to the casting time of any effect (because you're fumbling with the words, you misdrew the circle, etc). You are one Social Trait down on resolution of challenges when dealing with Tremere of higher ranks than yourself.
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 limbs may be regrown normally. If you shed enough limbs, you can escape nearly any bonds, though it is difficult to flee the scene of captivity when one has no legs....
Nosferatu with this Merit often use it for practical jokes (Let's shake on it...).
{Long Fingers} {1pt Merit}
Your fingers are unnaturally long and spidery. You gain one extra die to Dice Pools involving digital coordination or grappling.
{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.
{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.
{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 and Intimidation roll (Difficulty of the opponent's Wits + Self Control). Each success on this roll subtracts one from the opponent's Dice Pool for any action taken next turn. (The opponent is so repulsed and horrified by your antics that concentration is broken.)
{Slimy} {2pt Merit}
Your skin secretes slime like that of a worm or mollusk. Opponents must score two more successes than normal to grapple you, and your difficulty to soak fire damage is reduced by one.
{Swarm Attractor} {2pt Merit--Nosferatu and Gangrel}
You must have at least one dot in Animalism to take this Merit. Your skin exudes a grease that attracts flies, gnats, bees, and other flying insects. While these insects normally buzz passively about you in a thick cloud, you may command them in a limited fashion. The bugs may travel up to 20 feet from you to sting and distract your foes. The swarm does no actual damage, but any being caught in the swarm must make a Willpower roll (difficulty 7). If the roll fails, the victim loses two dice from her Dice Pool that turn; if it botches, she may take no action whatsoever.
{Tough Hide} {2pt Merit}
Your skin is thick and leathery, resembling that of a pachyderm. You gain one extra die on your soak Dice Pool (though not to soak fire and sunlight).
{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.
{Patagia} {4pt Merit}
You have grown large flaps of skin under your arms, like those of a pterodactyl or flying squirrel. You may use these patagia to glide for short distances, provided there is an updraft or strong wind.
{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...).
{Club Foot} {1pt Flaw}
One of your feet is gnarled and deformed. You move at only half normal speed.
{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 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.
{Stench} {1pt Flaw}
Few Nosferatu smell good, but you reach a new nadir of odiferousness. Even other Nosferatu are repulsed by your stink, and your Stealth Dice Pools are reduced by two against any creature that can smell, unless you are upwind.
{Parasitic Infestation} {2pt Flaw--Nosferatu and Gangrel}
In many ways this Flaw is the negative counterpart to Swarm Attractor (above). Several species of hemovores - ticks, lice, mosquitoes, gnats, chiggers, leeches and the like - find your blood particularly tasty. These creatures crawl and hide among the creases and folds of your skin 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 it's worth). The parasites also drink from one to four of your Blood Points each night (roll a die, and divide by three, rounding up.) This forces you to hunt more often. Finally, the constant itching and irritation increase by one the difficulties of all your rolls to avoid frenzy.
{Putrescent} {3pt Flaw}
The mystic processes that inhibit the natural decay of the vampiric form were less effective on you. As a result, you constantly rot, though a day's rest checks and to some degree heals the effects. Your soak Dice Pool roll 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 is aggravated and one of your limbs falls off. This will regrow when the aggravated wound is healed.