PSYCHOLOGICAL
Code of Honor(1pt Merit)-Personal code adhered to(even frenzied). +3 Self-Control dice when might be broken. Automatically resist most temptations. Use of supernatural persuasion: opponents dif at +2/you get +3 dice. Must construct in as much detail as possible.(All)

Controllable Thirst(1pt Merit)-Resist frenzy over blood at -3 dif.(V)

Higher Purpose(1pt Merit)-Possess driving goal that direct everything you do. Frenzy at will, +2 dice on all rolls involving higher purpose. Must be cleared with Storyteller.(All)

Loyalty(1pt Merit)-You are devoted/loyal individual. The object loyalty may be a particular individual, group, cause. Easily resist most temptations toward disloyalty, supernatural influences resisted at Willpower+2.(All)

Berserker(2pt Merit)-Direct, make use of Beast. Frenzy at will, ignore wound penalties. Must pay the consequences of actions, chance of unwilling frenzy is unaffected.(V, W)

Inner Strength(2pt Merit)-Struggling against impossible odds, Willpower rolls at -2 dif.(All)

Dual Nature(2pt Merit)-2 different Natures. Try choosing compatible archetypes. Not schizophrenia; regain willpower from either.(All)

Paranoia, Limited(2pt Merit)-Obsessive in being a hard target. Plan/prepare for all eventualities. -1 dif to spot ambushes.(All)

Patience(3pt Merit)-Learned to observe rather than act. All Frenzy rolls at -1 dif.(V)

Anachronism(1pt Flaw)-See Mortal Society.(V, Mortal hunters)

Burned Out(1pt Flaw)-Have lost too much. Cynical, prone to Frenzy when things don't work out(haven't actually given up yet).(All)

Compulsive Speech(1-2pt Flaw)-Compelled to speak in some way against best interests. Can't stop from being rude/blunt when finesse needed, tell lies when obvious not the truth(1pt=do occasionally; 2=say to everyone). 1 Willpower=resist 1 scene.(All)

Death Wish(1-5pt Flaw)-Unconsciously wish for True Death. Never deliberately self do harm, will hinder self at bad times. Storyteller asks to reroll successful skill check(least successful counts). Number of times=amount of points taken.(All)

Compulsion(1pt Flaw)-Psychological compulsion. Temporarily overcome with 1 Willpower.(All)

Conflicting Loyalties(1-3pt Flaw)-Loyal individual with 2+ loyalties in conflict. Hope to solve problem before it's discovered. Immediacy of problem determines point cost; greater/ more immediate means larger Flaw.(All)

Dark Secret(1pt Flaw)-Have secret best kept hidden. Surfaces occasionally.(All)

Emotional Isolation(1pt Flaw)-Seen too many friends die. Killed off feeling in you, made you emotionally cold. All Social rolls involving emotion at +1 dif, may not take Empathy.(All)

Hero Worship(1pt Flaw)-Regard another with respect approaching reverence. Object of hero worship can do no wrong. You must roll Willpower(dif 6)to disobey order from hero. They are perfect. +1 difficulty to rolls when success=admit that hero is wrong.(All)

Intolerance(1pt Flaw)-Unreasonable dislike of thing(not trivial, storyteller discretion). +2 Dif to rolls involving.(All)

Naive(1pt Flaw)-Always last to suspect wrongdoing/bad intent. Caregiver Natures may to protect you more than usual.(All)

Nightmares(1pt Flaw)-Experience nightmares when sleep. Sometimes nightmares cause loss of 1 die to all actions for time. Sometimes nightmare may be mistaken for reality.(All)

Phobia (Mild)(1pt Flaw)-Overpowering fear of something. Will retreat/avoid it. Roll Courage (dif Storyteller decides).(All)

Prey Exclusion(1pt Flaw)-Refuse to hunt certain type of people, disturbed by others feeding from them(may frenzy). If fed off on, automatically frenzy, roll Humanity roll(dif. 8).(All)

Proselytizer(1pt Flaw)-Do everything to sway people to cause, even if already on side. May lead to fights when gone too far. If Storyteller feels you aren't doing well enough, may impose 1 Willpower/scene cost to avoid this Flaw.(All)

Overconfident(1pt Flaw)-Exaggerated/unshakable opinion of worth/capabilities-always trust abilities. Fail: blame others. Others can be infected with overconfidence in you.(All)
Shy(1pt Flaw)-Ill at ease when dealing with people, try to avoid social situations. All social dif +1; rolls with full attention at +2.(All)

Soft-Hearted(1pt Flaw)-Can't stand seeing suffering. See: +2 dif to rolls for 1 hr.(All)

Speech Impediment(1pt Flaw)-Have stammer/speech impediment. +2 dif to relevant rolls. When stressed, attempt to simulate it.(All)

Whimsy(1pt Flaw)-Whimsical in stress. Can't do anything helpful for 1 turn, annoy companions. May throw foes off-guard(allowing to surprise them later).(All)

Curiosity(2pt Flaw)-Naturally curious person. In most cases, overrides common sense. Resist temptation: roll Wits(dif 5=simple things "I wonder what's in that cabinet?" 9=things "I'll just peek into the Progenitor lab--no one will know. What could possibly go wrong?").(All)

Ennui(2pt Flaw)-Nothing ever truly new, faces/names change. +1 Perception dif involving people you know, first action taken following a surprise(like ambush).(All)

Isolated Upbringing(2pt Flaw=Arcanum, 1pt=Inquisition)-Raised in Arcanum/Inquisition), had little contact with the real world, have limited understanding of "mundane" world and, when in a non-Arcanum/Inquisition setting, have a 1 die penalty to all social skills.(All)

Low Self-Image(2pt Flaw)-Lack self-confidence. -2 dice in situations when don't expect to succeed. May need to roll Willpower to do things requiring self-confidence.(All)

Lunacy(2pt Flaw)-Affected by phases of moon. On new moon=extremely passive, but full moon=volatile/emotional. Waxing moon= pleasant/focused on tasks; Waning moon=apethetic/touchy. During moon cycle, vary on emotional level to suit state of the moon. Flaw is truly effective with good/accurate role-play, though the Storyteller can enforce through frenzies.(All but W)

Paranoia(2pt Flaw)-Paranoid with +1 dif to social interaction.(All)

Pack Mentality(2pt Flaw)-Take pride on being a pack member; it's your life. With pack: -1 dif to pack tactics(+1 dif to all rolls when not with pack). Sometimes can't decide without them. Storyteller may make you roll/spend Willpower act on own.(W)

Routine(2pt Flaw)-Have predictable, day-to-day routine. Studied: learned easily.(All, esp. EV)

Sadism/Masochism(2pt. Flaw)-Excited by inflicting/receiving pain. Will seek to cause/receive pain. Masochist, +1 soak for physical damage(really want to feel pain). Sadist: roll Willpower(dif 5) to stop combat(fail=caught up on event, fail to notice anything around).(All)

Short Fuse(2pt Flaw)-Easily angered. -2 dif to avoid frenzy. This is dangerous flaw.(W, V)

Territorial(2pt=V, 3pt=W Flaw)-Don't like to leave territory/have others in. +1 dif to rolls outside territory. Roll frenzy when other vampires enter territory without permission.(All)

Vengeance(2pt Flaw)-Have a score to settle. Obsessed with seeking vengeance on individual/ group. Need for vengeance overcome by spending Willpower, but this is only temporary.(All)

Addicted to Kindred Vitae(3pt Flaw)-Need rush Vampire blood gives, feel dead/listless without it. Dangerous habit overcome only by therapy/friends helping quit cold turkey.(All but V)

Addiction(1-3pt Flaw)-Addicted(by pts). 1=sugar. 2=easily found(pot/painkiller). 3=heavy street drug. Denied: dice lost=points, roll Willpower(dif 4+1/day). Fail: find drug.(All)

Driving Goal(3pt Flaw)-Have personal goal to compel/drives in startling ways. Goal limitless in depth, can't be truly achieved. Avoided for short periods by spending Willpower, but is focus of life, can get in way of everything else.(All)

Flashbacks(3pt Flaw)-Prone to flashbacks in high-pressure situation/circumstances that caused flashback. Doesn't have to be combat oriented. Positive/negative circumstances will do. In flashback, not aware of what's really going on around. For you, reality has shifted.(All)

Hatred(3pt Flaw)-Have unreasonable hatred for thing(total/largely uncontrollable). Roll for frenzy when confronted. Constantly try to harm hated object/gain power over it.(All)

Lifesaver(3pt Flaw)-Human life is sacred gift, won't take life except in most extreme cases. Can't endanger the lives of innocents or participate in killing. No problems killing animals(will kill evil/inhuman creatures to protect others). Senseless death in all forms repulse you, feel those who perform murder should be punished and stopped.(All)

Paranoia, Extreme(3pt Flaw)-Positive people out to get you. Only worry about those close to you, trusting in security measures to be to get rid of others. When someone does something apparently selfless around you, roll Self-control to resist believing them to be enemy, take appropriate steps. Storyteller may also call for this roll if felt necessary.(All)

Phobia (Severe)(3pt Flaw)-Overpowering fear of something. Roll not to flee when facing it. Dif based on case. Fail: retreat in terror(3- successes: won't approach it).(All)

Religious Hysteria(3pt Flaw)-Take religion to extreme. Visions too untenable/too often. All=sign from God/work of Devil. None take seriously. Social encounters at -1 die.(All, esp. H)

Siege Mentality(3pt Flaw)-You are company man. Agency=extended family. Everyone else=viewed suspiciously. Suspect most civilians hate agency. Think are above law. -1 die to all Empathy /investigation rolls involving alien ways of thinking.(Any in PT type group, H)

Vainglorious(1-3pt Flaw)-Boastful, sure of abilities, want all to know it. Suffer 1-3 point increase in resisting any Manipulation involving flattery(based on level of Flaw).(All)

Manchurian Candidate(5pt Flaw)-Work for someone, don't know who(brainwashed). Perform duty after signal. Common duties=spying on employers, kill person, steal equipment. Strange things go on, might track down to find out it is you. Storyteller controls situation.(All)

MENTAL
Common Sense(1pt Merit)-When about to do something opposite common sense, Storyteller will warn, give option to do otherwise.(All)

Concentration(1pt Merit)-Focus mind, all Dice Pools/Dif penalties are limited to 2 from distractions/bad circumstances.(All)

Lightning Calculator(1pt Merit)-Math, computers, gambling, etc. tasks at -2 dif. Also used to determine how difficult a task is.(All)

Time Sense(1pt Merit)-Estimate time of day/amount time passed in 1 minute without devices. Perform without concentration.(All)

Eidetic Memory(2pt Merit)-Recall details seen/heard in excellent detail. Roll   Intelligence+ Alertness: remember things glanced at. With 5 successes, recall event perfectly.(All)

Light Sleeper(2pt Merit)-Awake instantly at sign of danger(without hesitation). (Vampires: Humanity rules for day activity waved)(All)

Prodigy(2pt Merit)-Awakened early in life. +1 die for abstract magic comprehension.(M)

Calm Hearted(3pt Merit)-All frenzy dif at +2, regardless of circumstance.(V)

Iron Will(3pt Merit, 4pt=Mortals)-Can't be Dominated, mind spells/rituals won't work. May need to spend Willpower for extremely potent powers.(All)

Self-Confident(5pt Merit)-At dif 6+, spend 1 Willpower for Automatic Success, don't loose Willpower point if you score 1 more success on die roll.(All)

Untamable(5pt Merit)-Immune to Dominate(not Presence)/gifts like Roll Over, Mastery.(All)

Deep Sleeper(1pt Flaw)-Dif to awaken +2. Never seem to get up on time.(V)

Tortured Artist(1pt Flaw)-Work is never good enough, suffer long periods of ennui. Must suffer to produce any art, seek it out.(All)

Amnesia(2pt Flaw)-Can't remember past. May take 5 points of flaws for Storyteller to decide later, over chronicle course.(All)

Confused(2pt Flaw)-Usually confused/can't make sense of things/world often distorted, twisted place. Must role-play this. Temporarily overcome by spending 1 Willpower.(All)

Ignorance(2pt Flaw)-Have absolutely no knowledge of how Kindred society works, only hope is finding Mentor. Cost of Mentor can be very high(may end up Blood Bound). Princes will not care and you will not know warring boundaries or factions.(V)

Superstitious(2pt Flaw)-Without Sire, has come to believe that Vampirism is like 1 of the movie types. Gangrel Variation: Werewolf.(V)

Weak-Willed(2pt Flaw, 3pt=Mortals)-Highly susceptible to Dominate/intimidation. Only spend Willpower when survival at stake/Nature dictates. Mortals can't use Theurgy/Thaumaturgy.(All)

Absent-Minded(3pt Flaw)-Not taken with CONCENTRATION. Forget Names, addresses, numbers, etc. Must roll Wits to remember/ spend 1 Willpower as last resort.(All)

Bulimia(4pt Flaw)-Don't like to drink blood, must roll Stamina(dif 8) to not vomit blood back up. Any blood gained frenzied kept.(V, all others=food but same)

	AWARENESS
Acute Sense(1pt Merit)-Have 1 sharp sense. -2 die to rolls relating to sense. Combined with sensory Effects(rank 1 Effects), gives additional success to roll.(All)

Insight(2pt Merit)-Recognize inner qualities of any around. Any using Subterfuge/deceit against you at +2 dif, your dif -2 when trying to figure someone out.(All, esp. M)

Color Blindness(1pt Flaw)-Only see two colors(usually black/white). Can't perceive colors, can tell color density. Life 3 can't fix this problem as you have no idea of color.(All)

Hard of Hearing(1pt Flaw)-Hearing die rolls have +2 dif. Can't take ACUTE HEARING.(All)

Bad Sight(2pt Flaw)-Sight +2 dif. Minor form of blindness, corrected with LIFE 3 for short time. Can't take ACUTE VISION.(All)

One Eye(2pt Flaw)-Missing eye(choose) lack peripheral vision on blind side, -2 die penalty for depth perception(missile combat). Metis: don't gain points.(All)

Deaf(4pt Flaw)-Can't hear(automatically fail hearing die rolls).(All)

Blind(6pt Flaw)-Can't see(automatically fail vision die rolls).(All)

	APTITUDES
Animal Affinity(1pt Merit)-Pick 1 animal. All Animalism/Animal Ken rolls have dif -2.(All)

Animal Magnetism(1pt Merit)-dif -2 on Seduction/Subterfuge. Annoys others of gender.(All)

Ambidextrous(1pt Merit)-Perform actions at no penalties with "wrong" hand. Dif using both hands at once=+1 "right", +3 "wrong".(All)

Computer Aptitude(1pt Merit)-All repair, construct, operate computers rolls at -2 dif.(All)

Crack Driver(1pt Merit)-All rolls for risky/dangerous driving maneuvers at -2 dif.(All)

Eat Food(1pt Merit)-May eat/drink as human. Gain no nourishment, considered disgusting by other Kindred, but good for Masquerade.(V)

Entrepreneur(1pt Merit)-All rolls acquiring money from business at -2 dif.(All)

Eye for Beauty(1pt Merit)-Art Appreciation rolls at -4. Natural Critic.(All)

Mechanical Aptitude(1pt Merit)-All rolls to understand, repair, operate mechanical devices(not computers/vehicles) at -2 dif.(All)

Natural Leader(1pt Merit)-All rolls involving leadership have a -3 dif.

Poison Resistance(1pt Merit)-all soak rolls against poison/toxin effects at -3 dif.(All)

Pitiable(1pt Merit)-Something about you others pity(care for you as Child). Some Natures not affected, some Demeanors pretend not affected. Decide why this way, how much liked.(All)

Natural Linguist(2pt Merit)-+3 dice for involving languages. Doesn't allow more languages than Linguistics score.(All)

Quick Learner(2 pt Merit)-Time to learn New Gifts, Skills, Lores 1/2.(Corax, but any W)

Supporter(2pt Merit)-Quietly inspirational to those around you. People seek out, eager to believe you. Social rolls have -2 dif.(All)

Daredevil(3pt Merit)-Dif -1 for particularly dangerous actions, ignore 1 botch rolled as if extra success.(All)

Fast Learner(3pt Merit)-+1 extra experience point at conclusion of story(not session).(All)
Gifted(3pt Merit)-Creativity/Artistic Expression rolls at -3 dif.(All)
Greater Colors(3pt Merit)-Aura Perception dif -5, may ask 1 question about Target/success once/story. -1 Artistic Expression dif for colors. May become enraptured by colorful objects.(V, usually)

Perfect Balance(3pt Merit)-Balance dif -3, harder to be knocked down, almost never fall.(All)

Voice of the Songbird(3pt Merit)-Possess beautiful, haunting voice. Any Social roll involving speaking/singing, 1 automatic success. Wildlife responds to singing.(All)

Jack-of-All-Trades(5pt Merit)-1 "dot" in all Skill/Knowledge dice pools. Spend experience to gain first dot, then increase normally.(All)

Age(1pt Flaw)-Began magickal training earlier/later in life. +1-+3 increase to all Social roll dif. based on situation/individuals.(M)

Illiterate(1pt Flaw)-Cannot read or write.(All)

Poor Taste(1pt Flaw)-Can Never have Art Appreciation skill. Always choose worst of art.(All, mainly TOREADOR Poseurs)

Artistically Inept(2pt Flaw)-Creativity/Artistic Expression rolls at +2 dif(max. 9).(All)

Inept(5pt Flaw)-Talents at -5(max=8, min=0). Spend freebie points on Talents, can't start game with Talent higher than 3.(All)

Uneducated(5pt Flaw)-Knowledge at -5 points(max=8, min=0). Spend freebie points on Knowledge's, can't start game with Knowledge higher than 3. Can't be taken by Lupus; need Storyteller permission to take.(All)

Unskilled(5pt Flaw)-Skills at -5 points(max. 8, min. 0). Spend freebie points on Skills, can't start game with Skill higher than 3.(All)

	SUPERNATURAL
Gift of Proteus(1, 2, 4pt Merit)-Can 'fine tune' PROTEAN Discipline. 1=Change Eye Color, 2=Wolf Breed, 4=Crow instead of bat.(V)

Past Life(1-5pt Merit)-Retain memories from former incarnation(no abilities; only memories). Points spent=amount remembered(1=deja vu of 1 life, 3=vague memories of many lives, 1 well-remembered life, 5=almost perfect memories of all lives).(M)

Enlightened(1-7pt Merit)-On successful path to Golconda, much of time spent reaching goal.(V)

Ancestor Ally(1pt Merit)-Dif -2 to channel particular Past Life. Create ancestor in detail.(W)

Horn of the Unicorn(1pt Merit)-Not actual horn. get 1 automatic success to any roll involving healing/purification. Short, horn-like shaft of light may appear above forehead in Umbra.(W)

Inoffensive to Animals(1pt Merit)-No fear/distrust by animals with Kindred. Act as mortal.(V)

Innocent(1pt Merit)-Always thought of in most positive light. Unless proven otherwise, won't blamed for most things(may be others). Doesn't mean innocent, just people think you are.(All)

Lunar Influence(1pt Merit)-New moon: Physical Attributes cut 1/2(round down). Full moon: increased 1/2(round up).(V)

Magic Sensitivity(1pt Merit, 4pt=Mortals)-Know when magic used/recently in 10'. Roll Perception+Occult(dif 8) to understand it.(V, H)

Silence(1pt Merit)-Stealth rolls for moving quietly at -2 dif(regardless of situation). If wind blows while moving, won't be heard.(All)

True Love(1pt Merit)-Truly love someone. Automatically succeed Willpower roll when trying to protect/come closer to True Love. May confer other abilities as Storyteller decides.(All)

Medium(2pt Merit)-Sense/hear spirits, ghosts, shades. Summon and get them to do favors(not for free). Combined with SPIRIT Sphere dif -2, with SPIRIT MAGNET life is never dull.(All)

Danger Sense(2pt Merit)-In danger, Storyteller rolls Perception+Alertness(dif on degree of danger). Gain info based on success number about danger. Combined with Rank 1 sensing effects, even more potent warning system.(All)

Enchanting Voice(2pt Merit, 3pt=Mortals)-+2 dice to rolls involving the use of voice (leadership, seduction, singing). May gain up to +2 dice with Presence.(All)

Ecstatic(2pt Merit)-Considered "touched by God" prone to visions, trances. May be distrusted as Religious Hysteric, +1 die to Social Rolls within Society.(Mostly Inquisition, but any)
Faerie Affinity(2pt Merit)-Presence tends to attract fey, attuned to their ways, might have faerie blood. May be allowed to meditate in their circles.(Mostly M, but any)

Holy Aura(2pt Merit)-Aura is unusually bright, may be noticed by those who can't see it. Supernaturals may find this positive aspect(denoting great power, regardless of truth), others may be hostile.(All)

Magic Resistant(2pt Merit)-Can't learn Thaumaturgy, all spells/rituals at +2 dif against you whether good or bad.(All)

Moon Bound(2pt Merit)-Auspice moon waxing: +1 die to rolls. Waning: -1 die to rolls.(W)

Mystic Ability(2pt Merit)-Visions(similar to precognitive). Can't induce/control. Always steeped in symbolism, only apply to you.(All)

Occult Library(2pt Merit)-Library of true occult material, helps to research occult info(may contain version of BOOK OF NOD).(All)

Pale Aura(2pt Merit)-Unless 5 successes on Aura Perception, aura seen as Kindred's.(Any but V)

Sanctity(2pt Merit)-Trusted, liked, get less punishment. Have trouble finding faults.(All)

Unknowing Garou Kinfolk(2pt Merit)-Like GAROU KINFOLK, but you don't know. Until accepted, only partially immune to Delirium (+2 on chart). Garou can sense(so can Wyrm creatures).(H)

Blase(3pt Merit)-Resist all PRESENCE powers. Storyteller may make you spend 1 Willpower to resist Very Powerful characters.(All)

Natural Channel(3pt Merit)-Dif to step-sideways -1, spirits react at +1. If not Theurge, still easy to get training from Garou shamans.(W)

Oracular Ability(3pt Merit)-See signs for advice in everyday life. If interpreted. Seeing omen/sign, roll Perception+Occult(dif on how well sign hidden). Interpret: roll Intelligence+Occult(dif on intricacy). Success number=amount gleaned from sign.(All)

Psychic Awareness(3pt Merit)-As MAGIC SENSITIVITY but for Psychics(Numina)/Auspex only.(All)

Spirit Mentor(3pt Merit)-Have companion who's a ghost. May use minor powers when materialized, but primarily advice help. Not true Magick mentor. Storyteller creates/controls it.(M)

Supernatural Companion(3pt Merit)-Have friend who is Were/Kindred/Mage/Kith/Wraith. Call/be called for aid.Others resent friendship, try to destroy. Storyteller creates/controls it.(All)

Symbol Independance(3pt Merit)-Use True Faith without need of symbol.(Any with True Faith)

Luck(3pt Merit)-Repeat 3 failed(non-magickal) rolls/story. May only try once/roll.(All)

Destiny(4pt Merit)-Begin with +20 temp Renown. Nothing stops until destiny fulfilled(may set you back). Use left up to Storyteller.(All)

Ecumenist(4pt Merit)-See divine spark in other religions, may use their religious icons, holy ground. Groups with this can pool Faith dice.

Garou Kinfolk(4pt Merit)-Accepted by Garou pack as kin. -2 dif for Occult rolls involving Garou. Immune to Delirium. If relationship discovered, may be questioned by agency.(PT)

Inconnu Associate(4pt Merit)-Friends with Kindred in Inconnu. As SUPERNATURAL COMPANION. Difficult to arrange Meeting places/communication.(All, harder on V)

Invisible(4pt Merit)-Hard for Kindred to look at you. Have level 1 Obfuscate.(All)

Machine Affinity(4pt Merit)-Working with, repairing machines always come easy. +1 die to pools to deal with technological spirits, connection to machinery spontaneously awakens spirits.(W)

Precognition(4pt Merit)-Perceive events before they happen. Not under your control.(All)

Twin Souls(4pt Merit)-Avatar has equal twin. In contact with twin(spiritual=Umbra, physical= real world), powers, Quintessence, Arete, Spheres combined. Cast joint spells, Paradox not shared. With Magick, may sense twin. 1 dies: roll Willpower(dif 8) or follow.(M)

Unbondable(3pt Merit +1pt=Mortals)-Immune to vampiric blood bonds.(All)

Silver Tolerance(5-7pt Merit)-Silver immunity. 5: may soak, still agg damage. 7: not agg damage, no Gnosis lost for carrying silver.(W)

Charmed Existence(5pt Merit)-Ignore single botch on all rolls.(All) 

Ghoul(5pt Merit)-Are/were a Ghoul. Gives all benefits(BP, Disciplines, Retarded Aging). Need 1 dose of vampire blood/month or become mortal again. Revert: never again be Ghoul.(All but V)

Immune to Wyrm Emanations(5pt Merit)-No penalty from radiation, Bale Fire, Wyrm elemental, etc. Immune to Bane possession. Sept will recognize, give most dangerous jobs.(All, mostly W)

Innate Magical Ability(5pt Merit)-Have ability not normally possessed by Kindred. Power equal to level 3 Discipline.(V)

Mummy Companion(5pt Merit)-As SUPERNATURAL COMPANION. Kindred may try tocontrol/destroy.(All)

Spark of Life(5pt Merit)-Non-agg wounds heal at 1 less. Perfect health: give to others touched (Mauled/Crippled may take months). Life Magick heals agg as non-agg, -2 dif to heal, create, grow, positive change when touched. Kindred get 2 BP/1 taken, regenerate.(Not W, V)

Sphere Natural(5pt Merit)-Select sphere. 3/4 exp to increase dots in sphere. May only take this merit once.(M)

Clear-Sighted(6pt Merit)-Roll Perception+Alertness(dif opposing power level+3) to see through Obfuscate, Chimerstry and other related Disciplines/Gifts. FOR MORTALS ONLY.

Guardian Angel(6pt Merit)-Watched out for, protects from harm. As Storyteller decides.(All)

Nine Lives(6pt Merit)-Any roll made that would kill is rerolled. May be rerolled until survive or limit of 9 reached. Only 9 rolls may ever be made, and may never be gotten back.(All)

Avatar Companion(7pt Merit)-When Avatar reincarnates, another being always reincarnated with it. Being may retain memories from previous reincarnations, will stay with Avatar. Storyteller creates/controls other creature.(M)

Fist of God(7pt Merit)-Humanity 7+, normal brawl damage, agg to supernatural. FOR MORTALS ONLY.

New Bloodline(7pt Merit)-Once created new Discipline, may be teach to Childer. Become first in new bloodline. Gain Prestige if accomplished, but all enemies associated therein.(V)

Spirit Magnet(3-7pt Merit/2-6pt Flaw)-Spirits help, hinder; slowly have effect. Merit: try warn of danger/evil(destroy: others replace). Flaw: seek to taint, use to spread evil, no magick keeps them away long. Amount=spirit involvement.(All)

Strangeness(1pt Flaw)-Once/session, Storyteller picks 1 Sphere, rolls for bizarre effects. Something involving that sphere happens for no apparent reason or nothing happens. Botch: Paradox descends, Mage pushed a little farther into Quiet.(M)

Foe from the Past(1-3pt Flaw)-Enemy from past life wants revenge. Kindred, Mummy, Spirit=3pts. Enemy looking for revenge against ancestor(you're best path). Need Past Life to take.(W)

Forced Transformation(1-4pt Flaw)-Some event forces shift. Spend Willpower to prevent. Can't shift back until condition passed. Event determines number of points.(W)

Throwback(1-5pt Flaw)-1+ past lives affect badly. Have flashbacks to lives/worst memories. More points taken, worse it affects you.(M)

Echoes(1-5pt Flaw)-Sleeper beliefs affect more. Sleeper belief in area can become reality. May be beneficial, but usually harmful. More points=more it affects you.(M)

Cursed(1-5pt Flaw)-Cursed by supernatural/magical powers. Curse specific, detailed, can't be dispelled without extreme effort.(All)

Banned Transformation(1-6pt Flaw)-Event prevents changing. Type of event=number of points.(W)

Geas(1-7pt Flaw)-Some prohibition is on you. If violated, may lose ability to shift forms, -1 die to all combat rolls for story. Flaw level=how common Geas is/nature of penalty.(All)

Magical Prohibition or Imperative(2-7pt Flaw)-Must do/not something. Life, magic, soul depends on it. May be Geas, oath, bargain. Something will hold you to it. Consequences may be deadly. May have several, Storyteller is final judge.(All)

Bard's Tongue(1pt Flaw)-Things said come true. At least once/story, uncomfortable truth regarding current situation appears in head, comes out lips. To avoid: spend 1 Willpower, take 1 Wound Level(from biting tongue by strain).(All)

Insane Past Life(1pt Flaw)-Ancestor was mad, will occasionally take over. Choose situation to take over. Create as ANCESTOR ALLY. Must play ancestor(Storyteller decides not playing well, declare spend 1 Willpower to suppress).(W)

Offensive to Animals(1pt Flaw)-Animals hate you. -2 dice to actions with animals.(All but V)

Repulsed by Garlic(1pt Flaw)-Smell: bleed tears/renders blind. Touch: boils/opens wounds.(V)

Slip Sideways(1pt Flaw)-See reflective in stress, roll Wits+Occult(dif 7) not to begin shift over. Must still roll Gnosis but at -1 dif.(W)

Taint of Corruption(1pt Flaw)-Plants wither on approach, die if touch.(V mostly, but any)

Casts No Reflection(2pt Flaw)-No image in mirror/film. LASOMBRA can't take this.(V)

Clan Weakness(2pt Flaw)-Though clanless, still possess flaw of your Sire's clan.(V)

Demon Plagued(2pt Flaw)-Plagued by efforts of demon who constantly tries to cause problems(not powerful enough to face directly) because of something once did.(All)

Eerie Presence(2pt Flaw)-Others uncomfortable around you, -2 dice to Social actions deemed by Storyteller.(All)

Faerie Hatred(2pt Flaw)-Fey hate you. Can't act with them, ruin your every effort.(All but V)

Magic Susceptibility(2pt Flaw)-All Magick at -2 dif and twice effect against you.(All)

Mark of the Predator(2pt Flaw)-Herbivores fear; carnivores threatened. No Animal Ken.(W)

Primal Marks(2pt Flaw)-Have Avatar of Primordial essence, look like it. May be mistaken for what resembled by its allies/enemies. Your Avatar may require you to finish its works.(M)

Sign of the Wolf(2pt Flaw)-Hard to hide heritage. Homid form has folklore werewolf signs.(W)

Jinx(3-4pt Flaw)-Technological spirits avoid. Can't learn gifts from them/use techno fetishes. Spirits may cause technological devices used to malfunction. 3=1 spirit who believes in you. Lives in piece of machinery, must be present when dealing with technology spirits.  With aid, can negate flaw. 4=spirit does not exist.(All, usually Glass Walkers)

Can't Cross Running Water(3pt Flaw)-50' above running water to cross. Running water=non-stagnate body more than 2' wide.(V)

Haunted(3pt Flaw)-Only you and mediums can see, hear spirit. Dislikes you, will use minor powers to ruin whatever you are doing.(All)

Pierced Veil(3pt Flaw)-Crinos form does not induce Delirium.(W)

Recently Arisen(3pt Flaw)-Been in Torpor until recently. Many years passed by, world changed much. +2 dif to rolls involving technology, Social interactions wwith non-elder Kindred.(EV)

Repelled by Crosses(3pt Flaw)-Repelled by sight of ordinary cross, as if holy.(V)

Pain of the Past(4pt Flaw)-Suffered terribly in past life. Flashbacks haunt continually(esp in pain). When take damage, roll Willpower(dif 7) or collapse from flashbacks. Only lasts 1 turn (botch lasts longer). Must have Past Life.(W)

Wyrm Tainted(4pt Flaw)-Have gained Wyrm taint, Garou may kill you if sensed. FOR MORTALS ONLY.

Sphere Inept(5pt Flaw)-Select Sphere. Until flaw worked off, can't access sphere.(M)

Psychic Vampire(5pt Flaw)-Continually feed off life essences around(plants/insects continually die in presence). Any touched for 1 hr take 1 non-agg Health Level. Any injured in presence won't heal. Don't feed once/day, begin to die as healing rate reversed. Mages have -2 dif to damage, stun, destroy, corrupt living LIFE Sphere. Damage done this way healed as taken from life starvation. If full, won't drain those around. Kindred can't gain BP from you.(All but V)

The Beast Within(5pt Flaw)-The Beast awake in you. Prone to Kindred frenzies. FOR MORTALS ONLY

Dark Fate(5pt Flaw)-You're doomed. Nothing you can do about it, you know it.(All)

Light Sensitive(5pt Flaw)-Sunlight does x2 damage, moonlight does normal sunlight damage. Bright lights cause pain(usually fixed with sunglasses). Wounds caused by moon non-agg, heal normally.(V)

Taint of Corruption(7pt Flaw)-Touched by Wyrm, seen as corrupt. Suffer bad dreams as Wyrm tries to lure you to its side.(W)

	SUPERNATURAL TIES
Boon(1-3pt Merit)-Master/Elder owes you/Mentor some favor(favor=points).(All mostly V, M)

Special Gift(1-3pt Merit)-Sire gave gift after Embrace(value=points, Storyteller decides).(V)

Valuable Secret(1-3pt Merit)-Guard secret others would kill for(created by Storyteller).(All)

Powerful Childe(1-5pt Merit)-Control Childe in Position(1=Anarch, 3=Primogen, 5=Justicar).(V)

Prestation Gifts(2-6pt Merit)-Another owes boon, until repaid, have some power over them.(V)

Paramour(3-5pt Merit)-Have long(min 75 years) relationship with another Kindred. Loyal to 1 another, may actually love other. Amount of points spent determines power of Paramour.(EV)

Elysium Domain(1pt Merit)-Control part of Elysium. Protector, considered your domain. Doesn't belong to you, Kindred use it freely. Must protect, gain Status from position.(V)

Family Member(1pt Merit)-Member of family is Supernatural. Have good relations with them, use as Ally(but may use you). If nearby, 2 points; if member of pack/chantry, 3 points.(All)

Prestigious Mentor/Sire(1pt Merit)-Mentor/Sire has/had great Status, gives honor. Aid with Elders, get aid from Allies(though may not be in contact with Mentor/Sire any longer).(M, V)

Safe Passage(1pt Merit)-Have safe passage though territory of Kindred/sect that wouldn't normally allow passage.(All, mostly V)

Student(1pt Merit)-Mentor to younger Kindred/Mage. Student does what you say, is ward. You are responsible for him.(V, M)

Breeding Pack(2pt Merit)-Control wolf breeding pack to mate, raise pups. Need to defend this pack. +1 fee Kinfolk Background dot.(W) 

Hidden Power(2pt Merit)-Powers/Taints aren't obvious. Extra body parts can be hidden. look like normal human.(FL)

Pack Distinction(2pt Merit)-Degree of fame in pack for some reason. May not be pack leader, more respected than pack leader.(W, SV)

Reputation(2pt Merit)-Good reputation in Group(either by you or from Mentor). +3 dice to any Social Pools with others of your Group. May not take flaw NOTORIETY.(V, M, W)

Sanctuary(2pt Merit)-Other has promised protection from all harm while in Haven. Have power to protect from most threats.(V)

Special Rapport(2pt Merit)-Special bond with someone, allows to know if they're in trouble, pain, lying, need you. They know same about you. If other person PC, both must buy this.(All)

Territory(2pt Merit)-You(or pack) have distinct territory known intimately. Are is marked with scents. Can tell when intruded upon. Other Garou will not enter unless to provoke.(W)

Well Traveled(2pt Merit)-Traveled all over world, know many Kindred. Roll Intelligence(dif 10-Status) to recognize name.(All, mostly V)

Banespeak(3pt Merit)-Can talk to the Bane residing within. Bane will guide sometimes. May provide info on Wyrm/Garou not know.(FL)

Childe, Loyal(3pt Merit)-Have Childe who cares for you more than Blood Bond. Would do anything for you, you trust them as no other. Would be grief-stricken if anything happens to them.(V)

Clan Friendship(3pt Merit)-Something appeals to another clan(pick clan). -2 dif to rolls dealing with clan. Marked as sympathizer with clan by its enemies(regardless of how felt).(V)

Pathetic Aura(3pt Merit)-Seem to attract mundane guardians. Will bail if things get too bad. Will forgive most evils done.(FL mainly)

Pawn(3pt Merit)-Control another(higher gen) probably Blood Bond. Need not know controlled.(V)

Personal Masquerade(3pt Merit)-Successfully convinced Kindred that belong to certain Clan. Act as member of Clan(gain Clan Prestige, all entitled by clan), must keep up Masquerade(failure may result in Final Death) in all ways.(V)

Stigmata of the Wyrm(4pt Merit)-Have some marking on body to show favored by an Urge-Wyrm. Marks depend on type.(FL)

Powerful Ghoul(5pt Merit)-Have ghoul built from: 15 Attributes, 27 Abilities, 5 Backgrounds, 6 Disciplines(1 in POTENCE, no THAUMATURGY), good Virtues, reasonable Willpower. Will do whatever ordered, may get jealous of others.(V)

Supernatural Spouse(4pt Merit)-Have relationship as VAMPIRE SPOUSE, but other from type. Risks problems from the sects.(All)

Unpossessed(5pt Merit)-Soul not completely taken over by Banes. May still get free. If discovered, will be destroyed.(FL)

Vampire Spouse(5pt Merit)-Blood Bound and have Blood Bonded a Kindred of equal power/Status. Gain TRUE LOVE.(All, relative)

Capable Assistant(7pt Merit)-Have other acting as right-hand in all matters. Loyal, capable, powerful enough to stand against anything in way(may Blood Bond but would serve anyway).(All)

Paramour, Jilted(1-3pt Flaw)-Had long(min 50 years) relationship with another, relationship has broken down, they are enemy. Amount of points gained equals power of Paramour.(EV)

Enemy(1-5pt Flaw)-May be 1 or group. Power level=points(Elder Vampire=5, Like you=1). Must decide who enemy is, why hated.(All)

Prestation Debt(1-5pt Flaw)-Owe boon to another, gives them measure of control over you.(V)

Blackmailed(1pt Flaw)-Blackmailed by supernatural powerful/smart enough. Can't destroy them. Force to do things against will.(All)

Infamous Mentor/Sire(1pt Flaw)-Mentor/Sire distrusted/disliked by Mages/Kindred. Reputation goes with you, hard to get rid of.(M, V)

Insane Mentor/Sire(1pt Flaw)-Mentor/Sire in Quiet/dangerously insane. Wrongs he commits affect you, may involve you in schemes. Can't be taken by Marauders or Malkavians.(M, V)

Mistaken Identity(1pt Flaw)-Look like someone else. Approached by their allies/enemies.(All)

Mentor/Sire Resentment(1pt Flaw)-Mentor/Sire hates. Seeks harm. Their allies will work against you. Good Luck! (M, V)

Pack Punishment(1pt Flaw)-Given special punishment by pack for breaking pack rules.(W, SV)

Pack Rival(1pt Flaw)-Always competing with another member of pack for fun/spite. Both known to go to extremes for this.(W, SV)

Rival(1pt Flaw)-As with PACK FLAW, but someone of equal power/status. Not necessarily in pack.(All)

Special Responsibility(1pt Flaw)-Perform special duty for pack. Gain no renown, would lose much respect if stopped.(W, SV)

Twisted Apprenticeship/Upbringing(1pt Flaw)-Mentor/Sire malevolent, taught wrong ideas of Mage/Kindred society. Chantry/Kindred Politics concept wrong, faulty beliefs get in trouble. Overcome in time, believe what first told until then. Can't take REPUTATION(M, V)

Twisted Upbringing(1pt Flaw)-Rite of Passage Pack malevolent, taught wrong ideas of Garou society. Concept of Garou all wrong, faulty beliefs get in trouble. Over time, may overcome but until then will believe what first told. Can't take REPUTATION.(W)

Bastard Childer(2pt Flaw)-Sired Childer without permission, All destroyed if discovered.(V)

Childe, Vengeful(2pt Flaw)-Sired Childe who seeks to destroy you.(V)

Clan Enmity(2pt Flaw)-Choose clan. Members of clan to hate/want to destroy for some reason. -2 die to Social rolls with clan.(V)

Diabolical Mentor(2pt Flaw)-Mentor engaged in "inappropriate" acts(work with Nephandi, torture captured Technomancers, use vulgar magick). Many after Mentor, may use to find them.(M)

Diabolical Sire(2pt Flaw)-Sire engaged in "Inappropriate" acts(hunt down city elders, breaking Masquerade). Many after Sire, may not believe when tell them don't know where they are.(V)

Diabolist, Secret(2pt Flaw)-Committed Diabolerie to achieve current power. If discovered, may be destroyed.(V)

Pack Disgrace(2pt Flaw)-Brought shame on pack personally. -2 dice on related rolls.(W, SV)

Pack Enemy(2pt Flaw)-Have enemy in pack who wants you destroyed.(W, SV)

Scary Presence(2pt Flaw)-Wyrm aspect always rides you. Mundanes frightened away, Fomori may flee. Not Physical.(FL)

Notoriety(3pt Flaw)-Have bad reputation among group, -2 die Social Rolls with group. Can't take REPUTATION.(All)

Social Outcast(3pt Flaw)-Given up on all groups. Gone anarch, but rejected even by them. Can't gain Prestige.(V mainly)

Matricide/Patricide(4pt Flaw)-Committed diabolerie on Sire. If known, may be destroyed.(V)

Probationary Sect Member(4pt Flaw)-Defector accepted into Sabbat from other faction, not yet fully trusted(prove loyalty often).(SV)

Diabolist, Known(5pt Flaw)-Committed diabolerie for current power. Not all elders know, word spreading. Always possibility will be destroyed. +3 dif on Social rolls with Elder Kindred.(V)

	MORTAL SOCIETY
Street Rep(1-2pt Merit/Flaw)-Known for doing good or evil deeds. Deed determines Merit/Flaw/Points.(All)

Ecclesial Rank(1-3pt Merit)-Member of Roman Catholic hierarchy. Points=church rank(high rank means age usually in mid-30s).(Usually I, but any)

Black Market Ties(1-5pt Merit)-Ties to underground shopping, get hard-to-find(illegal) items. +1 Streetwise die/point. Same price/availability. Need Storyteller permission to take.(All)

Holdings(1-5pt Merit)-Own properties for years(as MANSION). 2 anywhere in world/point.(EV)

Accepted Ally(1pt Merit)-Have ally in mortal world, that Sabbat feels useful. Allowed to keep as long as no problems.(SV)

Park Department Ties(1pt Merit)-Influence/contacts in local park rangers. Cause certain people to be ejected from area/prevent entering. Ties threatened by new regulations/hiring/firings. Contacts need to be maintained, or will lose them.(All)

Approved Friendship(2pt Merit)-Friendship with someone not in Sabbat allowed to keep so long as no problems.(SV)

Hideaway(2pt Merit)-Own place none know about. Not(apparently) linked to you. Furnished, stocked for 2 week stay. Visit: roll 2 dice(dif 6) fail=foes come closer to knowledge of location. 4 cumulative failures leads them to you. Botch immediately shows where you are.(All)

Inter-Agency Permit(2pt Merit)-Work for 2 agencies at same time(officially or not). Benefits of both, must purchase Rank for each. If discovered, may be distrusted.(PT)

Judicial Ties(2pt Merit)-Influence/contacts in justice system. Know judges, prosecutors. Can't intervene in case, may influence, easier to get search warrants.(All)

License to Kill(2pt Merit)-Given permission to "sanction" those whose interests run against agency's. Need Storyteller permission. Agency monitors heavily.(PT)

Media Ties(2pt Merit)-Influence/contacts in local media. Suppress/create news stories(not all of it all the time), access files/gossip from newspapers/TV stations.(All)

Mortal Double(2pt Merit)-For whatever reason, there is a mortal(ghouled or not) who looks exactly like you. Knows about you and works for you during the day. Is able to pull it off. Unless Ghouled, will continue to age and not look as Double after time.(V mainly)

Nightclub(2pt Merit)-Own moderate size nightclub. Can support moderate luxury($1000/month, can grow). Used for Prestige, Chantry. Can be a restaurant, sports arena, retail store.(All)

Refined(2pt Merit)-Member of Societies Elite. All Etiquette High Society rolls at -3 dif. Invited to parties for those of higher status.(All)

Research Grant(2pt Merit)-Grant from university/research center, minimum stipend($1000 month), I.D. to enter libraries/research centers around world, frees from burden of regular job.(All)

Street Ties(2pt Merit)-Know people on the street, who to question and how to find them. May reduce Streetwise rolls.(All)

Top Secret Access(2pt Merit)-Have access to agency information not normally possessed by someone of your rank.(PT)

Agency Insider(3pt Merit)-Well-liked in agency, apt to hear news before others. +1 die to roll for Leadership, Bureaucracy, Covert Culture, Investigation in relationship to agency.(PT)

Church Ties(3pt Merit)-Influence/contacts in local churches. Start protest rallies, help needy, raise money. More ties used, greater the risk of discovery.(All)

Corporate Ties(3pt Merit)-Influence/contacts in corporate community. Know where city's money is, links with all major players. Cause financial mayhem/raise money(loan) quickly.(All)

Double Identity(3pt Merit)-Completely secret second identity none know about.(All, mostly PT)

Entertainment Ties(3pt Merit)-Degree of fame/influence in local entertainment. Use to get info /buy favors, search for Acolytes, working unsubtle magick at times. 5 pts=nationwide.(All)

Mansion(3pt Merit)-Own large mansion(25+ rooms), surrounding estate with servants if choose (not Acolytes unless background). Mansion has security as desire, no Nodes/Horizon Realms. May be in any condition chosen(IRS won't notice if ghost mansion).(All)

Police Ties(3pt Merit)-Influence/contacts in local police department. Cause APB to be issued but ties become weaker with use. Influence not solid, won't work at times.(All)

Political Ties(3pt Merit)-Influence/contacts in city politicians/bureaucrats. Shut off utility to building/neighborhoods, unleash harassment on enemies. More used them, weaker become .(All)

Underworld Ties(3pt Merit)-Influence/contacts in local Mafia/street gangs. Limited access to large numbers of "soldiers", links to crime underworld. More used, weaker becomes.(All)

Airport(4pt Merit)-Domain is major airport. All Kindred wishing to use must answer to you.(V)

Extremist Group(4pt Merit)-Influence/contacts in extremist group. Provide assistance/agents, contacts in similar groups. More used, weaker becomes.(All)

University(4pt Merit)-Control a university. Trustees/officials work for interests(full access, may hunt freely).(All)

Castle(5pt Merit)-Own castle with 50-500 rooms, estate around. See MANSION.(All)

Corporation CEO(5pt Merit)-Influence corporation/associated companies. Know what happens in corporate community, wage economic warfare. Allies/resources as Storyteller decides.(All)

Beholden(1-3pt Merit)-You owe someone and someday the favor will be due. May be for info they hold or exchanged favors.(All)

Mixed Heritage(1-2pt Flaw)Recieve scorn based on unpure heritage. +1 dif or -1 die to Social based on points. (Mainly GET OF FENRIS flaw, taken by others with Storyteller permission)

Minority(1pt Flaw)-Belong to minority(Indian, women), some Agencies don't give power deserved because of this. Need Storyteller permission to take this.(PT)

Poverty(1pt Flaw)-Poor elder vampire. May not take resources.(EV)

Secret Friendship(1pt Flaw)-Friendship outside Sabbat that, if discovered, both destroyed.(SV)

Vulgar(2pt Flaw)-Can't fit into High Society at all. Treated at 1 less Staus level. Mentor/Sire often ridiculed in choice.(All)

Anachronism(2pt Flaw; 1pt mortals)-Been Kindred for time, can't keep up with changes. Make Intelligence roll to deal with something from later period than breathing days. If fails, total failures, use as neg. mod. on all future attempts. Just costs less for mortals.(All)

Bureaucratic Vendetta(2pt Flaw)-Someone in organization out to ruin. Not always of higher rank, just in good place to hurt you.(PT)

Criminal Record(2pt Flaw)-Have gained a criminal record. Hard to get jobs, mistrusted, etc. Must buy off flaw to erase record.(All)

Dangerous Secret(2pt Flaw)-Posses info that would get you killed if learned had it. Source  unreliable(may tell others you know).(All)

Persistent Parents(2pt Flaw)-Parents won't let memory die. Use Missing Teens program, hired detectives. Can't tell them.(W)

Agency Outsider(3pt Flaw)-Disliked by agency, always last to get info. -1 die for Leadership, Bureaucracy, Covert Culture, Investigation involving agency. Receive Allies 1, not 3.(PT)

Debts(3pt Flaw)-Heavily in debt, can't pay off. Don't get free agency Resources, can't buy. Likely to be recruited by other agencies(may trade for PAWN flaw).(PT mainly)

Ward(3pt Flaw)-Must protect mortal(Storyteller creates). May be friend/relative, have talent for getting caught in your trouble.(All)

Hunted(4pt Flaw)-Hunters seek destruction. All endangered, confrontation inevitable.(All)

Ward Pack(4pt Flaw)-As WARD above, but for wolf pack. Must defend pack from all harm.(W)

	HUNTER SOCIETY
Arcane Heritage(2pt Merit)-See DARK HERITAGE except reversed(H)

Rebel(1-3pt Flaw)-Outcast from Inquisition, reaction to you by on reputation(points spent).(H)

Supernatural Enemy(1-5pt Flaw)-Supernatural entity is interested in ruining life. Points=power of entity/frequency.(H)

Dark Heritage(2pt Flaw)-Bloodline tainted in Inquisition eyes. Believe 1 day may pose threat.(H)

Disreputable Cenacle(2pt Flaw)-Cenacle considered less trustworthy/ineffective than others by some event in past.(H)

Secret Friendship(2pt Flaw)-Friends with supernatural. If learned, both destroyed.(H)

	PHYSICAL
Alcohol Tolerance(1pt Merit)-Roll Stamina(dif 5), shake off intoxication effects(not poisons). Also takes Longer to get drunk.(All)

Catlike Balance(1pt Merit)-Get +2 dice for retaining/obtaining balance.(All)

Double-jointed(1pt Merit)-Dexterity -2 dif for body flexibility(squeezing in tiny space).(All)

Early Riser(1pt Merit)-Awake 1 hour earlier than other Kindred even if stay up until dawn.(V)

Light Sleeper(1pt Merit)-Need 4 hr sleep/night, no sleep depravation penalties.(All, but V)

Mixed-Morph(1pt Merit)-Partial transformation dif 6.(W)

Baby Face(2pt Merit)-Pink skin, breath/sneeze, heartbeat when 1 BP, not taken by Nosferatu.(V)

Bad Taste(2pt Merit)-Flesh gives oils which taste bad. Spend Willpower or retch(lupus/wolves won't lick).(All)

Fair Glabro(2pt Merit)-Glabro can pass for Homid with no social penalties.(W)

Lack of Scent(2pt Merit)-Produce no scent/extremely faint. +2 dif tracking you +2.(All)

Longevity(2pt Merit)-Don't suffer age effects until 85. Live to be 120-130 naturally.(W) 

Misplaced Heart(2pt Merit)-Heart moved within 2' of original position.(V)

Physically Impressive(2pt Merit)-+1 intimidation die. Appear dangerous, exude confidence.(All)

Resemble Kindred(2pt Merit)-You exactly like Kindred(pale/thin).(All but V)

Ruse of the Wolf(2pt Merit)-In animal forms, still smell alive, even to Garou senses. May foil Sense Wyrm gift.(V)

Thick Skin(2pt Merit)-Struggle: Kindred must roll Stamina+Potence Stamina for bite penetrate. If not: slowly pierce skin, drink.(All)

Efficient Digestion(3pt Merit)-Drink 2 BP, get 3. Uneven halves rounded down.(V)

Natural Weapons(3pt Merit, 4 if Homid)-Attacks -1 dif with natural weapons in Lupus but +1 in Homid(Claws, teeth, punch, kick).(W)
Poisoned Blood(3pt Merit)-Blood causes 1 non-agg damage/BP drank by Kindred.(All but V) 

Huge Size(4pt Merit)-Abnormally large size(over 7', 400 lbs). +1 Bruised Health Level.(All)

Strong Blood(5pt Merit)-Blood very potent. Blood Bond in 2 drinks. Diabolists lust for it.(V)

Meta-Morph(6pt Merit)-Easy to change forms(can do in sleep). Automatically shift(5 successes). Knocked unconscious: roll Wits+Primal-Urge(dif 8) to assume any form you choose.(W)

Allergic(1-4pt Flaw)-Allergic to substance(1=hives in contact, 2=swell in effected area, all die pools -1, 3=incapacitated/reduce die pools by 3. +1pt=substance common in chronicle).(All)

Alien Appearance(1-5pt Flaw)-Appearance noticeably different from those of race. Causes you to be easily remembered. The odder it is, the more points it's worth.(Usually MF but any)

Animal Musk(1pt Flaw)-Always animal smell. +2 Social dif if smell obvious(on humans only).(W)

Asthma(1pt Flaw)-Trouble performing strenuous tasks, because can't breathe properly. When exerting, roll Stamina(dif 6) or can't take any action next round while catch breath.(All)

Deformity(1pt Flaw)-Harder to hide Wyrm nature. If have strange body parts, impossible. Easier for Garou to notice.(FL)

Irretractible Fangs(1pt Flaw)-Fangs can't retract(Masquerade problems). Vicissitude 3 fix 1 night, painful, comes back next night.(V)

Lazy-(1pt Flaw)-Don't like to do anything needing effort. Prefer to let others do work.(All)

No Partial Transformation(1pt Flaw)-Can't take partial forms at all.(W)

Short(1pt Flaw)-Below average height. -2 dice pursuit rolls. May gain concealment bonus.(All)

Strict Carnivore(1pt Flaw)-Can eat only meat(preferably raw meat).(W)

Bizarre Hunger(2-5pt Flaw)-Have odd dietary need(not natural to race). Harder to get=more points. Can't eat=-1 Health Level/day until fed. May eat normal food, but gain no sustenance from it.(All but V)

Disfigured(2pt Flaw)-Have 0 Appearance, from disfigurement, ugly/easy to notice/remember. Not for Nosferatu, Samedi, Metis.(All)

Fangless(2pt Flaw)-No fangs. Need other way to get blood. Bite not Supernatural weapon.(V)

Hunchback(2pt Flaw)-Can't walk upright, +1 to Social dif. and Dexterity rolls.(All)

Selective Digestion(2pt Flaw)-Only digest 1 blood type(like Ventrue).(All V but Ventrue)

Vulnerability to Silver(2pt Flaw)-You suffer agg. wounds from silver.(All but W)

Addiction(3pt Flaw)-Addicted to something(make sure victims have ingested before feeding). May frenzy if you don't get fix for the night(+2 dif of all frenzy rolls).(All)

Aging(3pt Flaw)-Min 40, may retake this flaw/extra decade. -1 in any Physical Attribute.(H)

Child(3pt Flaw)-Small child. SHORT flaw, hard to be taken seriously(-2 die penalty appropriate rolls). Kindred: +1 dif on Hunger rolls. Subject to parental control, curfews, child labor, truancy laws, few clubs will admit due to age.(All)

Deformity(3pt Flaw)-Have deformity that effects interactions with others, inconveniences  physically. +2 dif for Appearance, +2 dif for Dexterity(depending on deformity).(All)

Hemophiliac(3pt Flaw)-Won't stop bleeding without medical attention. Kindred can't seal bites with lick.(All)

Potent Blood(3pt Flaw)-Kindred gain 2 BP/1 drunk. They will fight to keep you.(All)

Infertile Vitae(3pt Flaw)-Can't create Childe for any reason.(V)

Lame(3pt Flaw)-Legs injured/don't work. -2 die to movement. Can't take DOUBLE-JOINTED.(All)
Monstrous(3pt Flaw)-Look monstrous, homid scarcely human, crinos/lupus horrendous. Appearance 0(mistaken for Wyrm creature by literal-minded Garou). Kindred look like NOSFERATU. Metis may take this but gain no points; Nosferatu gain only one point.(All)

One Arm(3pt Flaw)-1 arm(may chose), no off-hand penalties, -2 dice involving tasks needing 2 hands. Can't take AMBIDEXTROUS.(All)

Permanent Wound(3pt Flaw)-Start night at Wounded(healed normally, returns when sleeping).(V)

Slow Healing(3pt Flaw)-Heal agg at 1 wound/5 days. Normal wounds need 2 BP/Health level.(V)

Disease Carrier(4pt Flaw)-Blood contains disease that affects mortals. Can't feed directly from victims, may contaminate them. Sabbat not able to participate in Vaulderie.(V)

Mute(4pt Flaw)-Can't speak at all, communicate with writing, mind magick, sign language.(All)

Thin Blooded(4pt Flaw)-Can't use blood for anything other than sustaining self/healing wounds (doesn't add to physical attributes, Disciplines, Blood Bonds). Embrace works 1/2 time.(V)

Wolf Years(5pt Flaw)-Age as wolf. Live 12-20 yrs. Aging effects at 8 if lupus, 5 after First Change if Homid.(W)

Paraplegic(6pt Flaw)-Can't move without help(crutches/wheelchair), take DOUBLE-JOINTED.(All)

Methuselah's Thirst(7pt Flaw)-Only gain sustenance from Kindred blood.(V)

NOSFERATU
Lizard Limbs(1pt Merit)-Spend 1 BP, roll Willpower(dif 8) to shed limb. Regenerated normally. Can shed any limb.

Long Fingers(1pt Merit)-+1 Die for digit coordination and grappling.

Oversizeed Fangs(1pt Merit)-Like tusks. +1 die to Bite damage and Intimidation.

Oversized Mouth(1pt Merit)-Allows +2BP to be drank/turn.

Disgusting(2pt Merit)-Contort body in odd ways, Disgust opponent: spend 1 BP, roll Wits+Intimidation(dif Target Wits+Self-Control). Target -1 Die for turn/success. Can drool blood, pop eyes out, extend tongue 3 feet, grow/burst boils on flesh, etc.

Slimy(2pt Merit)-Skin secrets slime like that of worm. opponents need +2 success to grapple. -1 dif fire soak.

Swarm Attractor(2pt Merit)-Need 1 Animalism dot. Surrounded by bugs, can distract foes. Fail Willpower(dif 7 roll), -2 Dice for turn.

Tough Hide(2pt Merit)-+1 Soak die(not fire/Sunlight) from leathery, thick skin.

Foul Blood(3pt Merit)-Anyone who bites must roll Willpower(dif 6) or gag for turn. Need 3 successes dif 9 to Diablerize.

Patagia(4pt Merit)-May glide short distances on wind from flabs of skin under arms.

Blunt Teeth(1pt Flaw)-Large, square, blunt teeth. -1 bite damage. Do 1 Health Level damage/2BP drunk.

Club Foot(1pt Flaw)-1/2 normal move speed from deformed/gnarled foot.

Nosferatu Caitiff(1pt Flaw)-Didn't meet Nosferatu standards(?), rejected by clan. Appearance of 1. x2 cost to raise.

Stench(1pt Flaw)-Stealth -2 Dice to any who smell unless they are downwind. Other NOSFERATU are repulsed by smell.

Parasitic Infestation(2pt Flaw)-Swarm has latched on and become Blood Bound to use. drink 1-4 BP/night. +1 Frenzy dif. Do Nothing.

Putrescent(3pt Flaw)-Still rotting. -1 Soak Die. +3 damage, roll Stamina(dif 6). Fail=lose finger/feature. Botch=limb, agg damage. 

TYPE: V=Vampire, SV=Sabbat Vampire, EV=Elder Vampire, I=Inquisition, W=Werewolf, FL=Freak Legion, PT=Project Twilight, M=Mage, MF=Mage Familiar, H=Hunter





MERITS AND FLAWS COMPILATION
BY TYPE, AMOUNT AND ALPHABETICAL ORDER
FOR ALL WORLD OF DARKNESS GAMES

    Source: geocities.com/timessquare/1579/wod-files

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