Rather than say some Merits or Flaws are banned because they seem to show up too much, it’s a House Rule that you must switch up Merits and Flaws and not just have the same ones overlapping on various characters. I.e. If you have put Iron Will on one character, do not expect we will approve it for another.
Merits and Flaws should add up equally with each other in the majority of cases. We may allow for some wiggle room if necessary but we do not wish to accept sheets that just have a bunch of Flaws done out so that a character can have more Freebies. It’s important to note that you can gain XP rather quickly in here just by role-playing in the channels, so those few Freebies you couldn’t spend at the beginning really will be insignificant later. There’s no need to mess up your character right from the beginning because you run into an issue of wanting more XP.
Physical Merits
- Acute Sense (1 pt): One of your senses is exceptionally sharp, be it sight, hearing, sound, taste or touch. The difficulties for all tasks involving the use of this particular sense are reduced by 2. This Merit can be combined iwth the Discipline of Auspex to produce superhuman sensory acuity.
- Ambidexterity (1 pt): You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use wo weapons or are forced to use your off hand.
- Bruiser (1 pt): Your appearance is sufficiently thug-like to inspire fear (or at least disquiet) in those who see you. While you’re not necessarily ugly, you do radiate a quiet menace, to the point where people cross the street to avoid passing near you. All Intimidation rolls against those who have not demonstrated their physical superiority to you are at -1 difficulty.
- Catlike Balance (1 pt): You possess an innately perfect sense of balance. Characters with this Merit reduce difficulties of all balance-related rolls. (e.g., Dexterity + Athletics to walk along a narrow ledge) by 2.
- Early Riser (1 pt): No one can explain it, but you seem to have the ability to work on less rest than your fellow vampires. You always seem to be the first to rise and the last to go to bed, even if you’ve been out until dawn. Your humanity or Path score is considered to be 10 for purposes of deciding when you rise each evening. Vampires with this Merit cannot take the Deep Sleeper Flaw.
- Eat Food (1 pt): You have the capacity to eat food and even savor its taste. While you cannot derive any nourishment from eating regular foods, this ability will serve you well in pretending to be human. Of course, you can’t digest what you eat, and there will be some point during the evening when you have to heave it back up.
- Friendly Face (1 pt): You have a face that reminds everyone of someone, to the point where strangers are inclined to be well-inclined toward you because of it. The effect doesn’t fade even if you explain the “mistake”, leaving you at -1 difficulty on all appropriate Social-based rolls (yes for Seduction, no for Intimidation, for example) when a stranger is involved. This Merit only functions on a first meeting.
- Blush of Health (2 pt): You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch.
- Enchanting Voice (2 pt): There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thundering, soothing, persuading or simply talking, your voice commands attention. The difficulties of all rolls involving the use of the voice to persuade, charm, or command are reduced by 2.
- Daredevil (3 pt): You are good at taking risks and even better at surviving them. When attempting exceptionally risky non-combat actions (such as leaping from one moving car to another), characters with this Merit add an additional 3 dice to their rolls, and negate a single botch die that may result from such a roll. Generally, such actions must be at least difficulty 8 and have the potential to inflect at least 3 health levels of damage if failed.
- Efficient Digestion (3 pt): You are able to draw more than the usual amount of nourishment from blood. When feeding, you gain an additional point to your blood poool for every two points of blood you consume. This does not allow you to exceed your blood pool maximum.
- Huge Size (4 pt): You are abnormally large in size, at least 6’10 and 300 lbs in weight (well over 2 meters tall and over 130 kgs). Aside from making you extremely noticeable to the public, this extra mass bestows an additional Bruised health level. Characters with this Merit may also gain bonuses to push objects, open barred doors, avoid being knocked down, etc.
Physical Flaws
- Hard of Hearing (1 pt): Your hearing is defective. The difficulties of any rolls involving the use of hearing are increased by 2.
- Short (1 pt): You are well below average height, standing 4’6 (1.5 meters) or less. You have difficulty reaching or manipulating objects designed for a typical-sized adult and your running speed is one-half that of an average-sized human.
- Smell of the Grave (1 pt): You exude an odor of dampness and newly turned earth, which no amount of scents or perfumes will cover. Mortals in your immediate presence become uncomfortable, so the difficulties of all Social rolls to affect mortals increase by 1.
- Tic/Twitch (1 pt): You have some sort of repetitive motion that you make in times of stress and it’s a dead giveaway to your identity. Exampples include a nervous cough, constantly wringing your hands, cracking your knuckles and so on. It costs one Willpower to refrain from engaging in your tic.
- Bad Sight (1 or 3 pt): Your sight is defective. The difficulties of any dice rolls involving the use of your eyesight are increased by 2. As a one point Flaw, this condition can be corrected through the use of contacts or glasses. As a 3 point Flaw, the condition is too severe to be able to be corrected.
- Fourteenth Generation (2 pt): You were created 5 or fewer years ago by a mentor of the Thirteenth Generation. Though you have 10 blood points in your body, only 8 of them may be used to heal wounds, power Disciplines, raise Attributes, etc. You can still use the final two blood points for other purposes though. The blood point costs of nightly rising, creating and sustaining ghouls, and creating blood bonds remains the same as for other vampires. You cannot raise any Discipline above 4 dots. Taking this Flaw precludes you from taking the Generations Background and you may not start the game with Status either. You are likely a Clanless Caitiff, for your blood is probably too thin to pass down the distinguishing characteristics of a Clan. Most Fourteenth Generation should also take ‘Thin Blood’ Flaw.
- Fifteenth Generation (4 pt): Your vitae is so weak that only 6 of your 10 blood points can be used for Disciplines, healing or raising Attributes. For these functions, you must expend 2 blood points to obtain the effect a normal vampire would achieve with 1. What’s more, you cannot create or sustain ghouls, create a blood bond, or sire a vampiric Childe. You can use the remaining four blood points to survie through the day and wake up each night, nothing more. You cannot raise any Discipline above 3 dots. The weakening of the Curse of Caine has compensations, though (which distinguishes this Flaw from the Thin Blood Flaw itself). Sunlight does lethal damage to you, instead of aggravated damage as it does to other vampires. You can hold down mortal food and drink for an hour or so; other vampires vomit immediately if they try (unless they have the Eat Food Merit). Strangest of all, once in a while you might actually have a child the normal, human way… though it will hardly be a normal human child.
- Disfigured (2 pt): A hideous disfigurement makes your appearance disturbing and memorable. The difficulties of all die rolls relating to social interaction are increased by 2. You may not have an Appearance rating greater than 2.
- Dulled Bite (2 pt): For some reason, your fangs never developed fully, or they may not have manifested at all. When feeding, you need to find some other method of making the blood flow. Failing to do that, you must achieve double the normal number of successes in order to make your bite penetrate properly. A number of Caitiff and high Generation vampires often manifest this Flaw.
- Infectious Bite (2 pt): You may not automatically lick the wounds of your feeding closed. In fact, your bites have a 1 in 5 chance of becoming infected and causing mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller.
- One Eye (2 pt): You have only one eye; which eye is missing is up to you. The difficulties of all Perception rolls involving eyesight are increased by 2 and the difficulties of die rolls requiring depth perception are increased by 1 (this excludes targeted combat).
- Vulnerability to Silver (2 pt): To you, silver is as painful and deadly as the rays of the sun. You suffer aggravated wounds from any silver weapons (bullets, knives, etc), and the mere touch of silver objects discomforts you.
- Open Wound (2 or 4 pt): You have one or more wounds that refuse to heal, and which constantly drip blood. This slow leakage costs you an extra blood point per evening (marked off just before dawn), in addition to drawing attention to you. If the wound is visible, you are at a +1 dificulty for all Social-based rolls. For two points, the Flaw is simply unsightly and has the basic effectmentioned above. For 4 points, the seeping wound is serious or disfiguring and includes the effects of the Flaw Permanent Wound.
- Addiction (3 pt): You suffer from an addiction to a substance which must now be present in the blood you drink (or you automatically frenzy as per the Prey Exclusion Flaw). This can be alcohol, nicotine, hard drugs or simply adrenaline. This substance always impairs you in some fashion.
- Child (3 pt): You were a small child (between the ages of 5 and 10) at the time of your Embrace, leaving your Physical Attributes underdeveloped and making it difficult to interact with some aspects of mortal society. You may not have more than two dots in Strength or Stamina at character creation, except when raising Physical Attributes with blood points, and the difficulties of all die rolls when attempting to direct or lead mortal adults are increased by 2. Chracters with this Flaw should also take the Short Flaw.
- Deformity (3 pt Flaw): You have some kin of deformity: A misshapen limb, a hunchback, or clubfoot, for example, which affects your physical abilities and intractions with others. A hunchback, for instance would lower a character’s Dexterity by 2 dots and increase the difficulty of die rolls relating to social skills by 1. It is the responsibility of the Storyteller to determine the specific effects of the deformity chosen.
- Glowing Eyes (3 pt): You have the stereotypical glowing eyes of vampire legend, which gives you -1 difficulty on Intimidation rolls, when you’re dealing with mortals. However, the tradeoffs are may; you must constantly disguise your condition (no, contacts won’t cut it); the glow impairs your vision and puts you at +1 difficulty on all sight-based rolls (including the use of ranged weapons) and the radiance emanating from your eye sockets makes it difficult to hide (+2 difficulty to Stealth rolls) in the dark.
- Lame (3 pt): Your legs are damaged, which prevents you from running or walking easily. You are forced to walk with a cane or possibly leg bacces, and you have a pronounced limp to your stride. Your walking speed is 1/4th that of a normal human and running is impossible.
- Lazy (3 pt): You are simply lazy, avoiding anything that requires effort on your part. Preferring to let others do the hard work, you lounge around. For any action that requires preparation, there’s a good chance you didn’t properly prepare. Difficulty rolls for spontaneous Physical actions (including combat unless it’s part of the planned offensive) increase by 1.
- Monstrous (3 pt): Your physical form was twisted during the Embrace and now reflects the Beast that rages inside you. Characters with this Flaw appear to be Savage monsters and have Appearance ratings of zero. Nosferatu and other bloodlines whose weaknesses cause them to start off with Appearance zero cannot take this Flaw.
- Permanent Fangs (3 pt): Your fangs do not retract, making it impossible for you to hide your true nature. While some mortals may think you’ve had your teeth filled or are wearing proesthetics, sooner or later youre going to run into someone who knows what you truly are. You are limited to a maximum Appearance rating of 3.
- Permanent Wound (3 pt): You suffered injuries during your Embrace which your transformation somehow failed to repair. At the beginning of each night, you rise from sleep at the Wounded health level, though this may be healed by spending blood points.
- Slow Healing (3 pt): You have difficulty healing wounds. It requires 2 blood points to heal one health level of bashing or lethal damage, and you heal one health level of aggravated damage every 5 days (plus the usual 5 blood points and Willpower expenditure).
- Disease Carrier (4 pt): Your blood carries a lethal and highly contagious disease. This disease can be anything from rabies to HIV and Kindred who drink your blood have a 10 percent chance of becoming a carrier as well. You must spend an extra blood point each night on awakening or you will begin manifesting symptoms of the disease (increased chance of frenzy for rabies, reduced soak rolls for HIV, etc)
- Deaf (4 pt): You cannot hear. While you may be more resitance to some applications of Dominate, you also may not listen to electronic or vocal media, and the difficulties of many Perception rolls are increased by 2.
- Mute (4 pt): You cannot speak. You may communicate with a Storyteller and describe your actions but cannot talk to Player or Storyteller characters unless everyone concerned purchases a commonly understood sign language or you write down what you wish to say in some manner so they can read it.
- Thin Blood (4 pt): Your blood is thick, weak and does not sustain you well. All blood point costs are doubled. (e.g., using blood-related Disciplines or healing damage) although you only lose 1 blood point upon rising in the evening. Furthermore, you are unable to create a blood bond and efforts to sire other vampires only succeeds 1 in 5 times.
- Flesh of the Corpse (5 pt): Your flesh does not fully regenerate itself once it is damaged. While you are able to heal yourself to the point of regaining full functionality, your skin still retains the cuts tears, bullet holes and other visible damage that you have incurred. Depending on the nature of the damage, this Flaw will maeke social dealings exceedingly difficult and may decrease your Appearance dots over time (even to zero).
- Infertile Vitae (5 pt): During our Embrace, something went horribly wrong, causing your blood to mutate under the stress of dying and rising again. All those you try to Embrace die. No matter what you do, you may not create any Childer. However, your blood can still be used in blood rituals like Thaumaturgy and the Vaulderie, or for any other vampiric needs, like making ghouls.
- Blind (6 pt): You cannot see. Characters can compensate for the loss of vision by becoming more attuned to other sensory input, but visual cues and images are lost to them. Difficulties of all Dexterity-based rolls are increased by 2. Oddly vampires with Aura Perception (Auspex 2) are still able to use this ability, though the information is interpreted via the other senses. On the other hand, vampires who need make eye contact to enact powers like Dominate against you are only at a penalty to do so.
Mental Flaws
- Deep Sleeper (1 pt): When you sleep, it is very difficult for you to awaken. The difficulty of any roll to awaken during the day is increased by 2.
- Impatient (1 pt): You have no patience for standing around and waiting. You want to do things now. Fuck those slowpokes trying to hold you back. Every time you are forced to sit around instead of acting, a Self-Control roll is required to see if you go tearing off on your own instead.
- Nightmares (1 pt): You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe you are locked in a nightmare.
- Prey Exclusion (1 pt): You refuse to hunt a certain class of prey. You might refuse to feed on drug dealers, policemen, accountants, children, or rich people, etc. If you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity or Path loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke you to frenzy, at the Storyteller’s discretion. Ventrue, owing to the limitations already imposed on their feeding by their Clan weakness, may not take this Flaw.
- Shy (1 pt): You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Difficulties for all rolls involving social interaction with strangers are increased by 2. If the character becomes the center of attention in a large group, difficulties are increased by 3.
- Soft-Hearted (1 pt): You cannot stand to watch others suffer. You avoid any situation that involves causing someone physical or emotional pain, unless you make a Willpower roll (difficulty 8). You must have a Humanity rating of 7 or above to take this Flaw. Vampires on Paths of Enlightenment can only take this Flaw with Storyteller approval.
- Speech Impediment (1 pt): You have a stammer or other speech impediment that hampers verbal communication. The difficulties of all die rolls involving verbal communication are increased by 2. This Flaw must be roleplayed whenever possible.
- Unconvinced (1 pt): You fail to see the need for the core ideologies of your Sect or Clan, and have gone on record as saying so. Taking your stand has made you suspect in the eyes of your superiors and may have attracted the attention of your enemies as well.
- Amnesia (2 pt): You are unable to remember anything about your past, yourself or your family (whether mortal or vampiric), though your past might well come back to haunt you. Your origins and the circumstances behind your amnesia are for the Storyteller to determine, and she is encouraged to make it as interesting as possible.
- Lunacy (2 pt): You are affected by the phases of the moon, increasing your chances to frenzy. Under the crescent moon, difficulties to avoid frenzy increase by 1. Under the half or gibbous moon, difficulties increase by 2 and during a full moon, difficulties increase by 3.
- Phobia (2 pt): You have an overpowering fear of something. Spiders, snakes, crowds and heights are all examples of common phobias. You must make a Courage roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller. If you fail the roll, you must retreat from the object.
- Short Fuse (2 pt): You are easily angered. Difficulties to avoid frenzy are 2 greater. Brujah vampires cannot take this Flaw, as they already suffer from a similar weakness.
- Stereotype (2 pt): You buy heavily into all of the vampire stories you’ve read and heard. You wear a cape or body glitter, speak with an accent and otherwise act in a cartoonish fashion. Such behavior is embarrassing in the extreme to other Kindred, who are likely to ostracize or mock you. (+2 difficulty to Social rolls with other vampires who don’t share your habits.) You also stand out to hunters.
- Territorial (2 pt): You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory uninvited, you must make a frenzy roll. If you fail, you immediately attack the interloper and continue attacking until the intruder is dead or has left your hunting grounds. You are reluctant to leave you territory except in desperate circumstances.
- Thirst for Innocence (2 pt): The sight of innocence of any sort arouses in you a terrible blood lust. Roll Self-Control or Instinct, or else frenzy and attack the source of your hunger.
- Vengeful (2 pt): You have a score to settle, incurred either during your mortal days or after your Embrace. You are obsessed with taking your revenge on an individual or group and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending a Willpower point.
- Victim of the Masquerade (2 pt): The Camarilla’s propaganda machine did too good a job on you. Even after your Embrace you refused to believe you were a vampire. You remain convinced that there is some logical explanation for your condition and spend as much time as you can searching for it. You also have problems feeding and may insist on trying to eat regular food. None of these habits makes you particularly pleasant company for other Kindred. This Flaw must be roleplayed at all times and is generally taken by Camarilla vampires.
- Weak-Willed (3 pt): You are highly susceptible to Dominate and intimidation by others. Dominate attempts automatically affect you unless the Discipline wielder is of higher Generation, and your difficulties to resist Social abilities such as Intimidation or Leadership, as well as mind-altering spells or magic are increased by 2. Your Willpower Trait may never rise above 4.
- Conspicuous Consumption (4 pt): It is not enough for you to draw nourishment from the blood of mortals. You believe you must also consume your victim’s heart, liver and other blood-rich tissues. Of course, this will necessitate the death of all of your victims, unless you are extremely creative, which either way might lead to numerous problems maintaining Humanity and also a low profile. Characters with this Flaw should additionally purchase Eat Food Merit.
- Guilt-Wracked (4 pt): You simply cannot come to grips with the fact that you must drink blood to survive. You suffer horrible guilt over each time you feed (roll Conscience difficulty 7 or else frenzy every time you feed). Characters with the Conviction Virtue cannot take this Flaw and try to avoid doing so as much as possible. This means that you rarely have that much blood in your system leaving you both vulnerable to attacks and hunger-based frenzies.
- Flashbacks (6 pt): You managed to make it through the Creation Rites or other similarly traumatic experience, but not wholly intact. The most insignificant thing can throw you into a different mood or state of mind, and as such your behavior is extremely unpredictable. Because of your precarious emotional state, your Willpower fluctuates. At the begnning of each story, maeke a Willpower roll (you may not spend Willpower for an automatic success). If you succeed, you may participate in the story as normal. If you fail, however, your Willpower score is considered to be a 1 for the duration of that session and you only have one Willpower point to spend. You may roll again at the beginning of the next session to see if you regain your Willpower.
Mental Merits
- Coldly Logical (1 pt): While some might refer to you as a “cold fish”, you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all related rolls).
- Common Sense (1 pt): You have a significant amount of practical, everyday wisdom. Whenever you are a bout to act in a way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said action. This is a very useful Merit for beginning players that are unfamiliar with the game.
- Concentration (1pt): You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances. (eg., loud noises, strobe lights, or hanging upside down).
- Introspection (2 pt): You have keen insight into the ulterior motives of all your actions. Through this nightly exercise, you also have incredible insight into the underlying motives of others’ actions. Add 2 dice to your Perception dice pool when you must take an action against someone with the same Nature or Demeanor as you.
- Time Sense (1 pt): 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.
- Useful Knowledge (1 pt): You have expertise in a specific field that makes your conversation intriguing to an older vampire (or other older Supernatural being). So long as your knowledge holds the other vampire’s attention, he has vested interest in keeping you around. Then again, once he’s pumped you for every iota of information you possess, that patronage may suddenly vanish. (Note: This Merit should be played like 1 dot Mentor with a specific interest. However, unlike a Mentor, Useful Knowledge does not imply a permanent relationship.)
- Code of Honor (2 pt): You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower or Virtue rolls when acting in accordance with their code. (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.
- Computer Aptitude (2 pt): You are familiar with and talented in the use of computer equipment. Other supernaturals may not understand computers, but to you they are intuitive. All rolls involving computers are at -2 difficulty for you.
- Eidetic Memory (2 pt): You remember with perfect detail things you see and hear. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect.
- Light Sleeper (2 pt): You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity or your morality Path restricts the number of dice available during the day.
- Natural Linguist (2 pt): You have a flair for languages. You may add 3 dice to any dice pool involving written or spoken languages and each dot in “Linguistics” background grants you +1 additional language for each dot you have in the Background “Linguistics”.
- Calm Heart (3 pt): You are naturally calm and do not easily fly off the handle. You receive 2 extra dice when atempting to resist Frenzy. Brujah may not take this Merit.
- Iron Will (3 pt): When you are determined and your mind is set, nothing can thwart you from your goals. Characters using Dementation, Dominate or any other mind-altering magic ritual or spell against your character are at +3 difficulty. Elder levels of Dementation or Dominate may overwhelm even this resistance. Against Level 6 powers the expenditure of a Willpower point through Iron Will only raises the difficulty of the Discipline roll by 2. Against Level 7 powers, that difficulty is by 1. Level 7 and higher cannot be resisted with Iron Will. This Merit does not affect Presence or other powers that focus on a person’s emotions. Characters with Willpower below 8 cannot take this Merit. This Merit is an active merit, rather than a passive one, meaning you must declare you are activating it and spend 1 Willpower point to make it active.
- Precocious (3 pt): You learn quickly. The time for you to pick up a particular Ability (or Abilities, at Storyteller’s discretion) is cut in half, as is the experience cost.
Social Merits
- Elysium Regular (1 pt): You spend an unusual amount of time in Elysium. You see and are seen to such an extent that all of the movers and shakers of Elysium at least know who you are. Extended time spent in Eysium also gives you extended opportunities to interact with the Harpies and other Kindred of that stature, and they’ll know your name when you approach them. This Merit is generally taken by vampires that respect and attend Elysium on a regular basis.
- Former Ghoul (1 pt): You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society. You are at a -1 difficulty on all Social rolls when in the presence of other neonates (particularly those who haven’t been educated by their sires) and have a -1 on difficulty on all rolls relating to vampiric knowledge.
- Harmless (1 pt): Everyone in the city knows you, and knows that you’re no threat to their plans. While that sort of estimation may seem insulting, it’s also what’s kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. If you start acting in a way that demonstrates that you are no longer harmless, others’ reactions to you will likely change as a result.
- Natural Leader (1 pt): Yu are gifted with a certain magnetism to which others naturally defer. You receive 2 extra dice when making Leadership rolls. You must have a Charisma of 3 or greater to purchase this Merit.
- Prestigious Sire (1 pt): Your sire has or had great status in her Sect or Clan and this has accorded you a certain amount of prestige. Though your sire may no longer have any dealings with you, the simple fact of your ancestry has marked you forever. This prestige might aid you greatly in dealings with other vampires or it might engender jealousy or contempt.
- Protégé (1 pt): Your sire watched you for some time before Embracing you and spoke glowingly of you to acquaintances. These vampires may be inclined to look favorably on you by dint of your sire’s recommendation; you are at -1 difficulty on Social rolls with all those who’ve heard good things about you.
- Rep (1 pt): Your fame has exceeded the bounds of your Sect. Everyone knows who you are, what you’ve done and what you’re supposed to have done (which might not be the same thing). The publicity can be good or bad; what matters is that everybody knows your name. Whether individuals outside of your immediate social circle know enough to match your face to your name is a different matter.
- Sabbat Survivor (1 pt): You’ve lived through at least one Sabbat attack or attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again. You re at -1 difficulty on all Perception rolls when it comes to Sabbat-based matters. This Merit is generally taken by groups in conflict with the Sabbat and comes into play most frequently as a means of avoiding ambushes.
- Boon (1-6 pt): Someone owes you a favor. The vampire in your debt might b the lowliest neonate in the city or might be the Prince herself.; it all depends on how many points the Merit costs. You only have that single favor owed yu (unless you take the merit multiple times) so using it properly is of paramount importance. Depending on status and other factors, the vampire who owes you a favor may well resent his debt and might go out of his way to “settle” it early, even going so far as to create situations from which he must “rescue” you and thus clear the slate.
- Bullyboy (2 pt): You’re part of the brute squad that the local Sheriff or Bishop calls on when he needs some muscle. As a result, you get in on action that others miss entirely, score points with those in power and occasionally get a chance to act outside of the law law. How far outside the law you can go depends on circumstances and how much the vampire you report to likes you.
- Old Pal (2 pt): An acquaintance from your breathing days was Embraced at the same time you were. Fortunately your friendship has endured even death and unlife and you find a constant source of support and aid in your old friend. She expects the same of you, which isn’t always convenient, but at least you each have someone to hang onto who remembers the good old nights and days. The Storyteller should play the Old Pal as a very loyal Ally.
- Lawman’s Friend (2 pt): For whatever reason (maybe your winning smile or perhaps just ur superb groveling technique), the local Shriff or Bishop in charge of discipline likes you. He’s inclined to overlook your minor trespasses and let you in on things you’re not supposed to know about. He even gives you warnings about occasional crackdowns and times when the higher-ups aren’t feeling generous. Of course, abusing this connection might well turn a friendly vampire into an enemy and the change might not be apparent until it’s too late.
- Open Road (2 pt): Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routes and methodologies, not to mention haven space available to any number of destinations. Unless someone out there knows your exact route and is specifically looking for you, you cn move between cities unimpeded by random encounters with Lupines, overzealous state troopers and the like.
- Sanctity (2 pt): This Merit is sometimes called the halo effect. Everyone considers you innocent and pure though not necessarily naive. You have a saint-like quality that is hard to pinpoint but cannot be denied. Yu are trusted even if you are not trustworthy. At the Storyteller’s discretion, you tend to receive lesser punishment for wrongdoing, and you are liked by most.
- Scholar of Enemies (2 pt): You have taken the time to learn about and specialize in one particular enemy of your Sect. You are aware of at least some of the group’s customs, strategies, abilities and long-term goals and you can put that knowledge to good use. This Merit is worth a -2 difficulty for all non-combat rolls pertaining specifically to the subject of your specialization. On the other hand, you are at a +1 difficulty when it comes to dealing with other enemies, simply because you’re so thoroughly focused on your field.
- Scholar of Others (2 pt): This Merit functions identically to Scholar of Enemies except that it applies to a group that is not necessarily inimical to your Sect.
- Friend of the Underground (3 pt): While you’re not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes and other subterranean passages of your hometown. The local Nosferatu (and any other creatures dwelling in the muck) may not actually like you, but they’re not inclined to kill you on sight when they see you in their territory. You are at a -1 difficulty on any rolls involving the subterranean world (sneaking from place to place underground, finding routes into sub-basements and so on). Nosferatu cannot purchase this Merit.
- Mole (3 pt): You have an informer buried in one of your Sect’s organizations who funnels you all sorts of information as to what her peers are up to. What you do with this information is up to you, but abusing the knowledge might be a good way to get your informer killed. The other side has spies too…
- Rising Star (3 pt): Youre one of the up-and-comers in the city, a rising star in your Sect. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. You are at -1 difficulty on all Social rolls against any vampires in your Sect who aren’t actively opposing yoru ascent.
- Broken Bond (4 pt): You were once blood-bound but have secretly slipped the leash and you are free to act as you will once more. Your regnant has no idea that you are not in fact bound, and still continues to trat you as if you were. At Storyteller discretion, the experience of having been bound once may render you immune to ever being enthralled again. Sabbt vampires cannot take this Merit.
- Clan Friendship (4 pt): One paricular Clan (not your own) has a special liking for you. You might have done the Clan as a whole a favor at some point or perhaps you’re just a loud voice in support of their aims. Wahtever the case, you’re at -1 difficulty on all friendly Social rolls involving members of the Clan in question. of course, the reaction your cozy relationship with another Clan is likely to draw from your own Clan leaders is an entirely different can of worms.
- Primogen/Bishop Friendship (4 pt): The ruling vampires of the city value you and your opinions. You ar ecalled in to consult on decisions and your recommendations carry great weight. Your position my not be na official one, but it’s a powerful nonetheless.
Social Flaws
- Botched Presentation (1 pt): When your sire presented you to the Prince of the city, you flubbed it. Now you’re convinced His Majesty hates you (whether he does or not). You need to succeed on a Willpower roll, difficulty 7, just to stand in front of the Prince or one of his duly authorized representatives without running, blubbering or otherwise making a fool of yourself. This Flaw can only be taken by Camarilla vampires.
- Dark Secret (1 pt): You have some sort of secret that, if discovered, would be of immense embarrassment to you and would make you a pariah in the local Kindred community. This could be anything from having murdered an elder to being a member of the Anarchs in a Sabbat or Camarilla Sect.
- Expendable (1 pt): Someone in power doesn’t want you around. Maybe she wants territory you possess or is jealous of the attention you are getting from a prize mortal retainer…the details are irrelevant. What does matter is that she has the power to maneuver you into dangerous situations “for the good of the Sect” and has no compunctions about doing so.
- Incomplete Understanding (1 pt): The whole matter has been explained to you, but you’re still not quite sure how things in your Sect work. Your imperfect understanding of the rules and regulations of your new existence means that sooner or later, you’re going to make a mistake. It’s only a matter of time.
- Infamous Sire (1 pt): Your sire was, and perhaps still is, distrusted and disliked by many of the city’s Kindred. As a result, you are distrusted and disliked as well.
- Mistaken Identify (1 pt): You look similar to descriptions of another being, which causes cases of mistaken identity. This can prompt numerous awkward or even dangerous situations, especially if your “twin” has a terrible reputation or is wanted for some crime.
- New Arrival (1 pt): You just arrived in your new city of residence, and don’t know anyone in the place. Existing factions may try to recruit or eliminate you while vampires in positions of authority size you up and take your measure. Meanwhile, your ignorance of the city’s current events, history and politics (not to mention the personality quirks of the vampires already in place) may cause you to make a serious blunder.
- New Kid (1 pt): You’re the latest in the city to be Embraced or have yet to prove yourself to your Sect and everyone knows it. That automatically puts you at the bottom of the social totem pole. Other neonates take every opportunity to demonstrate your inferiority, or rival packs constantly test your worthiness to the Sabbat. Even if someone else is added to the ranks of the unliving, you’re still regarded as something as a bit of a geek by your peers, a distinction that can have dangerous consequences if bullets start flying. All Social-related rolls are at +1 difficulty when you are dealing with other neonates. (ancillae and elders lump you in with all the other neonates under their general disdain.)
- Recruitment Target (1 pt): Someone in one of your Sect’s enemy organizations wants you and they want you bad. Every effort is being made to recruit you, willing or no, and the press gangs usually show up at the worst possible time.
- Sire’s Resentment (1 pt): Your sire dislikes you and wishes you ill. Given the smallest opportunity , she will actively seek to do you harm. Your sire’s allies also work against you and many elders may resent you.
- Special Responsibility (1 pt): Shortly after your Embrace you volunteered for some task in order to gain respect and approval from the vampires around you. Now you wish you had never opened your damn mouth! While you are not given any special credit for performing this duty, you would lose a lot of respect if you were to stop. The nature and the details of your duty should be worked out with the Storyteller in advance. It can range from lending money to other Kindred to acting as a messenger or possibly gathering victims for ritae (such as Blood Feasts).
- Sympathizer (1 pt): You have publicly expressed sympathy for some of the goals and policies of the enemies of your Sect. Your outspoken views on the subject have made you suspect in the eyes of the city’s hierarchy and you may be suspected of (or arrested for) treason.
- Enemy (1-5 pt): You have an enemy or perhaps a group of enemies who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (5 points indicates the wrath of a Methusulah or other potent supernatural foe.
- Bound (2 pt): You are blood bound to another vampire. Your regnant may not necessarily treat you badly but the fact remains that your will is not entirely your own. That knowledge gnaws at you, even as you find yourself lost in devotion to your vampiric master. Sabbat vampires cannot take this Flaw.
- Catspaw (2 pt): You’ve done dirty work for someone high up in the city’s hierarchy in the past, the Sheriff the Bishop or even someone higher. However, instead of granting you favor, your deeds have made you an embarrassment or a liability. For the moment, you r former employer’s concern is to keep you quiet. In the long term, it’s to get rid of you.
- Escaped Target (2 pt): You had targeted a mortal for the Embrace but someone else got there first. You cannot stand the humiliation of being cheated of your prize and fly into a rage (+2 difficulty to avoid frenzy) whenever you see the one who got away. This hatred may lead you into other irrational behaviors like Embracing enemies of the neonate, creating unauthorized childer or even trying to kill your rival. Furthermore, your petty irrational behavior is well-known and as a result you are at +1 difficulty on a ll Charisma rolls until the situation is resolved.
- Failure (2 pt): You once held a title int he city but failed catastrophically in your duties. Now you are branded incompetent, excluded from circles of power and responsibility and generally ostracized by those on their way up. Your exclusion may make you a target for recruitment by the Sect’s enemies (or so the whispers run, making you even more distrusted). Conversely, the consequences of your error might come back to haunt you.
- Masquerade Breaker (2 pt):