Merits and Flaws
Merits and Flaws allow you to describe your character in more detail than that provided
by the basic character creation process. These new rules are optional: If you do not take
Merits and Flaws for your character, you will not suffer a disadvantage in gameplay.
Merits may only be bought with Negative Traits. Flaws give you extra Negative Traits to
spend on Merits or anything else. You can purchase as many Merits as you wish, up to the
full amount of your Negative Traits (though that leaves you weak in other areas).Each Merit
has a different cast, which is described in terms of Traits - if you wish to take it you must
have already taken that number of Negative Traits (this includes Derangements or Flaws).
Each Flaw you purchase gives you additional Negative Traits that allow you to buy
Merits. The amount of Negative Traits gained is listed with the Flaw. For instance, the
Flaw: Light-Sensitive gives you three additional Negative Traits which you could use
to buy the Merit: Unbondable, which costs three Traits.
Keep in mind that you can only take up to seven Negative Traits’ worth of Flaws (which
makes it impossible for any character to have or spend more than 12 Negative Traits without
the aid of a character's background story).
Additionally, Merits and Flaws can only be bought when the character is first generated
(unless the Storyteller makes an exception for someone who missed the opportunity earlier).
At times, the storyteller may allow players to purchase merits after character creation at double
cost for the merit with experience points and his/her approval).
The Storyteller has the final say on all Merits and Flaws for each character, and may
not choose to allow any in her game.
Psychological
Code of Honor (1 Trait Merit)
You have a personal code of ethics to which you strictly adhere. Even when you are
frenzying, you will attempt to obey it. You can automatically resist most temptations
that would bring you into conflict with your code. When battling supernatural
persuasion that would make you violate your code, you gain two free bids to resist. You
must construct your own personal code of honor in as much detail as you can, outlining
the general rules of conduct by which you abide.
Higher Purpose (1 Trait Merit)
You have a goal that drives and directs you in everything. You do not concern yourself
with petty matters and casual concerns because your higher purpose is everything. Though this
purpose may sometimes force you to be have contrary to your survival instinct, it can also grant
you great personal strength. You gain two extra bids on all rolls that have anything to do with
this higher purpose. Be sure to discuss your idea for a higher purpose with the Storyteller.
If you have the Flaw: Driving Goal (see below), you cannot take this Merit.
Berserker (2 Trait Merit)
The Beast is in you, but you know how todirect and makeuseofit. You have the capacity
to frenzy at will and are thus able to ignore your wound penalties until you’ve reached
Torpor. However, you must pay the consequences of your actions while in frenzy, just as
you normally would. Your chance of entering an unwilling frenzy is also unaffected.
Compulsion (1 Trait Flaw)
You have a psychological compulsion that causes you a number of different
problems. Your compulsion may be for cleanliness, perfection, bragging, stealing,
gaming, exaggeration or just talking. You may temporarily avoid your compulsion by
spending a Willpower Trait, but it is in effect at all other times.
Dark Secret (1 Trait Flaw)
You have some sort of secret that, if uncovered, would embarrass you immensely and
make you a pariah in the Kindred community. While it weighson your mind at all times,
it will only surface occasionally in stories - otherwise, it will begin to lose impact.
Intolerance (1 Trait Flaw)
You have an unreasoning dislike of a certain thing. It may be an animal, a class of
person, a color, a situation, or just about anything at all. Some dislikes may be too
trivial to be reflected here - a dislike of pomegranates or tissue paper, for instance,
will have little effect on play in most chronicles. The Storyteller is the final arbiter on
what you can pick to dislike.
Nightmares (1 Trait Flaw)
You experience horrendous nightmares every time you sleep, and memories of them
haunt you during your waking hours. Sometimes the nightmares are so bad that you
are one bid down on all your challenges for the next night (Narrator’s discretion).
Some of the nightmares may be so intense that you mistake them for reality.
Phobia - Mild (1 pt Flaw)
Anoverpowering fear ofsomething causes you to instinctively and illogically avoid it.You
must expend a Mental Trait if you wish to remain in the vicinity of the object of your fear.
Prey Exclusion (1 Trait Flaw)
You refuse to hunt a certain class of prey. For instance, an animal-lover might decide
to hunt only humans, or a character might decide to spare a class of person she
particularly admires: police, teachers, medical professionals, clergy, peace activists
and so on. You are disturbed and occasionally frenzy when others feed from this type
of prey (Narrator’s discretion). If you accidentally feed upon this class ofprey yourself,
you will automatically frenzy and will risk gaining additional Derangements.
Ventrue cannot take this Flaw.
Overconfident (1 Trait Flaw)
You have an exaggerated and unshakable opinion of your own worth and capabilities
- you never hesitate to trust your abilities, even in situations where you risk
defeat. Because your abilities may not be enough, such overconfidence can be very
dangerous. When you do fail, you quickly find someone or something else to blame.
If you are convincing enough, you can infect others with your overconfidence.
Shy (1 Trait Flaw)
You are distinctly ill at ease when dealing with people and try to avoid social
situations whenever possible. You are one bid down on all challenges concerned with
social dealings. You are two bids down on any challenge in which you are the center
of attention for a large group of people (over 10).
Soft Hearted (1 Trait Flaw)
You cannot stand to watch others suffer - not necessarily because you care about
what happens to them, but simply because you dislike the intensity of emotion. If you
are the direct cause ofsuffering and you witness it, you will experience nights ofnausea
and days of sleepless grief. You avoid situations where you might have to witness
suffering and will do anything you can to protect others from it. Whenever you must
witness suffering, you are one bid down on all challenges for the next hour.
Speech Impediment (1 Trait Flaw)
You have a stammer or some other speech impediment which hampers verbal
communication. You should roleplay this impediment most of the time.
Low Self-Image (2 Trait Flaw)
You lack self-confidence and don’t believe in yourself. You are two bids down in situations
where you don’t expect to succeed (at the Narrator’s discretion, though the penalty might
be limited to one bid if you help the Narrator by pointing out times when this Flaw might
affect you). At the Narrator’s option, you may be required to use a Willpower Trait to do
things that require self-confidence, in situations that others would not be obliged to do so.
Short Fuse (2 Trait Flaw)
You are easily angered. You are two bids down when trying to avoid frenzy, no
matter how you were provoked.
Vengeance (2 Trait Flaw)
You have a score to settle. This score may be from either your mortal or vampiric days.
Either way, you are obsessed with wreaking vengeance on an individual (or perhaps an entire
group), and make revenge your first priority in all situations. The need for vengeance can only
be overcome by spending Willpower Traits, and even then it only temporarily subsides.
Driving Goal (3 Trait Flaw)
You have a personal goal, which sometimes compels and directs you in startling
ways. The goal is always limitless in depth, and you can never truly achieve it. It could
be to eradicate the Sabbat or achieve Golconda. Because you must work toward your
goal throughout the chronicle (though you can avoid it for short periods by spending
Willpower), it will get you into trouble and may jeopardize other actions.
Hatred (3 Trait Flaw)
You have an unreasoning hatred of a certain dung. This hate is total and largely un-
controllable.You may hate a species of animal, a class of person, a color, a situation –
anything. You constantly pursue opportunities to harm the hated object or to gain power
over it.
Dual Nature (2 Trait Merit)
You have two distinct yet compatible Natures, both of which influence your
personality. You may regain Willpower using both Natures. You may still choose a
Demeanor, one as different from your Natures as you like. This Merit is not the same
as having multiple personalities (which is a Derangement).
Territorial (2 Trait Flaw)
You do not like to leave your territory, nor do you like to have strangers enter it.
In fact, you get so nervous and disoriented while outside your own domain that you
are down one Trait in any situation. In addition, you must make a frenzy roll when
other vampires enter your territory, unless they have first obtained your permission to
pass through.
Death Wish (1-5 Trait Flaw, LoE)
You have an unconscious wish for Final Death. The endless politicking and nightly
hunts, the pain of centuries of living, your own immense knowledge and memory —
all have taken their toll on you. While you would never deliberately harm yourself,
you do tend to walk into dangerous situations and hinder yourself at the most awkward
times. At any time during a session, the Storyteller may ask youto retest a challenge,
with the less successful check being the actual result of your challenge. She may do this
the number of times equal to the number of Traits you have in this Flaw.
Mental
Common Sense (1 Trait Sense)
You have a significant amount of practical, everyday wisdom. Whenever you are
about to do something contrary to common sense, the Narrator should alert you to
how your potential action might violate practicality. This is an ideal Merit if you are
a novice player; it allows you to receive advice from the Narrator concerning what you
can and cannot do, and (even more importantly) what you should and should not do.
Time Sense (1 Trait Merit)
You have an innate link to the passage of time and the movement of celestial
bodies. You can estimate the time until sunrise or sunset within a minute or two, and
can follow the phases of the moon in your head. Those with some training in astrology
and this Merit can even foretell certain astrological conjunctions without access to
charts. You can accomplish any of these feats with only a minimum of concentration.
Eidetic Memory (2 Trait Merit)
You can remember things you have seen and heard with perfect detail. You are
two Traits up on any memory-related challenges, and can recall any sight or sound
accurately, even from a passing glimpse or snatch of sound.
The Narrator relates to you exactly what was seen or heard, and can be queried
about what you do and do not know.
Vainglorious (1-3 Trait Flaw)
You are the best, most beautiful, wisest, noblest, etc. Kindred that you know of, and you
want to make sure that everyone knows it. You know that you deserve any praise you
receive, since it is obvious the speaker recognizes quality when he sees it. You are
especially fond of those who realize their lesser standing in comparison to your obvious
superiority, and you tend to view those who speak well of you as more deserving and
intelligent than most. Because of your arrogance, you must bid one to three
Traits more in a Social Challenge to resist attempts to manipulate you
through flattery. The modifier is determined by the rating in this Flaw.
Light Sleeper (2 Trait Merit)
You can awaken instantly at any sign of trouble or danger, and do so without any
sleepiness or hesitation.
Calm Heart (3 Trait Merit)
You are naturally calm and well-composed, and don’t fly off the handle. You are
always two bids up on all your tests to resist frenzy, no matter how you are provoked.
Iron Will (3 Trait Merit)
When you are determined and your mind is set, nothing can thwart you from your
goals. You cannot be Dominated, nor can your mind be affected in any way by spells
or rituals. However, the Storyteller may require you to spend Willpower points when
extremely potent powers are directed at you.
Deep Sleeper (1 Trait Flaw)
When you sleep, it is very difficult for you to awaken. If you are awakened
unexpectedly, you will be two bids down for all challenges during the following hour.
Amnesia (2 Trait Flaw)
You are unable to remember anything about your mortal life. You past is a blank
slate, and may come back to haunt you. You may, if you wish, take up to five other
points of Flaws without specifying what they are. The Narrator can supply the details.
Over the course of the chronicle, you and your character will slowly discover these
hidden Flaws. Amnesia can be a dangerous Flaw; the Storyteller is under no obligation
to be merciful.
Confused (2 Trait Flaw)
You are often confused, and the world seems to be a very distorted and twisted place.
Sometimes you are simply unable to make sense of things. You need to roleplay this
behavior all the time to a small degree, but your confusion becomes especially strong
whenever stimuli surround you (such as when a number of different people talk all at
once, or you enter a nightclub with loud, pounding music). You may spend Willpower
to override the effects of your confusion, but only temporarily.
Weak-Willed (3 Trait Flaw)
You are highly susceptible to Dominate and intimidation by others; you are, in fact,
two bids down on all related challenges. Furthermore, you can employ your Willpower
only when survival is at stake or it is appropriate to your Nature.
Absent-Minded (3 Trait Flaw)
Though you do not forget such things as Knowledges or Skills, you do forget names,
addresses and when you last ate. In order to remember anything more than your own
name and the location of your haven, you need to spend a Willpower Trait.
Conspicuous Consumption (4 trait Flaw)
The organs and blood-bearing tissue of your victims are staples of your diet.
You believe that you must consume the liver, kidneys, heart and other pieces
in order to sustain yourself. You must purchase the Eat Food Merit so that you
can devour the meaty bits. You can only absorb Blood Traits by eating these
organs; blood drunk from other sources is vomited back up. This hunger will
necessitate the deaths of your victims, and it could lead to interesting problems
with the Masquerade and maintaining Morality.
Awareness
Acute Hearing (1 Trait Merit)
You have exceptionally sharp hearing, even for a vampire. You automatically have
two free bids on all challenges related to your hearing perception.
Acute Sense of Smell (1 Trait Merit)
You have an exceptionally keen sense of smell. You are automatically two bids up
on all challenges relating to your sense of smell.
Acute Sense of Taste (1 Trait Merit)
You have an exceptionally keen sense of taste. You are automatically two bids up
on any challenges relating directly to your sense of taste. You are able to make precise
distinctions in taste.
Acute Vision (1 Trait Merit)
You have exceptionally keen eyesight. You are automatically one bid up on all
challenges that involve sight perception.
Hard of Hearing (1 Trait Flaw)
Your hearing is defective. You are automatically two bids down on hearing
perception tests. You may not take Acute Hearing if you take this Flaw.
Bad Sight (2 Trait Flaw)
Your sight is defective. You are automatically two bids down on all sight perception
tests. This Flaw is neither nearsightedness nor farsightedness; it is a minor form of
blindness and is not correctable. You may not take Acute Vision if you take this Flaw.
One Eye (2 Trait Flaw)
You have one eye - choose which, or determine randomly during character
creation. You have no peripheral vision on your blind side, and are two bids down on
any test requiring depth perception. This includes missile combat. Also, you may
choose to cover one eye while you’re playing.
Color Blindness (1 Trait Flaw)
You can only see in black and white. Color means nothing to you, although your are
sensitive to color density, which you perceive as shades of gray.
Note: Color blindness actually indicates an inability to distinguish between two
colors, but we fudged a bit for the sake of playability. It’s a game, after all.
Blind (6 Trait Flaw)
You automatically fail all tests involving vision. You cannot see - the world of color and
light is lost to you. The world of sight is lost to you. You automatically lose all ties where sight
would be a factor (tests of manual dexterity, for instance). You fail any challenge requiring
sight automatically. You cannot be affected by Dominate because you cannot see the
opponent’s gaze, but that is about the limit of the benefits. If you have this Flaw, you should
wear a special tag or glasses to indicate its nature. Interestingly, you can still use the Auspex
Discipline power of Aura Perception, though you perceive the aura through other senses
(smell, sound, etc.). Note: This Flaw may be difficult to act out in a live-action setting.
Aptitudes
Computer Aptitude (1 Trait Merit)
You have a natural affinity with computers, automatically putting you two bids up
on all tests to repair, construct or operate them.
Eat Food (1 Trait Merit)
You have the capacity to eat food. It’s an ability you developed at an early point in your
undead existence, or perhaps it has been a latent ability all along. This is considered
disgusting by other Kindred, but can be ofgreat assistance in mainraining the Masquerade.
Pitiable (1 Trait Merit)
There is something about you that others pity. This causes them to care for you as
if you were a child (see the Archetypes section). Some Natures will not be affected by
this Merit (e.g., Deviant andFanatic), andsome Demeanors may pretend they arenot.
You need to decide what it is about you that attracts such pity, and how much (or how
little) you like it. When someone has challenged you with intent to do you ham, you
may use this Merit as one free bid in your defense. You can never lose this bid as a result
of a test, and you can use it only once in every challenge situation of this nature.
Daredevil (3 Trait Merit)
You are good at taking risks, and are even better at surviving them. You are one bid
up on any challenge in which you try something particularly dangerous. This does not
always apply to combat only when you are obviously outmatched.
Jack-of-All-Trades (5 Trait Merit)
You have a large pool of miscellaneous skills and knowledges obtained through your
extensive travels, the jobs you’ve held, or just all-around know-how. You may
automatically attempt any action even though you do not have the appropriate skill,
and you need not spend Willpower to do so. However, if you lose this challenge, the
Traits you bid are also gone. You can, of course, spend a Willpower Trait to avoid
losing the Traits you just bid.
Illiterate (1 Trait Flaw)
You are unable to read or write.
Supernatural
Inoffensive to Animals (1 Trait Merit)
Animals do not fear or distrust you the way they do most Kindred. They treat you
as they would any mortal and do not shy from your touch.
Love (1 Trait Merit)
You are dedicated either by emotions, responsibility, loyalty or blind foolishness to
something or someone that it gives you an edge if it gets threaten. Similar to True Love Merit,
yet nowhere as “powerful”, you gain one additional trait to bid in challenges, but only when
you are actively striving to protect or come closer to your love. Examples include packmate,
favorite weapon, clan member, or even moral children. (Narrator approval needed)
This Merit may be purchased multiple times, though one per subject, and lost just as easily.
True Love (4 Trait Merit)
You have discovered, but may have lost (at least temporarily), a true love. Nonetheless,
this love provides joy in a torrid existence usually devoid of such enlightened emotions.
Whenever you are suffering, in danger or dejected, the thought of your tme love is enough
to give you the strength to persevere. In game terms, this love allows you one additional
willpower to spend and two extra bids in challenges, but only when you are actively striving
to protect or come closer to your true love. Also, the power of your love may be powerful
enough to protect you from other supernatural forces (Storyteller’s discretion). However,
your true love may also be a hindrance and require aid (or even rescue) from time to time.
This Merit my only be bought once by a character, EVER, but can be lost throughout a
chronicle. Once it’s gone, it’s gone. (Storyteller has final say, of course)
Medium (2 Trait Merit)
You possess the natural affinity to sense and hear spirits. Though you cannot see
them, you feel their presence and are able to speak with them when they are in the
vicinity. It is even possible for you to summon them (through pleading and cajoling)
to your presence. Spirits will not simply aid you or give you advice gratis - they will
always want something in return.
Danger Sense (2 Trait Merit)
You have a sixth sense that warns you of danger. When you are in a perilous
situation that would potentially surprise you, you have four seconds in which to react
instead of the normal two seconds.
Faerie Affinity (2 Trait Merit)
Your presence does not frighten faeries; indeed, it attracts them, and you are
naturally attuned to their ways.
Magic Resistance (2 Trait Merit)
You have an inherent resistance to the rituals of the Tremere and the spells of the
mages of other creeds and orders. Although you may never learn the Discipline of
Thaumaturgy, all such spells and rituals are two bids down when directed at you. Note:
this includes all spells, beneficial and malign alike!
Occult Library (2 Trait Merit)
You possess a library of occult materials, which may include at least one version of
The Book ofNod. You are not necessarily familiar with the contents of these volumes
of knowledge (that is a function of your Abilities), but in time of need your library can
be an invaluable source for research.
Spirit Mentor (3 Trait Merit)
You have a ghostly companion and guide. This spirit is able to employ a number of
minor powers when it really struggles to exert itself (see “Haunted”, below), but for the
most part its benefit to you is through the advice it can give. This advice generally
takes place between games, although at the Storyteller’s discretion (and availability)
this advice can occur during games as well. Be careful not to overtax your spirit
mentor, as they can be taxed easily and thus be made unavailable for the remainder
of the evening.
Unbondable (3 Trait Merit)
You are immune to being Blood Bound. No matter how much blood you drink from
other vampires, you will never be Bound to them.
Luck (4 Trait Merit)
You were born lucky- or else the Devil looks after his own. Either way, you can repeat
three failed tests per story. Only one repeat attempt may be made on any single test.
Destiny (4 Trait Merit)
You have a great destiny, though you may well not realize it. Your destiny will
become more and more apparent as the chronicle continues. Prophecies and dreams
guide your way, and grant you clues to your ultimate goal. The sense of direction and
security that this feeling of destiny grants you helps you to overcome fear, depression
and discouragement caused by anything not relevant to your destiny. Until your
destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently.
How this is played is up to the Storyteller.
Guardian Angel (6 Trait Merit)
Someone or something watches over you and protects you from harm. You have no
idea who or what it is, but you’re sure it’s there. You may be supernaturally protected,
but you should never count upon your guardian angel. The Storyteller must decide
why you are being watched over, and by what (not necessarily an angel).
Nine Lives (6 trait merit)
You have nine chances to cheat death. Your Storyteller should keep a tally of
your lives (you can also mark them on your character sheet). Any time that a lost
challenge would result in your death, you get a retest. You can keep retesting, even on
the same challenge, until you survive or until you use up all of your Nine Lives.
True Faith (7 Trait Merit)
You have a deep-seated faith in and love for God, or whatever name you choose to
call the Almighty. Perhaps your faith came to you before your Embrace and was strong
enough to survive even this test; or, incredibly enough, the adversity you have
experienced in your current condition has brought out what is best in you. You begin
the game with one Trait of Faith. Your Faith provides you with an inner strength and
comfort that continues to support you when all else betrays you. It can be used just like
Willpower Traits to avoid frenzy and to retain your lost Traits in a challenge. The
exact supernatural effects of Faith, if any, are completely up to the Storyteller (though
it will typically have the effect of repelling Kindred). It will certainly vary from person
to person and will almost never be obvious - some of the most saintly people have
never performed a miracle greater than managing to touch an injured soul. The nature
of any miracles you do perform will usually be tied to your own Nature, and you may
never realize that you have been aided by a force beyond yourself.
You must not have any Derangements in order to choose this Merit, and if you ever
get a permanent Derangement, you lose all Faith points and may only recover them
through extensive penitence and work (and only when your Derangement is gone).
No one may start the game with more than one Faith Trait. Additional Traits are only
awarded at the Storyteller’s discretion.
Cursed (1-5 Trait Flaw)
You have been cursed by someone or something with supernatural or magical
powers. This curse is specific and detailed, it cannot be dispelled without extreme
effort, and it can be life-threatening. Some examples follow:
-If you pass on a secret, your betrayal will later harm you in some way. (1 Trait)
-You stutter uncontrollably. (2 Traits)
-Tools often break or malfunction when you attempt to use them. (3 Traits)
-You are doomed to make enemies of those whom you love. (4 Traits)
-All of your accomplishments will inevitably, become somehow tainted. (5 Traits)
Repulsed by Garlic (1 Trait Flaw)
You cannot abide the smell of garlic, and the smallest taint of its scent will drive you
from a room. The full force of its pungent odor will bring bloody tears to your face and
render you nearly blind, while its touch can cause boils and even open wounds. You
are always one bid down on any challenges when the smell of garlic is in the air.
Magic Susceptibility (2 Trait Flaw)
You are susceptible to the magical rituals of the Tremere, as well as to spells of mages
of other creeds and orders. You are two bids down on all spells cast upon you, and all
spells cast have twice normal effect on you.
Can’t Cross Running Water (2 Trait Flaw)
You cannot cross running water unless you are at least 50 feet above it. “Running
water” is any non-stagnant body of water more than two feet wide in any direction.
Repelled by Crosses (3 Trait Flaw)
You are repelled by the sight of ordinary crosses (just as if they were holy). Kindred
who were of the Church prior to their Embrace are most likely to possess this Flaw; they
perceive that their new form is a judgment from God.
Haunted (1-5 Trait Flaw)
A wraith that only you (and Mediums) can see and hear haunts you. It actively
dislikes you and enjoys making your life miserable by insulting, berating and distracting
you - especially when you need to keep your cool. It also has a number of minor
powers it can use against you (once per story for each power): hide small objects; bring
a “chill” over others, making them very ill at ease with you; cause a loud buzzing in your
ear or the ears ofothers; move a small object such as a knife or pen; break a fragile item
such as a bottle or mirror; trip you; or make eerie noises such as chains rattling. Yelling
at the wraith can sometimes drive it away, but it will confuse those around you.
Dark Fate (5 Trait Flaw)
You are doomed to experience a most horrible demise or, worse, suffer eternal
agony. No matter what you do, someday you will be out of the picture. In the end, all
your efforts, your struggles and your dreams will come to naught. Your fate is certain
and there is nothing you can do about it. Even more ghastly, you have partial
knowledge of this, for you occasionally have visions of your fate - and they are most
disturbing. The malaise these visions inspire in you can only be overcome through the
use of Willpower and will return after each vision. At some point in the chronicle, you
will indeed face your fate, but when and how is completely up to the Storyteller.
Though you can’t do anything about your fate, you can still attempt to reach some goal
before it occurs, or at least try to make sure that your friends are not destroyed as well.
Light-Sensitive (5 Trait Flaw)
You are even more sensitive to sunlight than are other vampires. Sunlight causes
twice the normal damage, and even moonlight (which is, after all, the reflected light
of the sun) harms you. Indeed, even bright lights can be painful, but that pain can be
mitigated by wearing sunglasses. When the moon is shining, the light it casts will cause
wounds in the same way sunlight does for normal individuals. However, the wounds
caused by the moon are not aggravated and can be healed normally.
Taint of Corruption (1 Trait Flaw)
Plants wither at your approach and die at your touch. Some vampires believe that
Caine himself possesses this Flaw.
Demon-Hounded (1-4 Trait flaw)
A demon has taken a special interest in you soul. She appears to you occasionally,
using threats, bribes and honeyed words to win you to her cause. Sometimes she just
asks you to perform innocuous favors for her. Other times she asks you to sell your soul.
Sometimes she offers favors or information without any apparent catch. In any case,
it is not your interests she serves, but those of her infernal masters. All of her plots are
ultimately designed to ensnare you and win your soul. A minor demon (one-Trait
Flaw) may be an annoying imp, capable of nothing more than distracting you, stealing
small items and pleading for your soul; its plan are unimpressive, but it can be
frustrating. A greater creature (four Traits) is your physical equal and can concoct
horribly devious plans to damn you. In either case, the Narrator creates the demon’s
character, and keeps track of both its plots and its powers.
Touch of Frost (1 trait Flaw)
Your chilling caress pulls away heat and kills plants. This Flaw is mostly an
eerie effect, though you should certainly mention your ice-cold touch to anyone
who has physical contact with you.
Eerie Presence (2 trait Flaw)
You radiate an otherworldly air that causes nervousness and unease in everyone
around you. You suffer a two-Trait penalty in all Social Challenges with
mortals. Furthermore, your unusual nature is apparent to anyone who interacts
with you; you should wear a tag or armband to indicate your Eerie Presence.
Grip of the Damned (4 trait Flaw)
There is no ecstasy in your Embrace — only terror and pain. When you bite to feed,
you do not cause the Kiss, so your victims scream and struggle. This Flaw necessitates some
method of restraining your prey. The torture that you inflict on your victims can be considered
a form of suffering, and it may be inimical to vampires with high Humanity Traits.
Supernatural Ghoul- 5 Points
This merit functions just as the ghoul merit, but may be taken at character creation by
Fey and Sorcerer characters. Shifter and Wraith characters may not become ghouls.
Supernatural Kinfolk- 5 Points
The character is kinfolk. Although a supernatural creature, the character is accepted by
those they are kinfolk to and afforded all the status of a kinfolk(Which isn’t much). Fey and
Sorcerer characters may take normal Kinfolk powers as allowed in “Laws of the Wild”.
Kindred Ties
Boon (1-3 Trait Merit)
An elder owes you a favor because of something either you or your sire once did for
him. The extent of the boon owed to you depends on how many Traits you spend. One
Trait would indicate a relatively minor boon, while three Traits would indicate that
the elder probably owes you his unlife. See the rules on Prestation (Page 127) for more
information. Generally, this elder should be a Narrator character. However, if both
players are willing, this elder can be another player.
Prestigious Sire (1 Trait Merit)
Your Sire had or has great Status in the Camarilla, and this has accorded you a
peculiar honor. Most treat you respectfully as a result, while some have only contempt
for you, believing you to be nothing compared to them. This prestige could greatly aid
you when dealing with elders acquainted with your sire. Indeed, your sire’s contacts
may actually approach you at some point offering aid. Though your sire may no longer
have contact with you, the simple fact of your ancestry has marked you forever.
Special Gift (1-5 Trait Merit)
Your sire gave you a valuable gift after the Embrace. The Storyteller should create
something suitable, and will decide how much a particular item is worth.
Clan Prestige (2 Trait Merit)
You have a good reputation among the Kindred of your chosen clan. This may be
your own reputation, or it may be derived from your sire. You are able to interact with
other clan mates as if you were one Status Trait higher than you actually are. You won’t
actually have an additional Status Trait to bid or spend, however, because you don’t
actually have this status (you are merely perceived as having it). A character with this
Merit may not take the Flaw: Clan Infamy.
Reputation (2 Trait Merit)
You have a good reputation among the Kindred of your chosen city. This may be
your own reputation, or it may be derived from your sire. You are able to interact with
other Kindred as if you were one Status Trait higher than you actually are. You won’t
actually have an additional Status Trait to bid or spend, however, because you don’t
actually have this status (you are merely perceived as having it). A character with this
Merit may not take the Flaw: Notoriety.
Clan Friendship (3 Trait Merit)
For any number of different reasons - appearance, bearing, background or
demeanor - something about you appeals to members of a clan other than your own
(your choice). You are one bid up on all challenges related to social dealings with
members of this clan. This can be a two-edged sword; you are also marked by others
as a sympathizer with that clan, whether you like it (or deny it!) or not.
Clan Adoption (5 Trait Merit)
You are full-fledged member of a different other than the one you were sire into,
Whether your current clan mates know it or not. You still have all clan advantages,
disadvantages and disciplines of your parent clan, which may make some suspicious.
How will you new clan react to an “imposter”? How will your old clan to a “traitor”?
Rope-play.
Pawn (3 Trait Merit)
You can manipulate and have some control over another vampire -one of weaker
generation than yourself. Your hold was likely formed through Blood Bond, but can
also come from a variety of other sources, such as blackmail, bribes or threats - you
decide. The pawn does not necessarily know that it is being controlled. Because this
Merit does not always lend itself well to a Mind’s Eye Theatre setting, be certain to
consult your Storyteller before selecting it.
Enemy (1-5 Trait Flaw)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The value
of the Flaw determines how powerful these enemies are. The most powerful enemies
(Methuselahs or archmages) would be five-Trait Flaws, while someone nearer to your
own power would be worth only one Trait. You must decide who your enemy is and
how you became enemies in the first place.
Infamous Sire (1 Trait Flaw)
Your sire was, and perhaps still is, distrusted and disliked by many Kindred in the
city. As a result, you are distrusted and disliked as well. This is a heavy load, and one
not easily shed.
Insane Sire (1 Trait Flaw)
Your sire has completely lost his grip on reality and has become dangerously insane.
Any wrong he commits may affect your standing, and some of your sire’s dangerous
schemes may somehow involve you. Because their sires are already assumed to be
insane, Malkavians cannot take this Flaw.
Mistaken Identity (1 Trait Flaw)
You look similar to another Kindred and are often mistaken for her, much to your
chagrin. This individual’s allies will approach you and tell you things you do not want
to hear, her enemies will attempt to do away with you, and others will treat you in odd
ways. Ultimately, you might be able to sort out things, but it will take tremendous effort.
Sire’s Resentment (I Trait Flaw)
Your sire dislikes you and wishes you ill. Given the smallest opportunity, your sire
will seek to do you harm and may even attack you if provoked. Your sire’s friends will
also work against you, and many elders will thus resent you.
Twisted Upbringing (1 Trait Flaw)
Your sire was quite malevolent and taught you all the wrong things about Kindred
society. All your beliefs about how vampires interact are wrong, and your faulty beliefs
are likely to get you into a great deal of trouble. Over time, after many hard lessons,
you can overcome this bad start (the Storyteller will tell you when). But until then,
you will continue to believe what you were first told, no matter how others try to
“trick” you into thinking otherwise.
Clan Enmity (2 Trait Flaw)
For some reason, something about you inspires contempt or hatred in members of
a clan other than your own. You are two bids down on all tests for social dealings with
members of this other clan. You can select the enemy clan randomly or choose it.
Diabolic Sire (2 Trait Flaw)
Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla.
She could be wantonly breaking the Masquerade, or hunting down the elders of the
city and feasting on their blood. Archons are likely to come to you in order to discover
your sire’s whereabouts, and they may not believe you if you tell them you do not know.
Clan Infamy (3 Trait Flaw)
You have a bad reputation among the Kindred of your chosen clan. This may be your
own reputation, or it may be derived from your sire. Other clan mates treat you as if you
have one Status Trait less than you actually do. Although you will still have this Trait
to spend and bid, other Kindred will not immediately recognize it, unless they’re
forced to. A character with this Flaw may not take the Merit: Clan Prestige.
Notoriety (3 Trait Flaw)
You have a bad reputation among the Kindred of your chosen city. This may be your
own reputation, or it may be derived from your sire. Other Kindred treat you as if you
have one Status Trait less than you actually do. Although you will still have this Trait
to spend and bid, other Kindred will not immediately recognize it, unless they’re
forced to. A character with this Flaw may not take the Merit: Reputation.
Matricide/Patricide (4 Trait Flaw)
You diablerized your own sire, one of the foulest crimes a vampire
can commit. If ever this is discovered, you will almost certainly be
left out for the sun. You’ve become an easy target for blackmail and
must always be alert to any sign of other Kindred sniffing about for
information regarding your sire’s unusual “disappearance.”
Known Diablerist (5 Trait Flaw)
You have committed diablerie at least once to achieve your power.
Maybe it was during a Blood Hunt; maybe you simply got tired of waiting.
While not every elder Kindred knows this, there are a few of note who do
know, and you’re sure they are spreading the word back through the ranks.
At the very least, you would be shunned. At worst, you could be subject
to the Blood Hunt, in spite of your status. Certain elders will probably
use the information to blackmail you. You receive a three-Trait penalty
on any Social Challenge with an elder who knows your secret.
Vengeful Childe (2 Trait Flaw, LoE)
You have sired a childe who has grown to despise you. She actively
hinders your dealings with other Kindred and works to your detriment.
You believe that your childe would commit diablerie on you given
half a chance, and you’re probably right.
Poverty (1 Trait Flaw, LoE)
You are poor for an elder vampire. Maybe you just never saved
anything over the years, maybe you lost your wealth in some catastrophe
and have never recovered, or maybe you’ve given it away to
whatever causes you patronize. You may not acquire any cash or other
material wealth from your Influences.
Loyal Childe (3 Trait Merit, LoE)
Your childe’s loyalty goes beyond the Blood Bond, borne of genuine admiration
and affection. She would do almost anything to help you. Because her loyalty is so
true, you can trust her like no other Kindred.Rest assured that she would give no rest
to any who harmed you, and you would feel her loss as much as a stake through
your own heart.
Ghoul Before Embrace (5 Trait Merit)
The character spent some time as a ghoul before they were embraced and taken
into kindred society. The character gains Prowess and may learn the basic levels of
Celerity, Fortitude and Potence as in-clan.
Fey/Kindred/Shifter/Wraith Companion (3 Trait Merit)
The character has a companion(NPC) that is their friend and ally. They sometimes
help the character when they are in trouble, but they will likely ask for help from the
character themselves.
New Bloodline (7 Trait Merit)
The character is the first of a new, player created bloodline. The player picks the
discipline combination and origin of the bloodline, and may(with approval) create a new
discipline for their bloodline. No more characters of this bloodline may be played until a
story has been written for it that is worth at least 7 points. Storyteller approval needed.
Physical
These Merits and Flaws deal with your health and physical makeup.
Baby Face (1 Trait Merit)
You look more human than other vampires, enabling you to fit in the human world
much more easily. Your skin is pink, you never really stopped breathing (even though
you don’t need to) and even sneezing comes naturally. You can make your heart beat
as long as you have at least one Blood Trait. Nosferatu cannot take this Merit.
Double-jointed (1 Trait Merit)
You are unusually supple. You are one bid up on all Physical Challenges requiring
body flexibility. Squeezing through a tiny space is one example of a use for this Merit.
Misplaced Heart (2 Trait Merit)
Your heart has actually moved within your body, though no more than two feet from
its original position near the middle of your chest. Those who attempt to stake you find it
very difficult to find the right location (whichshould be your most tightly guarded secret).
Efficient Digestion (3 Trait Merit)
You are able to draw more than the usual amount of nourishment from blood. Each
two Blood Traits ingested increases your Blood Pool by three. Round down so leftover
‘halves’ are ignored. For instance, taking four Blood Traits raises the Blood Pool by six,
and so does taking five Blood Traits.
Huge Size (4 Trait Merit)
You are abnormally large in size, possibly over seven feet tall and 400 pounds in
weight. You therefore have one additional Health Level and are able to suffer more
harm before you are incapacitated. Treat this extra level as one extra Healthy Level,
with no penalties to rolls. When acting this part, players should dress appropriately
with bulky clothes, unless they already have a stature that approximates this Merit.
Quick Draw (1 Trait Merit)
You can draw a specific type of weapon or object from concealment as a free action. Drawing of the weapon occurs in the preemptive action, and if an opponent is acting in preemptive action and you are not, they may effect your action without a challenge. If you’re using Quick Draw in the preemptive, then it preempts said action.
Allergic ( 1-3 Trait Flaw)
You are allergic to some substance in a manner not unlike mortal allergies. While you do not get
hives or sneeze, you are incapacitated by your reaction. If the substance was in the blood you dm&,
the reaction will be very smng, though touch alone is enough to disturb you If it was in the blood,
you will be three bids down on all challenges for 20 minutes. If you just touched it, the penalty is
reduced to one bid. Choose from the list below or make up the substance to which you are allergic.
-Plastic: 1 Trait
-Illegal Drugs: 2 Traits
-Alcohol: 2 Traits
-Metal: 3 Traits
Disfigured (2 Trait Flaw)
A hideous disfigurement makes you easy to notice as well as to remember. You
cannot take any Social Traits that would compliment your Appearance, much like the
Nosferatu (who cannot take this Flaw). Furthermore, you are two bids down on any
Social Challenge (except Intimidation) when your true appearance is visible.
Selective Digestion (2 Trait Flaw)
You can digest only certain types of blood. You can choose whether you can drink only
cold blood (the blood of a dead person), blood with the taste of fear (found in blood only
in moments of terror), bloodwith the taste of joy, or perhaps only certain blood types (A +,
0-, etc.). Ventrue characters may not take this Flaw, since they already have something
like it through their clan weakness.
Child (3 Trait Flaw)
You were a small child at the time of the Embrace. Although time and experience
may have changed your outlook, you are stuck with a child’s body. You find it difficult
to be taken seriously by others (two bid penalty to all relevant tests). Because you have
never before experienced any sort of transformation change (never having undergone
the experience of puberty), you are ill suited to withstanding the demands of the
Hunger. Additionally, certain clubs may not admit you, because you are “underage.”
Deformity (3 Trait Flaw)
You have some kind of deformity - a misshapen limb, a hunchback or whatever
-which affects your interactions with others and may inconvenience you physically.
You are one bid down on all tests of a physical nature. Furthermore, all challenges
related to physical appearance are two bids down.
Lame (3 Trait Flaw)
Your legs are injured or otherwise prevented from working effectively. You suffer a
three bid penalty to all tests related to movement.
Monstrous (3 Trait Flaw)
There is something wholly monstrous about you, something that makes you even
more hideous than a Nosferatu. You scarcely look human, but the manner in which
you differ is up to you. Perhaps you have grown scales or warts all over your body, or
perhaps the scream you issued when you died has been permanently frozen on your
face. You cannot win a Social Challenge (other than Intimidation) when your true
visage is apparent. Nosferatu cannot take this Flaw.
One Arm (3 Trait Flaw)
You have only one arm-choose which, or determine randomly at character creation.
You lost your arm before the Embrace and thus are accustomed to using your remaining
hand, so you suffer no offhand penalty. However, you do suffer a two bid penalty to any test
where two hands would normally be needed to perform a task. If you have two arms, when
acting this part, one should hang limp at your side or be tied behind your back.
Permanent Wound (3 Trait Flaw)
You suffered injuries during the Embrace, which your sire did nothing to repair. You
start each night at the Wounded Health Level. This can be healed like normal
damage, but each evening, after sleep, your wounds always return.
Mute (4 Trait Flaw)
Your vocal apparatus does not function, and you cannot speak at all. You can
communicate through other means - typically writing or signing.
Thin-Blooded (4 Trait Flaw)
You have weak blood and are unable to use it for anything but sustaining yourself
from night to night and healing your wounds. Blood cannot be used to add to your
Physical Traits, to fuel blood Disciplines or to create a Blood Bond. Moreover, you will
not always be able to create a vampire. Half the time the Embrace will simply not work.
Catlike Balance (1 trait merit)
You almost never slip, stumble, fall or even get dizzy. Your sense of balance is so
well-developed that you can walk with ease even on a narrow ledge or wire. You are
two Traits up on resolution of challenges where your balance is a deciding factor.
Enchanting Voice (2 trait merit)
Your voice is naturally resonant and commanding. All uses of your voice grant
you two Bonus Traits; you can seduce, intimidate and cajole with just a few well-chosen
words. This gift is most effective in combination with Presence or Melpominee.
Slow Healing (3 trait Flaw)
Your blood is not very efficient in healing your wounds, or maybe you just never really
learned to direct your vitae for regeneration. Repairing one level of damage costs you two
Blood Traits, and you can only restore one aggravated level of damage per week (though
you can bank your blood for healing, as described under “Blood Traits”, p. 106).
Deaf (3 trait Flaw)
You are completely deaf. You must use sign language or some other form of
communication. You cannot hear Dominate commands, and so you are usually
immune to them (unless they are implanted telepathically or otherwise without
voice), but you suffer a three-Trait penalty on tests of perception and alertness.
You cannot have Acute Sense: Hearing, and you are surprised automatically by
anyone who approaches you from outside your line of sight.
Disease Carrier (4 trait Flaw)
You suffer from a fatal disease, and you spread it readily to anyone who drinks
your blood. Though it has little effect on Cainites, it does require you to spend an
extra Blood Trait when awakening in the evening if you wish to avoid suffering its
debilitating symptoms. Furthermore, other vampires who feed on you must make two
Simple Tests — if both tests are lost, the vampire contracts your disease as well.
Flesh oF the Corpse (5 trait Flaw)
When you suffer injury, your flesh knits with terrible scars and puckering seams.
Every time you take a wound, you suffer from the Negative Trait Repugnant, and it persists
even after you heal the injury. After a day’s sleep, your skin finally restores itself, but the
marks are still a difficulty when dealing with the Masquerade before you have slept.
Blind (6 trait Flaw)
The world of sight is lost to you. You automatically lose all ties where sight
would be a factor (tests of manual dexterity, for instance). You fail any challenge
requiring sight automatically. You cannot be affected by Dominate because you
cannot see the opponent’s gaze, but that is about the limit of the benefits. If
you have this Flaw, you should wear a special tag or glasses to indicate its nature.
Interestingly, you can still use the Auspex Discipline power of Aura Perception,
though you perceive the aura through other senses (smell, sound, etc.).
Paraplegic (5 Trait Flaw)
You can hardly move without assistance, such as a pair of crutches or a wheelchair.
Even then it can be painful and cumbersome to do so. The Storyteller and you should
take care to roleplay this Flaw correctly, no matter how difficult it makes things. A
character may not take this Flaw along with the Merit: Double-jointed.