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Merits
Physical Merits
Acute Sense (1 point)
One of your senses is exceptionally sharp, be it
sight, hearing, smell, touch, or taste. The difficulties for
all tasks involving the use of this particular sense are
reduced by two. This Merit can be combined with the
Discipline of Auspex to produce superhuman sensory
acuity.
Ambidextrous (1 point)
Whether by training or a gift of birth, you are
equally adept with both hands. You must still split actions as
normal, but you do not incur any additional penalties for
taking actions with your non-dominant hand.
Bruiser (1 point)
Your appearance is sufficiently thug-like to
inspire fear (or at least disquiet) in those who see you.
While youre 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.
Daredevil (3 points)
Concentration (1 point)
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 (e.g., loud noises, strobe lights, or hanging
upside down).
Sturdy (4 points)
Training, hardships, or natural ability have inured
your body to pain and damage. While you are not necessarily
a hulking brute, anyone who has seen you in action knows
that you can take more damage than the average individual.
You gain an additional health level.
Mental Merits
Calm Heart (3 points)
You are naturally calm and do not easily fly off
the handle. You receive two extra dice when attempting
to resist a frenzy. Brujah may not take this Merit.
Introspection (1 point)
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 two dice to your Perception dice pool
when you must take an action against someone with the
same Nature or Demeanor as you.
Literacy (1 point)
You are a learned scholar, able to both read and
write. The Merit assumes that you can read and write with
fluency in your native tongue, as well as Latin and any
languages you may have gained through the Multi-Lingual
Merit. In some chronicles, literacy can be assumed. In these
cases, Illiteracy becomes a 1-point Flaw.
Social Merits
Former Ghoul (1 point)
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 -1 difficulty on all Social rolls when in the
presence of other neonates (particularly those who
havent been educated by their sires), and have a -1
difficulty on all rolls relating to vampiric knowledge.
Bullyboy (2 points)
Youre part of the brute squad the local Sheriff
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. How far outside the law you can go
depends on circumstance and how much the vampire you
report to likes you.
Protg (1 point)
Sanctity (2 points)
This Merit is sometimes called the halo effect;
everyone considers you pure and innocent, though not
necessarily nave. You have a saint-like quality that is
hard to pinpoint but cannot be denied. You are trusted,
even if you are not trustworthy. At the Storytellers
discretion, you tend to receive lesser punishments for
wrongdoing, and you are liked by most.
enthusiastic, wealthy mortal who has infrequent funds. A 3point Patron might be a mortal prince or queen, or a vampire
of some standing more willing to regularly fund or champion
you, while a 5-point Patron is almost certainly supernatural
and has vast resources at their disposal. This is not
something for nothing, however, and every so often (with
increasing frequency directly proportional to the points
invested in this Merit) your Patron will ask something of
you. It is generally unwise to say no.
Supernatural Merits
Deceptive Aura (1 point)
Your aura is unnaturally bright and colorful for a
vampire. You register as a mortal on all attempts to read
your aura.
Darksight (2 point)
Your character sees in the darkness the way others
see in light. Even in the complete absence of light, she sees
perfectly. She suffers no penalties for darkness.
Additionally, she catches glimpses of the otherworldly. She
sees ghosts as if they were material, but only while in the
dark. More than a candles light negates this ability.
Patron (1 to 5 points)
You are fortunate enough to have a personage of
some wealth and power who is willing to sponsor your
endeavors. Presumably, your Patron is fond of you and is
willing to offer you material goods to further whatever
agreed upon goal you may have, so long as you do not abuse
their favor. The scale of this Merit pertains both to the power
of your Patron and how close they are to you. A 1-point
Patron could be a distant but powerful vampire or an
Lucky (1 to 5 points)
Fortune smiles upon you. The variable point costs
reflect just how much you have been blessed by luck. At 1
point, the trifles of everyday life rarely seem to affect you.
At 3 points, you are a gambling dens nightmare. At 5 points,
you live a truly charmed life, misfortune seemingly passing
Medium (2 points)
Ghosts, spirits, and shades speak to you. You may
have had this talent in your mortal life, or it may be a new
ability granted by your Embrace. By spending a moment in
meditation, you may ask the spirits who visit you for their
aid. They are ready and willing to help you in whatever way
they can (most often by providing information), but they
always ask a favor in return. The severity of this favor should
be in line with the task given to the spirits.
Unbondable (5 points)
The stilled blood within you refuses to be
compelled. You cannot be bound via the Blood Oath. This
does not render you immune to any other source of mental
influence, however. If your character is of Clan Tremere,
you may not take this Merit.
Flaws
Physical Flaws
Bad Sight (1 or 3 points)
Your sight is defective. The difficulties of any die
rolls involving the use of your eyesight are increased by
two. As a one-point Flaw, this condition can be corrected
with glasses or contacts; as a three-point Flaw, the
condition is too severe to be corrected.
Unclean (2 or 3 points)
Whether a lingering trait from your mortal life or an
unfortunate side effect of your Embrace, your skin is marred
in such a way that most casual observers assume you are a
leper (or at least carrying some kind of plague). You may be
barred entry to major cities, thrown out of most
establishments, or subject to misguided attempts at healing
or mercy. At 3 points, you carry leprosy (or some other
contagious and visible disease). Nosferatu who take this
Flaw receive only 1 point for it and must take its full effects
(3 points).
Addiction (3 points)
One of your vices from life has carried over into
your unlife. Now, whenever you feed, you must also satiate
your addiction. This could be anything from preying on
drunkards, those who have become dependent on painkilling opiates, or even the deeply spiritual who use
hallucinogens to commune with the divine. The addiction
not need be limited to substance abuse, extending to thrillseeking or sexual encounters. Blood not tainted with your
vice only offers half the normal sustenance.
Monstrous (3 points)
When you were Embraced, the Beast within tore its
way out, permanently manifesting itself in your physical
features. You are a terrible, twisted creature, the stuff of
nightmares in unliving flesh. Ordinary mortals flee in terror
at your approach and even Cainites recoil in disgust. Your
Appearance is permanently 0 and cannot be raised. If your
character is of Clan Nosferatu, you may not take this Flaw.
Short (1 points)
You are well below average height four and a
half feet (1.5 meters) tall or less. You have difficulty
reaching or manipulating objects designed for normal
adult size, and your running speed is one-half that of an
average human.
penetrate properly. A number of Caitiff and highGeneration vampires often manifest this Flaw.
Addiction (3 points)
Tic/Twitch (1 points)
You have some sort of repetitive motion that you
make in times of stress, and its a dead giveaway as to
your identity. Examples 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.
Disfigured (2 points)
Child (4 points)
Lame (3 points)
Your legs are damaged, which prevents you from
running or walking easily. You are forced to walk with a
cane or possibly leg braces, and you have a pronounced
limp to your stride. Your walking speed is one-quarter
that of a normal human, and running is impossible.
Lazy (3 points)
Deformity (3 points)
Mute (4 points)
You cannot (or choose not to) speak. Typically, you
communicate through body language and gestures, which
imposes a +3 difficulty for any rolls that require you to
communicate with unfamiliar people. Taking the Literacy
Merit or dedicating a Multi-Lingual language to sign
language can lessen this issue.
Mental Flaws
Deep Sleeper (1 point)
Slumber takes you wholly, plunging you
completely into the depthless realm of dreams. Increase the
difficulty of rolls to wake during the day by two.
Nightmares (1 point)
When you sleep, nightmares invade your dreams.
Terrible images assault your mind, leaving you anxious and
breathless upon waking. When you wake, make a Willpower
roll. If you fail, the horror of your dreams haunts you,
decreasing your dice pools for all actions by one until you
next sleep.
Impatient (1 point)
Amnesia (2 points)
Something has erased a portion of your memory.
You remember little to nothing about your past. How far
back this memory loss goes should be agreed upon between
you and the Storyteller. You should also work together to
determine what your character may have forgotten (unless
you prefer to be surprised, of course). Storytellers should
feel free to use this empty space in the characters memory
to provide interesting complications for the campaign.
Vengeful (2 points)
Shy (1 point)
Soft-Hearted (1 point)
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.
Unconvinced (1 point)
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.
Lunacy (2 points)
You are affected by the phases of the moon,
increasing your chances to frenzy. Under the crescent
moon, difficulties to avoid frenzy increase by one. Under
the half or gibbous moon, difficulties rise by two. When
the moon is full, difficulties increase by three.
Phobia (2 points)
You have an overpowering fear of something.
Spiders, snakes, crowds, and heights are 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.
Weak-Willed (3 points)
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 mindaltering spells or magic, are increased by two. Your
Willpower Trait may never rise above 4.
Guilt-Wracked (4 points)
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 much blood in your system, leaving you
vulnerable to both attacks and hunger-based frenzies.
Social Flaws
Dark Secret (1 point)
Something from your past haunts you. If found out,
it could destroy your reputation with your clan and coterie.
When the truth rears its ugly head, you must quash it or
suffer the consequences of your secret getting out. You live
every day knowing that at some point, word will get out and
you will be unable to stop it.
Expendable (1 point)
Someone in power doesnt want you around.
Maybe she wants territory you possess, or is jealous of the
attention youre 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 point)
The whole matter has been explained to you, but
youre still not quite sure how things in your Clan work.
Your imperfect understanding of the rules and regulations
of your new existence means that sooner or later, youre
going to make a mistake. Its only a matter of time.
Outsider (1 point)
This is not your native land; this is not your mother
tongue. You are not from around here. Everything is strange
and different, from the customs to the food. You struggle
with the areas native language (though you can get by with
a purchase of the Lingua Franca Merit) and the difficulty to
applicable Social rolls increases by one.
Vulgar (1 point)
You are famously uncouth, abrasive, and
unpleasant. Tact is a foreign concept to you, and no matter
of gentle prodding or harsher discussions can seem to teach
you how to navigate a social situation. Mechanically,
increase the difficulty to rolls involving social grace,
manners, or delicate social proceedings by one. You may
also roleplay yourself into a bind by accidentally offending
the wrong people.
Enemy (1 to 5 points)
In your travels, you have earned the enmity of a
person or organization. The severity and scope of this hatred
is reflected by the rating of the Flaw. At 1 point, your enemy
is an aggrieved peer or the irritation of an organization. You
may be undercut, inconvenienced, or framed for petty
crimes, but nothing so severe as attempts on your unlife. At
3 points, your enemy is your superior, or the anger of an
important group. They make regular efforts to thwart your
plans, threaten your allies, and undermine your standing with
your clan and Road. At this level, your enemy may consider
granting you the Final Death. Work this out with your
Storyteller. At 5 points, your enemy is an elder or an entire
organization, such as the ruling family of your nation or the
Catholic Church. Your death is not out of the question. None
of your associates are safe. Everywhere you go, you can
expect your enemy to be waiting. What have you done to
make someone so powerful so angry?
Rivalry (1 to 5 points)
Someone hates you so much that they cannot bear
to leave you alone. The scale of this Flaw is similar to that
of the Enemy Flaw (see above), but your Rival is not
interested in seeing you dead. Rather, a Rival desires only to
make your unlife as troublesome and hellish as possible. At
lower point value, the Rival may also be a friend who arrives
at precisely the worst moment to steal your thunder or make
you embarrassed. At higher levels, your Rival loses sleep
planning how to make your life miserable.
Catspaw (2 point)
Youve done dirty work for someone high up in
the citys hierarchy in the past the Sheriff, your elder,
or even someone higher. However, instead of granting
you favor, your deeds have made you an embarrassment
or a liability. For the moment, your former employers
concern is to keep you quiet. In the long term, its to get
rid of you.
Territorial (2 points)
You have staked out a claim to a certain area of land
and a certain group of mortals and defend it to the point of
irrationality. If you catch another vampire hunting on your
turf, check for frenzy immediately. Even if you do not
frenzy, the thought alone is enough to make you violent.
Note that without the necessary backgrounds, your
territory means nothing to anyone other than you.
Apostate (2 points)
There is no sin in changing Roads. However, the
manner in which you changed Roads was spectacular and
offensive. You decried your former Road in public and
spoke out against the faults within their tenets. Predictably,
this has earned you the ire of those on your former Road, but
it has also made the members of your new Road suspicious.
You must work twice as hard to earn the respect of your
peers. Be wary, also, for those who might seek revenge.
Bound (4 point)
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. The
knowledge gnaws at you, even as you find yourself lost in
devotion to your vampiric master.
Hunted (4 points)
A witch hunter has targeted you. She may be
overestimating you, but she is prepared to eliminate you
completely. You find your safe havens uncovered, your
social networks compromised, and your allies endangered.
Whether or not you affronted this witch hunter personally is
between you and the Storyteller. The Storyteller should bear
in mind that this is a 4-point Flaw and not hold back.
Oathbreaker (4 points)
Supernatural Flaws
Cast No Reflection (1 point)
Like a monster out of a ghost story, your visage does
not appear in a mirror, standing water, a swords blade, or
any other reflective surface. Casual observers need only
make a Perception + Alertness roll at default difficulty to
notice this oddity, which can lead to any number of
interesting complications when dealing with mortals.
Cursed (1 to 5 points)
Someone has placed a curse upon you. Work with
the Storyteller to determine the nature of your curse, why
you are cursed, and how it manifests. The following
examples demonstrate the scale of your misfortune: 1 point
- if you betray the trust of another, they will always find out;
2 points - words fail you when you try to urgently describe
something youve seen or heard; 3 points in your hands,
tools warp and break; 4 points - everyone you love will
eventually mistrust and despise you; 5 points all your
successes and grand schemes are doomed to fold and
crumble. Curses can be lifted by reconciling with whoever
(or whatever) levied the curse in the first place.
Unlucky (1 to 5 points)
You are spectacularly unfortunate. Disaster follows
in your wake. You are magnetically attracted to misfortune.
At 1 point, it rains whenever you forget your coat. At 3
points, its rare for you to recover from any failure
gracefully. At 5 points, nearly everything you attempt ends
catastrophically. A number of times per day equal to the
point you have in this Flaw, the Storyteller may force you to
reroll a successful roll and take the second result. Lucky and
Unlucky are not mutually exclusive, but for simplicitys
sake, the same roll cannot be modified by both at once. That
is, if a Lucky reroll is used, the Storyteller cannot force you
to reroll the reroll.
Light-Sensitive (5 points)
While all Cainites fear the daylight, you are
especially vulnerable. Beneath the hateful gaze of the sun,
your unliving flesh chars and crumbles at an alarming rate,
and even the gentle light of the moon causes you pain. You
take double the normal amount of damage when exposed to
sunlight and lethal damage from moonlight. Characters who
are Followers of Set and Lasombra may take this Flaw to
further intensify their clans particular weakness to sunlight,
doubling the augmented damage instead.