Generic Merits & Flaws
Acute
Sense
1 pt. Merit
-2 diff to all rolls involving selected sense.
Vampire Revised
Ambidextrous
1 pt. Merit
May perform tasks with either hand and suffer no dice penalty.
Vampire Revised
Catlike
Balance
1 pt. Merit
-2 diff to all balance-related rolls.
Vampire Revised
Common
Sense
1 pt. Merit
May ask ST for advice on everyday things.
Vampire Revised
Concentration
1 pt. Merit
Less affected by any penalties stemming from distracting circumstances.
Vampire Revised
Eat Food
1 pt. Merit
This ability will serve you well in maintaining the Masquerade. Of course, you can't digest what you eat, and
there will be some point during the evening when you must force yourself to
heave it back up.
Vampire Revised
Natural
Leader
1 pt. Merit
+2 dice on all Leadership rolls. Must
have a Charisma of 3 or greater.
Vampire Revised
Prestigious Sire
1 pt. Merit
Your Sire has or had great status amongst your sect. Most likely he/she is not around anymore.
Vampire Revised
Time
Sense
1 pt. Merit
You're always spot on with the time, to within a few seconds.
Vampire Revised
Debt of
Gratitude
1 pt. Merit to 3 pt. Merit
One point might mean an elder owes the character a favour; three might mean
that she owes the character her unlife.
Vampire Revised
Level 3 of this Flaw is Restricted
Blush Of
Health
2 pt. Merit
You still retain the colour of a living mortal, and your skin feels only
slightly cool to the touch.
Vampire Revised
Code of
Honour
2 pt. Merit
+2 dice to all Willpower or Virtue rolls when acting in accordance with their
code or when attempting to avoid situations that might force them to violate
their code. Must send me details of code.
Vampire Revised
Eidetic
Memory
2 pt. Merit
You remember everything. Under stressful situation involving numerous
distractions, you must make a Perception + Alertness roll (diff 6) to summon
enough concentration to absorb what your senses detect.
Vampire Revised
N.B. If you take this merit, I expect you to log all your scenes and every
piece of information you receive. ST's cannot be responsible for helping you
remember things they weren't there for.
Enchanting Voice
2 pt. Merit
-2 diff to all rolls involving the use of voice to persuade, charm or command.
Vampire Revised
Light
Sleeper
2 pt. Merit
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/Path restricts the number of dice available during the day.
Vampire Revised
Magic
Resistance
2 pt. Merit
The difficulty of all magic, both malicious and beneficent, is +2 when
directed at you. You may never learn Thaumaturgy.
Vampire Revised
Medium
2 pt. Merit
May sense and communicate with Wraiths.
Vampire Revised
Natural
Linguist
2 pt. Merit
+3 dice to any dice pool involving written or spoken languages.
Vampire Revised
Calm
Heart
3 pt. Merit
+2 dice when attempting to resist frenzy. Brujah may not take this Flaw.
Vampire Revised
Daredevil
3 pt. Merit
+3 dice to their rolls, and negate a single 1 on actions that have at least
diff 8 and have the potential to inflict at least three health levels of
damage if failed.
Vampire Revised
Efficient Digestion
3 pt. Merit
+1 additional blood point for every two points of blood you consume. Does not
allow you to exceed your blood pool maximum.
Vampire Revised
Iron
Will
3 pt. Merit
May spend a Willpower point to shake off the effects of a Dominate power. +3
dice to resist effects of any mind-altering magic, spell or Thaumaturgy path.
Does not effect Presence or other powers dealing with emotions.
Vampire Revised
Restricted - requires min WP of 7.
Lucky
3 pt. Merit
May re-roll three failed attempts per story.
Vampire Revised
Disallowed - unsuitable for online RP, as there is often no clear beginning or
end to each story.
Oracular
Ability
3 pt. Merit
With an ST present, you may make a Perception + Occult roll to discern an
omen, then an Intelligence + Occult to understand it. Only to be used in the
presence of an ST at their request (not yours).
Vampire Revised
Spirit Mentor
3 pt. Merit
A Wraith who assists you with knowledge or minor terrestrial interference. Must take the Mentor
Background. As with normal Mentor,
only an ST may act as this being.
Vampire Revised
Huge
Size
4 pt. Merit
+1 "Bruised" Health Level. You're LARGE. Approximately 300 pounds in weight
(not necessarily in a good way *G*) and at least 6'10".
Vampire Revised
True
Love
4 pt. Merit
+1 automatic success on all Willpower rolls, which can be negated only by a
botch die.
Vampire Revised
Unbondable
4 pt. Merit
Immunity to the Vampiric Blood Bond
Vampire Revised
It doesn't take a genius to see this is restricted ;)
6 pt. Merit
Nine changes to reroll failed rolls that would result in the character's
death.
Vampire Revised
Restricted - Difficult for the ST to keep track of.
True
Faith
7 pt. Merit
+1 die to all Willpower and Virtue rolls. Must have Humanity 9 or higher.
Vampire Revised
Restricted and rare
Bad
Sight
1 pt. Flaw
+2 diff on all rolls involving the use of your eyesight. Can be corrected with
glasses or contacts.
Vampire Revised
Cat No
Reflection
1 pt. Flaw
No reflection, cannot be detected by visually-oriented equipment (security
cameras, camcorders, binoculars), cannot be photographed. Lasombra may not
take this Flaw.
Vampire Revised
Restricted - You'll only be allowed this if it genuinely hampers your
character.
Dark
Secret
1 pt. Flaw
You have some sort of secret that, if uncovered, would be of immense
embarrassment to you and would make you a pariah in the local Kindred
community.
Vampire Revised
Deep
Sleeper
1 pt. Flaw
+2 diff to awaken during the day
Vampire Revised
Hard of
Hearing
1 pt. Flaw
+2 diff to all rolls involving hearing. May not take Acute Hearing.
Vampire Revised
Infamous
Sire
1 pt. Flaw
Your Sire is/was distrusted and disliked by your fellows, and this taints your
reputation. State why.
Vampire Revised
Mistaken
Identity
1 pt. Flaw
You look like another Kindred.
Vampire Revised
Nightmares
1 pt. Flaw
For every night of play, make a Willpower roll (diff 7) or lose 1 die on all
actions for that night.
Vampire Revised
Prey
Exclusion
1 pt. Flaw
Refuse to feed on stated thing. If you accidentally feed upon such an
individual, you automatically frenzy and must make a roll to prevent Humanity
loss.
Vampire Revised
Repulsed
By Garlic
1 pt. Flaw
Garlic will drive you from a room unless you make a successful Willpower rolld
(difficulty based on the strength of the odor).
Vampire Revised
Short
1 pt. Flaw
-2 dice to all pursuit rolls. Other penalties to height may occur at the ST's
discretion. May not take Huge Size.
Vampire Revised
Shy
1 pt. Flaw
+2 diff for social dealings with strangers. +3 diff for any social situation
in which you are the center of attention. Shy characters may take longer to
get involved.
Vampire Revised
Sire's
Resentment
1 pt. Flaw
Your Sire wishes you ill for some reason. State why.
Vampire Revised
Smell Of
The Grave
1 pt. Flaw
+1 diff on all Social rolls to affect non-vampires.
Vampire Revised
Soft-Hearted
1 pt. Flaw
Avoid any situation that involves anyone suffering physical or emotional pain
unless you succeed a WP roll, diff 8. You must have a Humanity rating of 7 or
above to take this Flaw.
Vampire Revised
Speech
Impediment
1 pt. Flaw
+2 diff to rolls involving verbal communication. Roleplay this Flaw whenever
possible.
Vampire Revised
Touch Of
Frost
1 pt. Flaw
Plants wither and die at your touch. Your touch leeches heat from living
beings, as though you are made of ice.
Vampire Revised
Cursed
1 pt. Flaw to 5 pt. Flaw
The strength and pervasiveness of the curse depends on how many points you
wish to incur. Give details of how the character became cursed and what the
curse does exactly. ST will decide point value.
Vampire Revised
Enemy
1 pt. Flaw to 5 pt. Flaw
You have an enemy, or a group of enemies, whose power is determined by the
value of the Flaw. Must clearly state who the Enemy is/are, and how you earned
their enmity.
Vampire Revised
14th
Generation
2 pt. Flaw
Only eight blood points may be used to heal wounds, power disciplines, raise
Attributes, etc. May not take the Backgrounds Generation or Status
Vampire Revised
Amnesia
2 pt. Flaw
May take another 5 points from Flaws without stating what the Flaws are. You
have no knowledge of your past, friends, family, enemies, etc. The ST will use
this one against you. Only for roleplayers who like to live dangerously.
Vampire Revised
Disfigured
2 pt. Flaw
You have a hideous deformity, which makes you disturbing and memorable. +2
diff of all rolls relating to social interaction. Your Appearance cannot be
greater than 2.
Vampire Revised
Eerie
Presence
2 pt. Flaw
+2 diff on all Social rolls involving non-vampires.
Vampire Revised
Infectious Bite
2 pt. Flaw
Cannot automatically lick feeding wounds closed. Bites have a one in five
chance of becoming infected.
Vampire Revised
Don't forget to email the ST every single time you feed…
Lunacy
2 pt. Flaw
Diff to resist frenzy affected by moon phase. Crescent moon: +1; Half or
gibbous moon: +2; Full moon: +3
Vampire Revised
One Eye
2 pt. Flaw
+2 diff on all Perception rolls involving eyesight. +1 diff on all rolls
requiring depth perception (this includes ranged combat).
Vampire Revised
Phobia
2 pt. Flaw
Overpowering fear of stated thing. Courage roll required to remain near it.
Think your Phobia through. A phobia of Winnie the Pooh is not going to get
approved.
Vampire Revised
Short
Fuse
2 pt. Flaw
+2 diff to resist frenzy. Cannot be taken by Brujah.
Vampire Revised
Territorial
2 pt. Flaw
Must make frenzy roll whenever another vampire enters your hunting ground.
Reluctant to leave your territory except in desperate circumstances.
Vampire Revised
Vengeance
2 pt. Flaw
You are obsessed with taking your revenge on a 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.
Vampire Revised
Restricted
Addiction
3 pt. Flaw
If deprived for extended period, make WP check (diff 4, +1 for each additional
day). Failure results in forgoing everything to hunt down your next fix, and
+1 diff on all rolls to resist frenzy. Substance must impair you in some
fashion.
Vampire Revised
Bad
Sight
3 pt. Flaw
+2 diff on all rolls involving the use of your eyesight. Cannot be corrected
with glasses or contacts.
Vampire Revised
Can't
Cross Running Water
3 pt. Flaw
Cannot cross running water unless at least 50 feet above it.
Vampire Revised
Child
3 pt. Flaw
You were a child at the time of your Embrace. May not have more than two dots in Strength or Stamina, except when
raising Physical Attributes with blood points. +2 diff of all rolls when
attempting to direct or lead non-vampire adults. You can't get into most pubs,
even with an adult, and you cannot enter nightclubs. Must also take the Flaw: Short.
Vampire Revised
Restricted: Background must blow my socks off before I allow this one.
Deformity
3 pt. Flaw
You have a misshapen limb, hunched back, clubfoot, etc. +1 diff to all dice
rolls involving your physical appearance. +2 diff to all Dexterity rolls that
involve your deformity. Give a reason for your deformity.
Vampire Revised
Haunted
3 pt. Flaw
You are haunted by a Wraith, who actively attempts to hinder you. Give details
on who this person is and why they haunt the character.
Vampire Revised
Lame
3 pt. Flaw
Your legs either are injured or otherwise disabled. -2 dice to all rolls
related to movement. No running. Give reason.
Vampire Revised
Monstrous
3 pt. Flaw
Appearance of 0. Don't expect to pull the girlies with this one. Nosferatu may
not take this flaw.
Vampire Revised
Permanent Wound
3 pt. Flaw
You have a wound that never heals. At the beginning of each night, you rise
from sleep at the Wounded health level, though this may be healed by spending
blood points.
Vampire Revised
Repelled
By Crosses
3 pt. Flaw
When confronted with a cross, you must make a Willpower roll (difficulty 9) or
flee from the symbol for the duration of the scene.
Vampire Revised
Slow
Healing
3 pt. Flaw
It requires two blood points to heal one health level of normal damage, and
you heal one health level of aggravated damage every five days (plus the usual
five blood points and Willpower expenditure).
Vampire Revised
Weak-Willed
3 pt. Flaw
Dominate attempts automatically affect you unless the wielder is of higher
generation. +2 diff to resist Social abilities such as Intimidation or
Leadership, as well as mind-altering spells or magic. Willpower may never rise
above 4.
Vampire Revised
Conspicuous Consumption
4 pt. Flaw
You believe you must consume your victim's heart, liver and other blood-rich
tissues. Must purchase the Merit: Eat Food.
Vampire Revised
You must email the ST every time you feed and inform me of who you've eaten
and what you've done with the leftovers.
Deaf
4 pt. Flaw
Automatically fail any rolls that involve hearing. +3 diff to most Alertness
rolls. Cannot take Hard of Hearing, or Acute Hearing.
Vampire Revised
Disease
Carrier
4 pt. Flaw
Your blood carries a highly contagious disease. Those who drink from you have
a 10% chance of catching it (if a non-vampire), or becoming a carrier (if a
vampire). You must spend a blood point each night on awakening or you will
begin manifesting symptoms of the disease.
Vampire Revised
Grip Of
The Damned
4 pt. Flaw
There is no ecstasy in your Kiss, only terror and pain.
Vampire Revised
Hunted
4 pt. Flaw
For some reason, a mortal hunter is after you, and won't stop until you're
dead...
Vampire Revised
Mute
4 pt. Flaw
You can't talk.
Vampire Revised
Probationary Sect Member
4 pt. Flaw
You recently (re?)joined your sect, and aren't fully trusted. Don't expect
everyone to try to be your friend... Or at least, be wary of them if they
do...
Vampire Revised
Thin
Blood
4 pt. Flaw
All blood point costs are doubled. Unable to create a blood bond. Efforts to
Embrace another succeed only 20% of the time.
Vampire Revised
Dark
Fate
5 pt. Flaw
You're doomed. The ST will use this in the end…
Vampire Revised
Flesh Of
The Corpse
5 pt. Flaw
Even after damage is healed, your flesh bears the signs of injury. Depending
on the nature of the damage, this Flaw will make social dealings exceedingly
difficult.
Vampire Revised
Light-Sensitive
5 pt. Flaw
Sunlight causes double damage. Moonlight
causes lethal, though it must shine directly upon you. Even bright lights hurt
your eyes.
Vampire Revised
Blind
6 pt. Flaw
Automatically fail any rolls that involve vision and sight. +3 diff to
Alertness unless sight is thoroughly unnecessary. +2 diff to Dexterity-related
rolls. Level Two Auspex still works, though information is interpreted via
other senses. Cannot take Bad Sight, or Acute Vision.
Vampire Revised
Sabbat Merits & Flaws
Early
Riser (1 pt. Physical Merit)
You rise
an hour before most other vampires.
Guide to
the Sabbat
Introspection (1 pt. Mental Merit)
You have
keen insight into the ulterior motives of yourself and other like you. +2 die
to your Perception pool for all rolls against someone with your Nature or
Demeanor.
Guide to
the Sabbat
Sanctity (2 pt. Social Merit)
“The
halo effect;” everyone considers you pure & innocent, though not necessarly
naïve. You are trusted, even if you are not trustworthy.
Guide to
the Sabbat
Special
Responsibility (1 pt. Social Flaw)
You
volunteered for a special pack duty, and it’s turning out to be a pain. You
get no credit for it, and if you quit, you’ll lose a lot of face.
Guide to
the Sabbat
Vulnerability to Silver (2 pt. Physical Flaw)
You take
aggravated damage from silver weapons.
Guide to
the Sabbat
Lazy (3
pt. Physical Flaw)
You are
lazy, and never prepare for anything. +1 difficulty to all spontaneous rolls
(including most combat)
Guide to
the Sabbat
Infertile Vitae (5 pt. Physical Flaw)
You may
never create childer.
Guide to
the Sabbat
Flashbacks (6 pt. Mental Flaw)
You
didn’t make it through the Creation Rites wholly intact. Your Willpower
fluctuates each night. Roll WP, and if you fail, your WP is 1 for the
duration of the night.
Guide to
the Sabbat
Camarilla Merits & Flaws
Bruiser
(1 pt. Physical Merit)
Your
thuglike appearance inspires fear. –1 difficulty to Intimidate rolls vs.
those who have not physically bested you.
Guide to
the Camarilla
Friendly Face (1 pt. Physical Merit)
Your
face reminds strangers of everyone. –1 difficulty on appropriate Social
rolls, first meeting only.
Guide to
the Camarilla
Coldly
Logical (1 pt. Mental Merit)
-1
difficulty to Sense Deception & related rolls.
Guide to
the Camarilla
Useful
Knowledge (1 pt. Mental Merit)
Your
knowledge in a specific field makes your conversation intriguing to an older
Kindred. He has an interest in keeping you around.
Guide to
the Camarilla
Elysium
Regular (1 pt. Social Merit)
You are
known at Elysium, and all the movers & shakers know who you are.
Guide to
the Camarilla
Guide to the Camarilla
Former
Ghoul (1 pt. Social Merit)
-1
difficulty to all Social rolls when in the presence of other neonates, and –1
diificulty to rolls relating to Kindred knowledge.
Guide to
the Camarilla
Harmless (1 pt. Social Merit)
Everyone
in the city knows you and knows you are no threat (unless you start acting
like you are).
Guide to
the Camarilla
Protégé
(1 pt. Social Merit)
Your
sire spoke glowingly of you. –1 difficulty on Social rolls with those who’ve
heard good things about you.
Guide to
the Camarilla
Sabbat
Survivor (1 pt. Social Merit)
You’ve
lived through at least one Sabbat attack. –1 difficulty to Perception rolls
on Sabbat-based matters (including ambushes).
Guide to
the Camarilla
Deceptive Aura (1 pt. Supernatural Merit)
Your
aura does not reveal you to be undead; you register as a mortal.
Guide to
the Camarilla
Healing
Touch (1 pt. Supernatuial Merit)
You can
seal the wounds you inflict by touch, rather then by licking them.
Guide to
the Camarilla
Inoffensive to Animals (1 pt. Supernatural Merits)
Unlike
most kindred, animals do not actively and instictually dislike being in your
presence.
Guide to
the Camarilla
Boon
(1-6 pt. Merit)
Someone
owes you in the prestation game.
4+ is
Restricted
Guide to
the Camarilla
Computer Aptitude (2 pt. Mental Merit)
All
rolls involving computers are at –2 difficulty.
Guide to
the Camarilla
Bullyboy (2 pt. Social Merit)
You’re
part of the brute squad the Sheriff calls on when he needs some muscle.
Guide to
the Camarilla
Old Pal
(2 pt. Social Merit)
A friend
from your mortal days was Embraced when you were, and you are still friends
now. You have a very loyal Ally.
Guide to
the Camarilla
Open
Road (2 pt. Social Merit)
You have
a knowledge if safe travel routes. Unless someone knows your exact route and
is specifically looking for you, you can move in between cities unimpeded.
Guide to
the Camarilla
Scholar
of Enemies (2 pt. Social Merit)
You have
specialized knowledge about one of the Camarilla’s enemies. –2 difficulty for
all rolls pertaining specifically to the subject of your specialization; +1
difficulty dealing with other enemies.
Guide to
the Camarilla
Scholar
of Others (2 pt. Social Merit)
You have
specialized knowledge about sone non-Camarilla’s group. –2 difficulty for all
rolls pertaining specifically to the subject of your specialization; +1
difficulty dealing with other groups.
Restricted—Requires approval of appropriate cross-game ST if necessary.
Guide to
the Camarilla
Sheriff’s Friend (2 pt. Social Merit)
The
local Sheriff likes you, and you get preferential treatment.
Guide to
the Camarilla
Domain
(2-4 pt. Social Merit)
You have
been granted your own domain in the city, with size and importance relating to
the Merit cost. You have many rights & responsibilities that
go with it.
Restricted—New York is a finite city, and Domain is not lightly handed out.
Guide to
the Camarilla
Precocious (3 pt. Mental Merit)
You
learn quickly. Your experience point and time cost to pick up a specific
Ability is halved.
Guide to
the Camarilla
Alernate Identity (3 pt. Social Merit)
You have
an alternate role that allows you to run with another group or sect of
vampires. This other self has a believeable history and backstory, and is
accepted at face value.
Guide to
the Camarilla
Friend
of the Underground (3 pt. Social Merit)
While
not a Nosferatu, you you your way around the sewers, and the Nosferatu let you
wander. –1 difficulty to Sewer Lore rolls.
Guide to
the Camarilla
Mole (3
pt. Social Merit)
You have
an informer buried within the Sabbat or Anarchs who funnels you information as
to what they’re up to.
Restricted—There’s only so many moles in the Sabbat and Anarchs.
Guide to
the Camarilla
Rising
Star (3 pt. Social Merit)
You’re a
rising star in the Camarilla, and everyone seems to like you. –1 difficulty on
all Social rolls involving Camarilla vampires who don’t actively oppose your
ascent.
Guide to
the Camarilla
Hidden
Diablerie (3 pt. Supernatural Merit)
The
black streaks of diableire do not manifest in your aura.
This is
SOOOO Restricted...
Guide to
the Camarilla
Clan
Friendship (4 pt. Social Merit)
One
particular clan has a special liking to you. –2 difficulty to all Social
rolls vs. that clan’s members.
Guide to
the Camarilla
Broken
Bond (4 pt. Social Merit)
You’ve
broken a blood bond, but the regnant is not aware of this. Don’t let him
know.
Guide to
the Camarilla
Primogen Friendship (4 pt. Social Merit)
The
primogen value your opinion.
Restricted
Guide to
the Camarilla
Harpy
(5 pt. Social Merit)
You are
counted among the Harpies, and your opinion is influential. –1 difficulty to
Social rolls when acting in an official capacity.
Guide to
the Camarilla
Additional Discipline (5 pt. Supernatural Merits)
You may
choose any common Discipline (Animalism, Auspex, Celerity, Dominate,
Fortitude, Potence, Presence) as if it were an additional Clan Discipline.
Guide to
the Camarilla
Primogen (7 pt. Social Merit)
You are
your clan’s primogen, part of the ruling council of the city.
Banned. If you wanna be Primogen, get there in-game.
Guide to
the Camarilla
Impatient (1 pt. Mental Flaw)
Every
time you are forced to wait around instead of acting, roll Self-Control or go
off on your own.
Guide to
the Camarilla
Unconvinced (1 pt. Mental Flaw)
You have
gone on record as questioning the need for the Masquerade.
Guide to
the Camarilla
Botched
Presentation (1 pt. Social Flaw)
You
flubbed your presentation to the Prince, and are convinced he hates you. Roll
Willpower vs. 7 to stand in front of the Prince or his representatives without
running, blubbering, or otherwise making a fool of yourself.
Guide to
the Camarilla
Expendable (1 pt. Social Flaw)
Someone
in power doesn’t want you around. They put you in dangerous situations “for
the good of the Camarilla,” and can keep doing it.
Guide to
the Camarilla
Incomplete Understanding (1 pt. Social Flaw)
Although
it’s been explained, you still don’t know how the Camarilla/Masquerade thing works. Eventually, you’re going to slip
up.
Banned
as a potential “easy out” for making Masquerade breaches.
Guide to
the Camarilla
New
Arrival (1 pt. Social Flaw)
You are
very new in town, and have no concept of the city’s current events, politics,
and history.
Guide to
the Camarilla
New Kid
(1 pt. Social Flaw)
You’re
the latest Embrace in the city, everyone knows it, and you therefore are at
the bottom of the food chain. Even if someone else is added, you’re regarded
as a geek by your peers. +1 difficulty to Social rolls with other neonates.
Guide to
the Camarilla
Recruitment Target (1 pt. Social Flaw)
The
Sabbat want you, willing or not, and they want you bad.
Guide to
the Camarilla
Sympathizer (1 pt. Social Flaw)
You have
publicly expressed sympathy for the Sabbat’s goals and policies. All eyes are
on you suspiciously.
Guide to
the Camarilla
Twitch
(1 pt. Physical Flaw)
You have
some repetitive motion in times of stress that are a dead giveaway to your
identity. You may refrain from it with a WP point.
Guide to
the Camarilla
Cold
Breeze (1 pt. Supernatural Flaw)
A chill
wind follows you, discomfitting mortals (+1 to appropriate Social roll
difficulties) and endangering the Masquerade.
Guide to
the Camarilla
Thirst
for Innocence (2 pt. Mental Flaw)
The
sight of any sort of innocence arouses a bloodlust. Roll Self-Control or
frenzy and attack the source.
Guide to
the Camarilla
Stereotype (2 pt. Mental Flaw)
You buy
heavily into vampiric stereotype, and are a potential Masquerade breach.
Guide to
the Camarilla
Victim
of the Masquerade (2 pt. Mental Flaw)
Even
after your Embrace, you refuse to believe you are a vampire. You spend as
much time as possible seeking a logical explanation for yourself.
Guide to
the Camarilla
Dulled
Bite (2 pt. Physical Flaw)
Your
fangs never developed fully (or at all). Find another way to feed, or achieve
double successes in order to penetrate properly.
Guide to
the Camarilla
Open
Wound (2-4 pt. Physical Flaw)
You have
one or more wounds that refuse to heal. +1 diff to Social-based rolls if
visible (2 pts). May add the Flaw Permanent Wound to make it a 4 pt. Flaw
Guide to
the Camarilla
Bound
(2 pt. Social Flaw)
You are
blood bound to another vampire. You will is not enitrely your own.
Guide to
the Camarilla
Catspaw
(2 pt. Social Flaw)
You did
dirty work for someone up on high, and instead of getting you favor, it’s made
you a liability.
Guide to
the Camarilla
Escaped
Target (2 pt. Social Flaw)
You
targeted a mortal for the Embrace, but someone beat you to it. +2 difficulty
to avoid frenzy when you see the one that got away, and you are irrational and
petty over it (+1 difficulty on all Charisma rolls until the situation is
resolved).
Guide to
the Camarilla
Failure
(2 pt. Social Flaw)
You once
held a position of power, but failed catastrophically, and thus have fallen
heavily from grace.
Guide to
the Camarilla
Masquerade Breaker (2 pt. Social Flaw)
In your
first nights, you broke the Masquerade—and were spotted doing so. Someone
else covered for you rmistake, but holds the favor over you.
Guide to
the Camarilla
Old
Flame (2 pt. Social Flaw)
Someone
you once cared for deeply is now your enemy. They still attempt to play on
your sympathies for “old time’s sake” while working against you. You must
succeed on a contested Manipulation + Expression roll to act before the
situation becomes life-threatening.
Guide to
the Camarilla
Rival
Sires (2 pt. Social Flaw)
Not one,
but two vampires wanted to sire you. One suceeded, and the other one is not
too happy about it. Your persecutor is at +2 frenzy difficulty in your
presence, and may be working to discredit or destroy you.
Guide to
the Camarilla
Uppity
(2 pt. Social Flaw)
You are
proud enough of your status & clan that you’ve shot your mouth off and made
some enemies who will take action to embarrass and harm you. +2 difficulty on
Social rolls vs. those you have alienated. Make a WP roll vs. 6 to keep your mouth shut any time the
opportunity comes to brag about your lineage, clan, or status.
Guide to
the Camarilla
Beacon
of the Unholy (2 pt. Supernatural Flaw)
You
radiate palpable evil. Clergy & devout mortals (and those with Awareness)
know instinctively that there is something wrong with you. Churches and other
places of worship are barred from you.
Guide to
the Camarilla
Deathsight (2 pt. Supernatural Flaw)
Everything appears decayed and dead to you. –2 difficulty to resist
Appearance-based rolls, +2 difficulty to Perception-based rolls, +1 difficulty
to Social-based rolls.
Guide to
the Camarilla
Lord of
the Flies (2 pt. Supernatural Flaw)
Flies
swirl around you everywhere, making it tough to interact Socially (+1
difficulty when appropriate) and make Stealth difficulties +2.
Guide to
the Camarilla
Permanent Fangs (3 pt. Physical Flaw)
Your
fangs do not retract.
Guide to
the Camarilla
Glowing
Eyes (3 pt. Flaw)
You have
glowing eyes of legend, but no benefit. In fact, +1 Perception difficulty &
+2 Stealth difficulty.
Guide to
the Camarilla
Disgrace to the Blood (3 pt. Social Flaw)
Your
sire considers you a titanic mistake and has let everyone know. You are
mocked in Elysium, taunted by your pers, and despised by your sire.
Guide to
the Camarilla
Former
Prince (3 pt. Social Flaw)
Once,
you were a Prince of another city. Now, the current Prince is aware of your
prior employment, and has concerns that you may be trying to make a comeback.
Restricted—New York can only handle so many Ex-Princes....
Guide to
the Camarilla
Hunted
like a Dog (3 pt. Social Flaw)
Another
sect or group of vampires has decided you’re a target for extermination, and
persues you relentlessly.
Guide to
the Camarilla
Narc (3
pt. Social Flaw)
You are
known to be a snitch, an informer firmly in the Sheriff’s pocket. +1
difficulty on all Social rolls vs. those who don’t agree with your politics.
Guide to
the Camarilla
Sleeping with the Enemy (3 pt. Social Flaw)
You have
an intimate connection with a member of a rival sect or clan that would be
regarded as treason by the Camarilla.
Guide to
the Camarilla
Guilt-Wracked (4 pt. Mental Flaw)
You
suffer horrible guilt every time you feed (Conscience roll vs. 7 required, or
else frenzy each time you feed).
Guide to
the Camarilla
Clan
Enmity (4 pt. Social Flaw)
One clan
in particular wants you dead. +2 difficulty on all Social rolls relating to
members of the clan in question.
Guide to
the Camarilla
Loathsome Regnant (4 pt. Social Flaw)
You are
blood bound to a regnant you treats you hideously. Existance under the bond
is a never-ending nightmare.
Guide to
the Camarilla
Overextended (4 pt. Social Flaw)
You’ve
got your fingers in too many pies, and people know it. Your enemies are
branding together to box you in and reduce your power and influence.
Guide to
the Camarilla
Blood
Hunted (4-6 pt. Social Flaw)
For 4
points, you can never return to your home city. For 6 points, the entire
Camarilla wants you dead.
Restricted—This one needs a very good explanation.
Guide to
the Camarilla
Laughingstock (5 pt. Social Flaw)
You’ve
drawn the scorn of the local harpies. +2 difficulty to all Social rolls in
Elysium and +1 everywhere else in the city. Also, +2 difficulty to use
Intimidate or Dominate on anyone who’s heard the stories.
Guide to
the Camarilla
Red
List (7 pt. Social Flaw)
You are
Anathema, one of the vampires the Camarilla most wants dead.
Banned—Sorry, not a chance in HELL. No Tariqs or Keminitris as PC's in
NYC.
Guide to the Camarilla
Assamite Merits & Flaws
Magical
Addict (3 or 5 pt. Physical Flaw)
+2
difficulty on Sorcery rolls when not high (at 3 pts) or unable to use if not
high (at 5 pts)
Revised
Assamite Clanbook
Unbroken (3 pt. Supernatural Flaw)
You
thirst for Cainite blood, but are still tied to the Curse.
Revised
Assamite Clanbook
Brujah Merits & Flaws
Compassion (4 pt. Supernatural Merit)
You may
spend a WP point to reroll a failed Conscience (not Conviction) roll at +1
difficulty.
Revised
Brujah Clanbook
Dynamic
Personality (5 pt. Supernatural Merit)
Banned—Per Site rules, Backgrounds cannot be bought with Experience Points.
Revised
Brujah Clanbook
Obvious
Predator (2 pt. Social Flaw)
Your
non-intimida6ion social rolls ar at +2 difficulty.
Revised
Brujah Clanbook
Uncontrollable (5 pt. Mental Flaw)
Your
frenzy difficulties are always 10.
Revised
Brujah Clanbook
Giovanni Merits & Flaws
Consanguinous Resistance (1 pt. Supernatural Merit)
You
cannot be blood bound by your own (direct) family.
Revised
Giovanni Clanbook
Proxy
Kissed (4 or 8 pt. Supernatural Merit)
You
received the Proxy Kiss pre-Embrace, and were a ghoul. +1 Potence and
one-step Blood Bound. For 8 pts, +1 Potence & Fortitude, and either partially
bound to three vampires, 1/3 Bound to one and 2/3 Bound to another, or fully
Bound to one.
Revised
Giovanni Clanbook
Sanguine Incongruity (5 pt. Physical Merit)
Instead
of the Giovanni weakness, you have a deathly pallor that no amount of Blood
can hide.
Revised
Giovanni Clanbook
Inbred
(1 to 5 pt. Physical Flaw)
You have
a physical, mental, or emotional defect.
Must be
worked out with ST.
Revised
Giovanni Clanbook
Shadow
Walker (6 pt. Supernatural Flaw)
You are
so tied to the Shadowlands that you physically interact with it without being
able to perceive it.
Revised
Giovanni Clanbook
Lasombra Merits & Flaws
Weather
Sense (1 pt. Mental Merit)
Several
hours notice of storms & other weather problems on successful Perception +
Survival roll.
Revised
Lasombra Clanbook
Controllable Night Sight (2 pt. Supernatural Merit)
Spend 1
turn + 1 per Health Level to invert the effects of light & darkness for
yourself.
Revised
Lasombra Clanbook
Pelagic
Harmony (3 pt. Mental Merit)
All WP
rolls made while on or within sight of the see are at –1 difficulty.
Revised
Lasombra Clanbook
Poseiden’s Call (1 pt. Mental Flaw)
Frenzy
rolls are –1 difficulty in calm weather, +1 difficulty in rough seas, +2 in
thunderstorms, and +3 in hurricanes.
Revised
Lasombra Clanbook
Uncontrollable Night Sight (2 pt. Supernatural Flaw)
Light &
dark are permanently inverted for you.
Banned—Too many logistical problems
Revised
Lasombra Clanbook
Pelagic
Compulsion (2 pt. Mental Flaw)
All WP
rolls made while away from the see for more then 24 hours are at +1
difficulty.
Revised
Lasombra Clanbook
Death’s
Reflection (3 pt. Supernatural Flaw)
You
actually cast a reflection—the reflection just happens to show what you’d look
like if you were dead.
Revised
Lasombra Clanbook
Malkavian Merits & Flaws
Immaculate Aura (1 pt. Merit)
Your
aura does not give away your insanity.
Revised
Malkavian Clanbook
Benevolant Blood (1 pt. Merit)
You can
ghoul without causing a Derangement in your retainer.
Revised
Malkavian Clanbook
Deadened Nerves (4 pt. Merit)
Your
sense of touch is greatly impaired; +3 difficulty to tactlie related
Perception rolls. Wound penalties are halved (rounded down).
Revised
Malkavian Clanbook
Disembodied Mentor (5 pt. Merit)
Your
mentor uploaded himself to the Malkavian Madness Network (or is an imaginary construct), and you
always have access to him.
Revised
Malkavian Clanbook
Sympathetic Bond (5 pt. Merit)
If
someone blood bonds you, they become equally bound to you.
Restricted—Potential for abuse
Revised
Malkavian Clanbook
Stigmata (2 to 4 pt. Flaw)
You
suffer stigmata, losing an extra BP each night. +1 difficulty to Social rolls
(2 pts). For 4 pts., you bleed from the eyes. +2 Social difficulties, +1 to
visual Perception rolls, and you are a walking Masquerade breach.
Restricted—Stigmata is exceptionally rare
Revised
Malkavian Clanbook
Infectious (3 pt. Flaw)
You
spread insanity with the Kiss. For every three Blood Points taken, you prey
gets a temporary Derangement for a week.
Restricted—Potential for abuse
Revised
Malkavian Clanbook
Merits & Flaws (Continued)
Nosferatu Merits & Flaws
Lizard
Limbs (1 pt. Merit)
When one
of your appendages is grappled, you can tear it off and wriggle away (Costs 1
BP and Willpower vs. 8). Until you grow it back w/blood, -3 die pool.
Revised
Nosferatu Clanbook
Long
Fingers (1 pt. Merit)
+1 die
to rolls involving coordination or grappling.
Revised
Nosferatu Clanbook
Oversized Fangs (1 pt. Merit)
Your
fangs cannot be retracted, but to +1 damage and add 1 die to Intimidation
pools.
Revised
Nosferatu Clanbook
Piscine
(1 pt. Merit)
-1
difficulty to underwater movement.
Revised
Nosferatu Clanbook
Slimy
(1 pt. Merit)
-1
difficulty to soak fire damage; opponents must score 2 more successes then
normal to grapple you.
Revised
Nosferatu Clanbook
Gaping
Maw (2 pt. Merit)
You have
a nasty gash where your mouth should be. You can drain 4 blood points per
turn, rather then three.
Revised
Nosferatu Clanbook
Projectile Vomiting (2 pt. Merit)
You can
eat food and roll Stamina + Athletics vs. 8 to vomit it at someone.
Revised
Nosferatu Clanbook
Sleep
Unseen (2 pt. Merit)
For an
extra Blood Point, you can use Obfuscate while you sleep.
Revised
Nosferatu Clanbook
Tough
Hide (2 pt. Merit)
+1 die
for soaking all damage but fire & sunlight
Revised
Nosferatu Clanbook
False
Reflection (3 pt. Merit)
Your Mask of a Thousand Faces shows up as such on recording
equipment.
Revised
Nosferatu Clanbook
Foul
Blood (3 pt. Merit)
Anyone
who bites or feeds from you must roll WP vs. 6 or spend a turn choking &
gagging. Diablerie requires 3 WP rolls vs. 9.
Revised
Nosferatu Clanbook
Reptile
Buddy (3 pt. Merit)
Banned—SERIOUS game balancing issues
Revised
Nosferatu Clanbook
Patagia
(4 pt. Merit)
You have
leathery wings that allow you to glide at normal walking speed.
Revised
Nosferatu Clanbook
Rugged
Bad Looks (5 pt. Merit)
You are
just attractive enough to pass for a VERY ugly human (Appearance still zero).
Revised
Nosferatu Clanbook
Blunt
Fangs (1 pt. Flaw)
To do
damage with a bite, you automatically lose a success. Once you do damage,
every t3o BP taken do one damage.
Revised
Nosferatu Clanbook
Infamous Autarkis (1 pt. Flaw)
You
can’t be accepted as a member of the Camarilla or the Sabbat.
Revised
Nosferatu Clanbook
Stench
(1 pt. Flaw)
-2 to
Stealth pools when evading detection from any creature that can smell.
Revised
Nosferatu Clanbook
Anosmia
(2 pt. Flaw)
You have
no smell or taste.
Revised
Nosferatu Clanbook
Parasitic Infection (2 pt. Flaw)
Every
night when you awaken, roll a die and divide by three (rounding up). You lose
that many BP to the defiant parasites on or inside you.
Revised
Nosferatu Clanbook
Enemy
Brood (3 pt. Flaw)
A brood
of your fellow Nosferatu have an unceasing vendetta against you.
Revised
Nosferatu Clanbook
Necrophile (3 pt. Flaw)
You are
obsessed with dead bodies (non-sexually) and “invite” them over. You talk
with and entertain them. Refined vampires must make Courage roll vs. 4 to
enter your haven.
Revised
Nosferatu Clanbook
Withered Leg (3 pt. Flaw)
-3 dice
when attempting any action involving movement. You move at ½ normal speed.
Revised
Nosferatu Clanbook
Putrescent (4 pt. Flaw)
You
constantly rot. –1 to soak rolls. If jarred or hit, roll Stamina vs. 6 or
lose a facial feature or limb. A botch does a level of Agg.
Revised
Nosferatu Clanbook
Traitor
(4 pt. Flaw)
Banned—Game Continuity Issues
Revised
Nosferatu Clanbook
Contagious (5 pt. Flaw)
You have
a disease. A mortal who touches you must roll Stamina vs. 9 or grow ill
within a week.
Revised
Nosferatu Clanbook
Incoherant (5 pt. Flaw)
You are
incapable of human speech.
Revised
Nosferatu Clanbook
Tremere Merits & Flaws
Attuned
Taste (2 pt. Supernatural Merit)
When you
taste blood, you may automatically glean one fact about the source, as per
Taste of Blood.
Revised
Tremere Clanbook
Embraced Without the Cup (3 pt. Social Merit)
You were
not ever put through the Transubstantiation of Seven. You are not Blood Bound
the the Clan.
Restricted—And then some.
Revised
Tremere Clanbook
Bound
to the Council (3 pt. Social Flaw)
You have
been Blood Bound to the Council of Seven, for whatever reason. You must spend
WP to go against Tremere policy.
Revised
Tremere Clanbook
Double
Betrayer (4 pt. Social Flaw)
At some
point, voluntarily or not, you undertook the Vaulderie. You now bear the mark
of the Betrayer. +2 difficulties in social situations with other Tremere.
Revised
Tremere Clanbook
Thaumaturgically Inept (5 pt. Supernatural Flaw)
Your
difficulty on rolls to use Paths & Rituals is Level + 4, not Level +3. Start
with no higher then one level.
Revised Tremere Clanbook
Tzimisce Merits & Flaws
Pain
Tolerance (2 pt. Physical Merit)
Suffer no
wound penalties at Hurt or Injured. Requires Courage or Conviction of 3.
Revised
Tzimisce Clanbook
Dracon’s
Temperament (3 pt. Mental Merit)
You may
change Nature once per story.
Revised
Tzimisce Clanbook
Haven
Affinity (3 pt. Supernatural Merit)
You gain
+1 die to all pools while in your prime haven. You may hone in on it’s location
with a Perception + Survival roll vs. 6 (7 if a state or country away, 8 if
across the globe)
Revised
Tzimisce Clanbook
Revenant
Disciplines (3 pt. Supernatural Merit)
Your clan
disciplines are that of the Revenant family you belonged to, not the Tzimisce
ones.
Revised
Tzimisce Clanbook
Ancestral
Soul Dependance (2 pt. Supernatural Flaw)
You
require two handfuls of blood from the Tzimisce homeland, not your own homeland.
Revised
Tzimisce Clanbook
Scarface
(2-4 pt. Physical Flaw)
You’re a
walking mess of scars. At 2 pts, Social difficulties are +1. At 3 pts,
Appearance can’t go above 2. At 4 pts, all Dex roll difficulties are +1 unless
you take 1 level bashing damage.
Revised
Tzimisce Clanbook
Revenant
Weakness (3 pt. Physical Flaw)
You were a
revenant, and you possess your Revenant family’s weakness as well as the clan
weakness.
Revised
Tzimisce Clanbook
Consumption (5 pt. Physical Flaw)
Banned—Logistical and Game Continuity Issues
Revised
Tzimisce Clanbook