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

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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