Vampire Merits and Flaws


Vampire: The Masquerade Merit and Flaws

Below is a list of Merit and Flaws compiled from many of the system books. Any that are marked restricted must have ST approval before submitting character sheet. Any that are marked banned, are banned for a reason, do not ask, you will not be given it.

(R= Restricted; B= Banned)

Aptitudes Merits

Computer Aptitude

  • (1 pt) You have a natural affinity with computers, so the difficulties of all rolls to repair, construct or operate them are reduced by 2.

Crack Driver

  • (1 pt) You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors. The difficulties of all rolls requiring risky or especially difficulty driving maneuvers are reduced by 2.


  • (3 pt) You are good at taking risks, and even better at surviving them, When attempting exceptionally risky actions (such as leaping form one moving car to another), characters with this Merit add an additional three dice to their rolls, and negate a single botch die that may result from such a roll. Generally, such action must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed.

(B) Fast Learner

  • (3 pt) You learn very quickly, and pick up on new things faster than most do. You gain one extra experience point at the conclusion of each story (not each game session).

(B) Jack-Of-All-Trades

  • (5 pt) You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you’ve held or just all-around know-how. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to simulate a wide range of abilities. If the character trains or spends experience in the Skill or Knowledge, he must pay the point cost for the first level a "second time" before raising the Skill or Knowledge to 2.

Mechanical Aptitude

  • (1 pt) You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronics devices such as computers). The difficulties of all dice rolls to understand, repair or operate any kind of mechanical device are two less. However, this merit doesn’t help you drive any sort of vehicle.

Natural Linguist

  • (2 pt) You have a flair for languages. This Merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add three dice to any Dice Pool involving languages (both written and spoken)


  • (1 pt) There is something about you that others pity. This causes them to care for you as if you were a child (see the Archetypes section). Some Natures will not be affected by this Merit) Autocrat, Deviant, Fanatic, Sycophant), and some Demeanor may pretend they are not. You need to decide what it is about you that attracts such pity, and how much (or how littler) you like it.

Aptitudes Flaws


  • (1 pt) Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.


  • (5 pt) You are not attuned to your natural aptitudes, and therefore have five fewer points to spend on your Talents (so the greatest number of points you can spend on your Talents at the beginning of play would be eight, and the fewest would be zero). Of course, you can still spend freebie points to buy Talents. However, at the beginning of the game, you cannot have more than three dots in any Talent.


  • (5 pt) As Inept, above, but dealing with Knowledge Abilities.


  • (5 pt) As Inept, above, but dealing with Skill Abilities.

Awareness Merits

Acute Senses

  • (1 pt) 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 Auspex to produce superhuman sensory acuity.
    • Acute Hearing You have exceptionally sharp hearing, even for a vampire. The difficulties of all dice roll that relate to hearing (e.g. Perception + Alertness to hear a faint noise, or Perception + Linguistics to overhear a conversation in a foreign language) are decreased by two. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman hearing acuity.
    • Acute Sense of Smell You have an exceptionally keen sense of smell. The difficulties of all dice rolls that relate to smell (e.g., Intelligence + Occult to identify a ritual incense) are reduced by two. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman olfactory acuity.
    • Acute Sense of Taste You have an exceptionally keen sense of taste. The difficulties of all dice rolls that relate to taste (e.g., Perception + Medicine to spot the taint of poison in blood or another substance) are reduced by two. You are able to make precise distinctions in taste. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman taste acuity.
    • Acute Vision You have exceptionally keen eyesight. The difficulties of all dice rolls that relate to vision (e.g., a Perception roll to spot a clue, or Perception + Alertness to see the shadow of an approaching attacker) are reduced by two. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman visual acuity.

Awareness Flaws

Color Blindness

  • (1 pt) You can only see in black and white. Color means nothing to you, though you are sensitive to color density, which you perceive as shades of gray. This makes it impossible to use the Level Two Auspex power of Aura Perception. Note: color blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of brevity.

Dhamphyr/Thin Bloods Merits

(R) Eat Food

  • (1 pt) You can still consume mortal food and drink. You can't digest it, but at least you can hold it down for a few hours before you must vomit it up again. You can also still appreciate the tastes. (15th generation vampires get this for free as an intrinsic feature of their generation).

(R)Blush of Health

  • (2 pt) You can seem still alive, with a normal complexion, regular breathing and even a heartbeat.

Light Sleeper

  • (2 pt) Unlike other vampires, you wake up easily when a ruckus occurs nearby, and the Humanity limit on dice pools during the day is waved.

Calm Heart

  • (3 pt) The Beast is weaker in you, giving you two extra dice on rolls to resist frenzy.

Inoffensive to Animals

  • (1 pt) Animals usually hate and fear the undead. Most vampires need the supernatural force of Animalism to overpower this instinctive revulsion. In your case, however, animals still respond to you as if you were mortal. This Merit does not mean that they automatically like you, only that they do not automatically dislike you. Dogs do not snarl and bark when you walk by; cats do not hiss, spit and run away; parakeets, in their efforts to escape your unholy presence, do not batter themselves against their cages. The chief benefit of this Merit is that you can interact with people who have pets. This Merit also makes Animalism easier: All dice rolls involved have their difficulties reduced by 1.

Face the Flames

  • (3pt) The weakness of your Beast renders you less susceptible to blind panic when faced with fire. You receive two extra dice on Rotschreck rolls.

(B) Supernatural Contact

  • (3 pt) You know a werewolf, mage, fae, Kuei-Jin, hedge magician or some other supernatural being. This does not mean that you are boon companions, only that the two of you don't follow the usual kill-on-sight policy between supernaturals. If players want a more cordial relationship between characters of different races, they must develop them in the course of play. Remember that while Contacts may perform favors, they expect favors in return. What's more, your Supernatural Contact is probably just as marginalized in his own community as the thin-blooded are among the Kindred. At the very least, you both risk disgrace in your respective communities.

Perceive Vampires

  • (2/5 pt) A dhampir with this Merit can always recognize a vampire for what it is. This Merit comes at two power levels.
    • 2 PT the dhampir can automatically recognize a vampire despite makeup, Merits such as Blush of Health or Thaumaturgical rituals that let a vampire mimic certain aspects of life. Obfuscate works only partially. The dhampir cannot see an "invisible" vampire, but knows that one lurks nearby. A dhampir sees the false image created by Mask of a Thousand faces, but still knows that the person is really a vampire.
    • 5 PT the dhampir automatically sees through any attempt at disguise. Even the mightiest Obfuscate power from a Methuselah doesn't work: The vampire remains visible to the dhampir, its undead nature clearly recognized.
  • The legends also say that a dhampir can briefly let other people see "invisible" vampires too, by looking through the dhampir's shirt-sleeve or by some other simple charm. Balkan dhampir’s warn, however, that mere mortals may suffer a nervous breakdown, three years of malaria or some other calamity from the shock of seeing the undead plainly. If dhampir’s can share their gift (Storyteller's option whether to allow this), raise the Merit's cost by two freebie points. (The curse aspect of the legends is obviously false. After all, mortals see Masquerading vampires all the time. Admittedly, seeing a Nosferatu when you weren't mentally prepared for it could put you off your feed for days.)

Dhamphyr/Thin Bloods Flaws

14th Generation

  • (2 pt) You were sired just a few years ago by a member of the 13th generation. Although you can have up to 10 blood points in your body, you can use only eight of them to heal wounds, raise Attributes or fuel those Disciplines that require vitae. You can still use the final two blood points for other purposes, though. The blood point costs of nightly rising, creating/sustaining ghouls and creating blood bonds remains the same as for other vampires. You cannot raise any Discipline above Level Four. Many 14th-generation vampires also have other Flaws related to their thin blood - especially the "Thin Blood" Flaw itself.

15th Generation

  • (4 pt) Your vitae is so weak that only six of your 10 blood points can be used for Disciplines, healing or raising Attributes. For these functions, you must expend two blood points to obtain the effect a normal vampire would achieve with one. (The cost for nightly rising remains a single blood point.) What's more, you cannot create or sustain ghouls, create a blood bond or sire a vampiric childe. You can use the remaining four blood points to survive through the day and wake up each night, nothing more. You cannot raise any Discipline above Level Three. The weakening of the Curse of Caine has compensation, though (which distinguishes this flaw from the Thin Blood Flaw itself). Sunlight does lethal damage to you, instead of aggravated damage as it does to other vampires. You can hold down mortal food and drink for an hour or so; other vampires vomit immediately if they try (unless they have the Eat Food Merit). Strangest of all, once in a while you might actually have a child the normal, human way… though it will not be a normal human child!

Thin Blood

  • (4 pt) The Curse of Cain runs weakly in your blood. While you suffer all the ill effects of vampirism, from the need for blood to taking aggravated damage from sunlight, you do not receive all the compensating supernatural powers. While you can expend blood points to heal wounds, raise Attributes or fuel those Disciplines that need them, all blood point costs are doubled. What's more, your vitae cannot sustain ghouls or create blood bonds. When you try to sire childer, the Embrace only has a 20 percent chance to succeed. Otherwise, it leaves you with an inconvenient corpse.

Ravaging Years

  • (2 pt)The curse of Caine did not grant you immortality. You still age, just very slowly - perhaps one mortal year for every 20 calendar years. Most of the time, neither you nor anyone else would notice, but eventually you will grow old and die. Sometimes your aging speeds up: Like a ghoul, your deferred aging can return in a rush. Whenever you heal aggravated wounds, you age a year in the course of a single day's sleep. That may not sound like much, but over the course of a century it can really add up. It gives a great incentive to avoid sunlight, fire and the fangs of one's fellow vampires.


  • (4 pt) The very idea of drinking blood disgusts you and makes you physically ill…awkward for a vampire. In order to hold the blood within your system until you absorb it, you must make a Stamina roll at difficulty 8. Failure means the sudden, humiliating and extremely messy loss of all newly consumed blood points as you retch them out (the truly pathetic could carry a barf bag and try again). The only way to avoid nausea is to feed while frenzying: In that horrid state, with the Beast in full control, you can keep blood down. Aside from the social embarrassment frenzy can cause, however, it tends to endanger the Masquerade; you might as well phone up the local scourge and ask if he makes house calls.

Clan Weakness

  • (2 pt) This one's for Caitiff. Even though you did not become a full member of your sire's clan, and do not get the cost break for Clan Disciplines, you still suffer from that clan's natural weakness. What's more, some Caitiff just spontaneously replicate clan weaknesses, with no connection to their ancestry. While this can help one pretend to be a member of the appropriate clan, it can be deadly if one does not know about it - or what other vampires might think. (In Camarilla territory, for instance, a Caitiff who casts no reflection - the notorious weakness of the Lasombra clan - might have to answer some hard questions.)


  • (3 pt) No thin-blooded vampire has felt the full force of this Flaw. None of them have existed long enough. In time, they will learn its full horror.
    • The Curse of Caine holds most vampires in ageless stasis, repairing any damage they might suffer. In your case, the Curse doesn't always succeed at fully repairing damage. When healing aggravated damage, the player must make a Stamina roll. The difficulty is 5 plus the number of levels of aggravated damage sustained (For instance, if you had taken 2 health levels of aggravated damage, the difficulty would be 7. After healing that one level, the difficulty would drop to 6.) Failure means that, despite regaining the health level, your body still shows signs of damage. Perhaps burnt hair won't regrow or a healed wound leaves a scar. Botching the roll means losing one dot of some Physical Attribute or Appearance, chosen by the Storyteller. You can repair this damage, if you know a skilled plastic surgeon - or mortician - who is privy to the Masquerade, but it's not easy. After all, the surgeon has to do a fair bit of cutting too. On the one hand, you receive a difficulty of only 6 to heal the wounds caused by the surgeon. On the other hand, you might receive another botch and be worse off than before. As the decades pass and Attributes drop, decay sets in. Eventually you will become a shambling, animate corpse. At such a point, Final Death may seem a mercy. The 5-point physical Flaw "Flesh of the Corpse" is an even more severe version of this debility.


  • (2pt) Your Embrace malfunctioned: the Curse of Caine made you a vampire… but it didn't give you fangs! You must use a knife, syringe or other sharp instrument to extract the blood you need to survive. Very few mortals find such exsanguinations pleasant, at least until you place your mouth to the wound (then the Kiss proceeds as normal). Having no fangs also removes your one natural way to cause aggravated damage.

Compulsive Counter

  • (2 pt) If you see collections of small, identical objects (such as a scattered handful of rice or marbles), you feel compelled to pick them up and count them. You can resist the obsession if you make a successful Willpower roll. The difficulty depends on how much you count: A scattered handful of rice (hundreds of grains) gives a difficulty of only 6, but a handful of marbles (only a dozen or so) would force a difficulty of 9.

Repulsed by Wild Rose

  • (1 pt) As "Repulsed by Garlic," but using flowering sprigs of wild rose instead. Hawthorn, rowan and celandine also have legendary status as repellers of vampires.

Feeding Fetish

  • (1 pt) You feel compelled to bite only a specific part of the body to feed. Attempting to bite a victim anywhere else forces a Willpower check (difficulty 6). The neck, of course, is the most traditional, but the legendary Armenian vampire Dakhanavar bit only the soles of his victim's feet.

Power Fetish

  • (3 pt) You believe that much of your supernatural power depends on carrying a specific object (the Alp, a German vampire-spirit, needed its hat). Without that unique object, you must succeed at a Willpower check (difficulty 8) to activate any Discipline power.


  • (3 pt) A mortal whom you want to protect depends on you in some way. They need a lot of protection too: Wards have a way of getting sucked into awkward situations, forcing you to change your own plans or even put yourself in danger. No matter how many people depend on you, however, you can only take this Flaw once. A ward could be a relative, a lover, a friend or just about any mortal to whom one has a strong connection. Wards have no special influence or abilities they can offer in return (if they did, they would be Allies or Contacts). Does the Ward know that you are a vampire? Keeping a Ward from knowing requires great effort. You spend a lot more time with a Ward than with a casual friend, under more demanding circumstances. Sooner or later, you have to explain away strange events and behaviors: Why she never sees you during the day, or why a mugger's bullet knocked you down but didn't make you bleed. Letting a Ward in on your biggest secret endangers the Masquerade, though.

Fragile Bones

  • (5 pt) Some legends say that dhampirs have thin and brittle bones. Because of this, they do not live very long. Presumably, these dhampirs do not take up vampire-hunting. For a dhampir with this Flaw, bashing damage is treated as lethal damage.

Ghouls Merits

  • Physical

Digestive Modifications

  • (2 pt) You are able to digest any organic material that you can break up and swallow. Your Stamina is treated as two points higher for purposes of resisting ingested poisons.

(R)Vicissitude Modifications

  • (Variable pt) Although you may not be talented at the Tzimisce forms of flesh crafting and bone shaping, at some point you have been... modified into a more warlike form. Generally speaking, you're a szlachra, and most modifications necessitate the purchase of the Flaw: Monstrous (The Vampire Players Guide, p. 19). As a role, the Tzimisce make sufficient cosmetic alterations to rain the looks of all their battle-ghouls, even those whose modifications are not in and of themselves hideous. These modifications are permanent unless shaped away by further Vicissitude. Although dangerous, any weaponry causes normal damage only; despite its horrid appearance, your arsenal is still only mortal flesh and bone. You may purchase as many modifications as you can afford, but your social abilities are probably doomed.
    • Circular Vision (1 pt) One of your eyes has been moved to the back of your head, granting you the ability to see at a wider angle. This is a difficult operation and can be performed only by masters of medicine and Vicissitude. In addition, your depth perception is poor at any angle, and you suffer a two-die penalty to any rolls that involve gauging distance, including use of missile weapons. You must take the Monstrous Flaw.
    • Fangs (1 pt) Your teeth have been lengthened and sharpened; your smile may resemble a shark's or cat's, or may be unlike anything found in nature. You may use the Bite maneuver, but lose two dice from any Manipulation Dice Pools that do not involve intimidation or causing fear. Digestive Modifications (2pts.): You are able to digest any organic material that you can break up and swallow. Your Stamina is treated as two points higher for purposes of resisting ingested poisons.
    • Spurs (2 pts) Long bone spurs protrude from your forearms, back and/or legs. You may slash with these for Str + 2 damage; however, they are hard to conceal, and you must subtract three dice from any Social Dice Pools save those involving intimidation.
    • Carapace (3 pts) You are covered with bony or horny plates that protect you from attack. You may add two soak dice to your pool, but you must take the Monstrous Flaw.
    • Patagia (4 pts) Your bones have been hollowed and flaps of skin (from yourself or another hapless soul) have been grafted onto your arms, giving you the appearance of a human pterodactyl. You may use these flaps to glide, though you may not actually fly. While gliding, you may not use your arms. Furthermore, you subtract one from all soak pools to resist strikes from fists and blunt weapons, or any other forths of concussive damage (your bones are hollow). You must take the Monstrous Flaw.
      • Note: Ghouls may never heal Vicissitude modifications, not even with vampire blood. In this respect they are as helpless as mortals. The exceptions are ghouls who themselves possess Vicissitude, though a lowly Zantosa may well find herself helpless to repair the mutilation inflicted by a seventh-generation Tzimisce (to repair Vicissitude alterations, a ghoul must have a level of Vicissitude superior to that of the vampire who inflicted the mutilation).
  • Social

Benevolent Domitor

  • (3 pt) You must purchase the Domitor Background to buy this Merit. For whatever reason, your domitor is actually rather fond of you. Perhaps your service has been exemplary, or perhaps you simply remind him of someone in his past — given the alien nature of the vampire mind, you may never know for sure. Your domitor treats you with some measure of compassion and does not casually endanger your life. Of course, he still expects you to give your life for his if need be, but until that night, the two of you are something akin to friends.
  • Supernatural

Blood Flaw Immunity

  • (3 pt) For some reason, you are resistant to the bloodline flaws of any vampire from whom you drink. You can guzzle Nosferatu vitae until your stomach bursts, and your complexion won't suffer a whit.

(R) Kinfolk

  • (4 pt) Whether you know it or not, you are kin to a werewolf tribe. You carry the blood of the Garou in your veins, and your own children may be Garou. For ghouls, being Kinfolk can be an advantage or a hindrance. If purchased as a Merit, then you are still on amicable terms with your relatives (Garou 'and Kinfolk alike). Although they will never allow you to bring any vampire "friends" into their territory (and may well use lethal means to enforce their privacy), they have an interest in your well-being and give you aid so long as this doesn't compromise their principles. Of course, your kin do not want you to be a ghoul forever, as they would like you to return to their society and raise a family of your own. Typically, only independent ghouls may purchase Kinfolk as a Merit. However, it's more likely that the Garou consider a ghoul Kinfolk to be a serious threat. If bought as a Flaw, then your extended family believes you may compromise their security. They seek either to remove you entirely from your diet and/or domitor's influence, or to kill you as a favor to your corrupted soul. This Flaw earns you dangerous enemies, one from whom your domitor (if any) is very unlikely to intercede and rescue you. This Flaw is more appropriate for vassal ghouls, as no werewolf would agree to let one of their precious Kin be sworn to a vampire. Revenants cannot be Kinfolk, either as a Merit or as a Flaw.

Pale Aura

  • (1 pt) Due to some quirk of fate or your reaction to the Blood, your aura is naturally pale. Vampires reading your aura via Auspex assume you to be Kindred unless they have strong reason to suspect otherwise. This Merit can be of great use if you wish to impersonate a vampire, but can also cause some very dangerous misunderstandings.

(B)Supernatural Companion

  • (4 pt) You are allied with a supernatural being, but not a vampire. This may be a werewolf comrade, the ghost of a relative, or even a friendly mage. You may ask for her help in times of need, but she may not always be able to help. She may also require your help at inconvenient times (such is the cost of friendship). It is highly improbable that your allegiance is looked on favorably by her kind, and any Kindred who discovered your relationship would almost certainly disapprove. The Storyteller will create your companion, be it werewolf, wraith, mage or something else entirely, and won't reveal her full capabilities. (Note: This Merit supersedes those of Werewolf Companion and Spirit Mentor in The Vampire Players Guide.)

True Gypsy

  • (5 pt) The blood of the Rom runs true in your veins. Perhaps you have a Ravnos domitor who chose you for your potential, or perhaps you simply acquired a taste for Kindred blood in your travels. You may purchase Blood Affinities, or other Gypsy only abilities from World of Darkness: Gypsies. Your relatives may or may not approve, depending on the whys and wherefores of your ghouling. Revenants may not purchase this Merit under any circumstances.


  • (6 pt) You cannot be Blood Bound to a vampire, no matter how often you drink from his veins. This Merit is obviously very useful for one whose powers depend on vitae, and its cost is accordingly high for ghoul characters.

Virulent Strike

  • (7 pt) Through strange Thaumaturgical sorcery, unknown rituals or even an odd quirk of your ghoul physiognomy, you have been imbued with the power of the supernatural. You can cause aggravated damage to supernatural creatures by striking them, biting them, raking them with bone crafted spurs whatever. This is considered standard Brawl damage against mortals, and should normally apply to only one attack form (bite, bone claws, etc.). You should work with the Storyteller to find an explanation for this Merit, and the Storyteller may disallow this Merit entirely if she so chooses.

Ghoul Flaws

  • Mental

Romantic Notions

  • (2 pt) You believe your entire existence as a ghoul to be head and shoulders above your previous life. You feel that your domitor needs you, and that every feeding is nothing short of an act of purest love. Revenants with this Flaw want nothing more than to serve the glorious ideals of the Sabbat, and leap to indulge any Sabbat vampire's whim.
    • Your Willpower is considered to be two points lower when the object of your romanticism attempts to use Dominate or Presence on you. For a vassal, the domitor triggers this penalty; for revenants, any vampire known to be Sabbat may easily influence a ghoul with this Flaw. Independents may not take this Flaw unless the Storyteller approves a common sort of vampire whom the ghoul idolizes, and with whom the ghoul puts herself at a disadvantage in dealings, due to her romanticized ideas.
  • Social

Domitor Pariah

  • (2 pt) You are Bound to a vampire who, for whatever reason, is unwelcome among or even hated by the other Kindred of the chronicle area. Without Cainite allies, she finds herself relying on her human and ghoul associates to get by. You will likely find yourself given additional responsibilities, which may present opportunities for you to further ingratiate yourself with the master. However, if other Kindred discover whom you serve, your life might well be in danger. The Storyteller will determine why your domitor is so despised; you are welcome to offer suggestions, but the Storyteller is under no obligation to tell you the cause of such antipathy. You might not even know that your beloved liege is hated at all; after all, who could dislike such a wonderful creature as she… ?
  • Supernatural

Artificially Aged

  • (2 pt Revenant) You have been flesh crafted to look like an adult, although true maturity is still some time in your future. Although you can pass as older than you actually feel, you have difficulty dealing with complex situations. Your difficulty to resist frenzy is only one less than that of a vampire (or one more than normal, in the case of Bratovitch’s); tantrums come easily to you. You must also subtract one die from all Social Dice Pools that involve subtlety or sophistication.


  • (4 pt) Whether you know it or not, you are kin to a werewolf tribe. You carry the blood of the Garou in your veins, and your own children may be Garou. For ghouls, being Kinfolk can be an advantage or a hindrance. If purchased as a Merit, then you are still on amicable terms with your relatives (Garou 'and Kinfolk alike). Although they will never allow you to bring any vampire "friends" into their territory (and may well use lethal means to enforce their privacy), they have an interest in your well-being and give you aid so long as this doesn't compromise their principles. Of course, your kin do not want you to be a ghoul forever, as they would like you to return to their society and raise a family of your own. Typically, only independent ghouls may purchase Kinfolk as a Merit. However, it's more likely that the Garou consider a ghoul Kinfolk to be a serious threat. If bought as a Flaw, then your extended family believes you may compromise their security. They seek either to remove you entirely from your diet and/or domitor's influence, or to kill you as a favor to your corrupted soul. This Flaw earns you dangerous enemies, one from whom your domitor (if any) is very unlikely to intercede and rescue you. This Flaw is more appropriate for vassal ghouls, as no werewolf would agree to let one of their precious Kin be sworn to a vampire. Revenants cannot be Kinfolk, either as a Merit or as a Flaw.

Vitae Sink

  • (3 pt) For whatever reason, you metabolize vitae more quickly than other ghouls do. You must be fed every two weeks, rather than every month, or lose all supernatural traits and revert to a human once more. Few ghouls with this Flaw last beyond their natural life spans; at this rate, missed feedings do happen …

Kindred Ties Merits

(R) Boon

  • (1-3) Someone owes you a favor. The vampire in your debt might be the lowliest neonate in the city or might be the prince herself; it all depends on how many points the Merit costs. You only have that single favor owed to you (unless you take the Merit multiple times), so using it properly id of paramount importance. Depending on status and other factors, the vampire who owes you a favor may well resent his debt, and might go out of his way to "settle" it early - even going so far as to create situations form which he must "rescue" you and thus clear the slate.

Clan Friendship

  • (3 pt) Something appeals to another clan (pick clan). -2 dif to rolls dealing with clan. Marked as sympathizer with clan by its enemies (regardless of how felt).


  • (3 pt) You can manipulate and have some control over other vampire - one of higher generation than you. Your hold was likely formed through Blood Bond, but can also come from a variety of other sources, such as blackmail, bribes or threats - you make it up. The pawn does not necessarily know that it is being controlled.

Prestigious Sire

  • (1 pt) Your Sire had or has great Status in the Camarilla, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compared to them. This prestige could greatly aid you when dealing with elders acquainted with your sire. Indeed, your sire’s contacts may actually approach you at some point offering aid. Though your sire may no longer have contact with you, the simple fact of your ancestry has marked you forever.


  • (2 pt) Good reputation in Group (either by you or from Mentor). +3 dice to any Social Pools with others of your Group. May not take flaw NOTORIETY.

(B) Special Gift

  • (1-3 pt) Your sire gave you a valuable gift after the Embrace. The Storyteller should create something suitable or choose one item from the Mystical Items list to give to you (though you can 'suggest' something). The Storyteller will decide how much a particular item is worth.

Kindred Ties Flaws

Clan Enmity

  • (2 pt) For some reason, something about you inspires contempt or hatred in members of a clan other than your own. There is a two-dice penalty to all rolls for social dealings with members of this other clan. Select the 'enemy' clan randomly or choose.

Diabolic Sire

  • (2 pt) Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla. She could be wantonly breaking the Masquerade, or hunting down the elders of the city and feasting on their blood. Archons are likely to come to you in order to discover your sire's whereabouts, and they may not believe you if you tell them you do not know.


  • (1-5 pt) You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of a Methuselah, archmage or other potent supernatural foe).

Infamous Sire

  • (1 pt) Your sire was, and perhaps still is, distrusted and disliked by many of the city's Kindred. As a result, you are distrusted and disliked as well.

Insane Sire

  • (1 pt) Your sire has completely lost his grip on reality, and has become dangerously insane. Any wrong committed by your sire may affect your standing, and some of your sire's dangerous schemes may somehow involve you. Because their sires are already assumed to be insane, Malkavians cannot take this Flaw.

Mistaken Identity

  • (1 pt) You look similar to descriptions of another Kindred, which cause cases of mistaken identity. This can prompt numerous awkward or even dangerous situations, especially if your "twin" has a terrible reputation or is wanted for some crime.


  • (3 pt) You have a bad reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire. There is a two-dice penalty to all dice rolls for social dealings with the city's Kindred. A character with this Flaw may not take the Merit of Reputation. come from a variety of other sources, such as blackmail, bribes or threats you make it up. The pawn does not necessarily know that it is being controlled.

Sire's Resentment

  • (1 pt) Your sire dislikes you and wishes you ill. Given the smallest opportunity, your sire will seek to do you harm, and may even attack you if provoked. Your sire's friends will also work against you, and many elders will thus resent you.

Twisted Upbringing

  • (1 pt) Your sire was quite malevolent and taught you all the wrong things about Kindred society. All your beliefs about how vampires interact are wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start (the Storyteller will tell you when). But until then, you will continue to believe what you were first told, no matter how others try to "trick" you into thinking otherwise.

Mental Merits

Calm Heart

  • (3 pt) You are naturally calm and well-composed, and do not easily fly off the handle. Raise the difficulties of all your frenzy rolls by 2, no matter how the incident is provoked.

Code of Honor

  • (2 pt) You have a personal code of ethics to which you strictly adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. You must construct you own personal code of honor in as much detail as you can, outlining the general rules of conduct by which by abide. Characters with this merit gain two additional dice to all Willpower or virtue rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code. When battling supernatural persuasions that would make you violate your code, the opponent’s difficulties are increase by 2.

Coldly Logical

  • (1 pt) While some might refer to you as a "cold fish" you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings. -1 difficulty on all Sense Deception and related rolls.

Common Sense

  • (1 pt) You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense, the Storyteller should alert you to how your potential action might violate practicality. This is an ideal Merit if you are a novice player because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (even more importantly) what you should and should not do.


  • (1 pt) You have the ability to focus your mind and shut out any distractions or annoyances. Any penalty to a difficulty or Dice Pool arising from a distraction or other inauspicious circumstance is limited to two, though no extra benefits are gained if only one penalty die is imposed.

Eidetic Memory

  • (2 pt) You remember what you see and hear with perfect detail. Documents, events, and conversations can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect. Note: You, as a player, are responsible for keeping all information and conversations you wish your character to have memorized.

(R)Iron Will

  • (3 pt) When you are determined and your mind is set, nothing can thwart you from your goals. You cannot be Dominated, nor can your mind be affected in any way by spells or rituals. However, the Storyteller may require you to spend Willpower points when extremely potent powers are directed at you.

Light Sleeper

  • (2 pt) You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity/Path restricts the number of dice available during the day.

Lightening Calculator

  • (1 pt) You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. The difficulties of all relevant rolls are decreased by two. Another possible use for this ability, assuming you have numbers on which to base you conclusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Storyteller the difficulty rating of a task you are about to perform.


  • (3 pt) You learn quickly. The time for you to pick up a particular Ability (or Abilities, at Storyteller discretion) is cut in half, as is the experience cost.

Self Confident

  • (5 pt) You spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. You do not lose the point when you spend it, unless you end the roll with only one success (i.e. you do not gain any additional successes from the dice you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. This means you can use it only when the difficulty of your roll is six or higher. You may spend Willpower at other times; however, if the difficulty is five or less, the Willpower will be spent no matter what you roll.)

Time Sense

  • (1 pt) You have an innate sense of time, and can with a good deal of accuracy tell what time it is without a watch. In performing feats where timing may be essential (such as certain combat or athletic maneuvers), difficulties may be lowered or dropped.

Useful Knowledge

  • (1 pt) You have expertise in a specific field that makes your conversation intriguing to an older Kindred. So long as your knowledge holds the other vampire's attention, he has a vested interest in keeping you around. Then again, once he's pumped you for every iota of information you possess, that patronage may suddenly vanish. (Note: This Merit should be played like a 1 - dot Mentor with a specific interest. However, unlike a Mentor, Useful Knowledge does not imply a permanent relationship.)

Mental Flaws

Absent Minded

  • (3 pt) This Flaw may not be taken with the Merit Concentration. Though you do not forget such things as Knowledges or Skills, you do forget names, addresses, and when you last ate. In order to remember anything more than your own name and the location of your haven, you need to make a Wits roll or, as a last resort, spend a Willpower point.

(R) Amnesia

  • (2 pt) You are unable to remember anything about your past, yourself or your family, though your past might well come back to haunt you.


  • (2 pt) You are often confused, and the world seems to be a very distorted and twisted place. Sometimes you are simply unable to make sense of things. You need to role-play this behavior all the time to a small degree, but your confusion becomes especially strong whenever stimuli surround you (such as when a number of different people talk all at once, or you enter a nightclub with loud pounding music).

Conspicuous Consumption

  • (4 pt) It is not enough for you to draw nourishment from the blood of mortals - you believe you must also consume your victim's heart, liver and other blood-rich tissue. Of course, this will necessitate the deaths of all of your victims (unless you are extremely creative), which might lead to numerous problems with the Masquerade and maintaining Humanity. Characters with this Flaw must additionally purchase the Eat Food Merit.

Deep Sleeper

  • (1 pt) When you sleep, it is very difficult for you to awaken. The difficulty of any die roll to awaken during the day is increased by 2.


  • (4 pt) You cannot cope with the fact that you must consume blood to survive. You must pass a difficulty 3 Conviction Test each and every time you attempt to feed, or else you simply cannot go through with it. This means you will often be low on blood and will easily succumb to hunger frenzies.


  • (1 pt) You have no patience for standing around and waiting. You want to do things NOW and the Devil take the hindmost. Every time you are forced to wait around instead of acting, a Self-Control roll is required to see if you go haring off on your own instead.

(R) Lunacy

  • (2 pt) You are affected by the phases of the moon, increasing your chances to frenzy. Under the crescent moon, difficulties to avoid frenzy increase by one. Under the half or gibbous moon, difficulties rise by two. When the moon is full, difficulties increase by three.


  • (1-3 pt) 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, and if you fail the roll you must retreat from the object.

Prey Exclusion

  • (1 pt) You refuse to hunt a certain class of prey. You might refuse to feed upon drug dealers, or policemen, or accountants, or rich people - if you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller's discretion. Ventrue, owing to the limitations imposed on their feeding by their clan weakness, may not take this Flaw.

Short Fuse

  • (2 pt) You are easily angered. Difficulties to avoid frenzy are two greater. Brujah vampires cannot take this Flaw, as they already suffer from a similar malady.


  • (1 pt) You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Difficulties for all rolls involving social interaction with strangers are increased by two. If the character becomes the center of attention in a large group, difficulties are increased by three.


  • (1 pt) You cannot stand to watch others suffer. You avoid any situation that involves causing someone physical or emotional pain, unless you make a Willpower roll (difficulty 8). You must have a Humanity rating of 7 or above to take this Flaw.

Speech Impediment

  • (1 pt) You have a stammer or other speech impediment that hampers verbal communication. The difficulties of all die rolls involving verbal communication are increased by two. You must role-play this Flaw whenever possible.


  • (2 pt) You buy heavily into all the vampire legendry you've read and heard. You wear a cape, speak with an accent and otherwise act in a cartoonish fashion. Such behavior is embarrassing in the extreme to other Kindred, who are likely to ostracize or mock you (+2 difficulty to Social rolls with other vampires who don’t share your habits). Also, you stand out to hunters, and run the risk of violating the Masquerade every time you take to the streets.


  • (2 pt) You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory uninvited, you must make a frenzy roll. If you fail, you immediately attack the interloper and continue attacking until the intruder is dead or has left your hunting grounds. You are reluctant to leave your territory except in desperate circumstances.

Thirst for Innocence

  • (2 pt) The sight of innocence - of any sort - arouses in you a terrible bloodlust. Roll Self-Control, or else frenzy and attack the source of your hunger.


  • (1 pt) You fail to see the need for the Masquerade and have gone on record as saying so. Taking your stand has made you suspect in the eyes of your elders, and may have attracted the Sabbat's attention as well.


  • (2 pt) You have a score to settle, incurred either during your mortal days or after the Embrace. You are obsessed with taking your revenge on an individual or group, and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending a Willpower point.

Victim of the Masquerade

  • (2 pt) The Camarilla’s propaganda machine did too good a job on you. Even after your Embrace you refused to believe you were a vampire. You remain convinced that there is some logical explanation for your condition, and spend as much time as you can searching for it. You also have problems feeding, and may insist on trying to eat regular food. None of these habits makes you particularly pleasant company for other Kindred. This Flaw must be role-played at all times.


  • (3 pt) You are highly susceptible to Dominate and intimidation by others; you are, in fact unable to use your Willpower freely. You can employ your Willpower only when survival is at stake or it is appropriate to you Nature.

Mortal Physical Merits

Clear Sighted

  • (3 pt) You can see through all Levels of Kindred Obfuscate with a Perception + Alertness roll against the level of Obfuscate + 3.

(R) Fist of God

  • (7 pt) You can deliver blows to Kindred that cause aggravated damage. You should work with the Storyteller to come up with the reasons why. Maybe you spent long years in a dojo, refining your martial arts chi by punching howls of tightly- packed sand until your fists were raw, scintillating chi energy. Or your vision quest led to the Cave of the Wolf, where a half-man/haif-wolf put claws on your hands to be used in the battle against your enemy. One option is that you need a weapon such as a sword or bullet to use this power. The damage done is as much as your fist (or whatever weapon it is defined as) normally does, but is considered to be aggravated against Kindred. Only mortals with a Humanity of 7 or higher may purchase this Merit, although many supernatural hunters possess it as a racial or magical ability for instance, the claws of werewolves.


  • (5 pt) You were previously turned into a Ghoul by a Vampire (and obviously had a falling out with your prior master). This gives you all the Ghoulish benefits, including a Blood Pool, a Potence rating of 1 (and the potential for other Disciplines), and retarded aging. Unfortunately, to keep your immortal state, you need a regular supply of Kindred vitae (once a month minimum) to become mortal once more. If you revert to mortality, you can never again become a Ghoul and will age at the following rate:
  • Real Age, Less than 100 years, 100-250 years, 250 or more years
  • Aging normal, 10x normal (each day counts as 10) instantly crumble to dust
  • Ghouls who begin the game at 100 or more years get three free points to spend on Skills and Knowledge's (they have the experience of a long life without the rigidity of the Vampire brain)
  • Ghouls who are 250 or more years old have six free points.


  • (4 pt) Your very nature makes it difficult for Kindred to even look at you. To them, you have a Level 10 obfuscate.

(R)Iron Will

  • (This costs 1 extra point -4 pts) The Mortal IS immune to Kindred Domination.

Pale Aura

  • (2 pt) Any color your aura takes has a pallor to it like a Vampire’s. In fact, if a Vampire makes less than five successes on an Aura Perception roll, she believes you to be one of them.

Poisonous Blood

  • (3 pt) Your blood is poisonous to kindred, though they will not know this until they drink it. Every blood point drunk causes one health level of damage (not aggravated) to them.

Resemble Kindred

  • (2 pt) You look like a Vampire -- unusually pale and thin like them. You can move among them as one of them, but they may force the new stranger before the Prince for recognition, and he may ask for a Blood Bond.

Mortal Physical Flaws


  • (3 pt) If you get cut, you will not stop bleeding without medical help. Any Kindred who bites you will find that they cannot seal the wound with a lick.

(R) Potent Blood

  • (3 pt) Your blood, for some reason, is very potent and Kindred will desire to drink it. They will not easily give up the chance to continue using you as a source vitae. They gain two blood points for every one drunk.

Weak Willed

  • (This is worth 1 extra point 3 pt) The Mortal is susceptible to Kindred Domination.

The Beast Within

  • (5 pt) The Beast is awake within you. You are prone to frenzies, just like Vampires. These are caused by situations of intense emotions: fear, anger, hate. You are a figure of great rage and fear to the rest of humanity, much like Charles Manson. Mortals with a high Humanity who buy this Flaw are doomed, like the Kindred, to a horrible degeneration into bestiality.

Mortal Social Merits

Church Ties

  • (3 pt) You have influence and contacts in some local churches, and have the means to create protest rallies and raise money. The more you use your ties, of course, the greater your risk of being found out.

Corporate Ties

  • (3 pt) You have both influence over and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time.

Corporation CEO

  • (5 pt) You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer. Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place in the corporate community, and have the means to wage economic warfare. This Merit provides you with some informal Contacts and Resources, the exact extent of which are determined by the Storyteller.

Judicial Ties

  • (2 pt) You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutor's department, and can affect the progress of various cases and trials with limited difficulty. Though it is difficult to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants.


  • (2 pt) You own a large mansion ó a home with 25 or more rooms as well as the surrounding estate. The servants, if you have any, are provided for if you choose this Merit, though they cannot be used as Herd or Retainers unless you purchase the appropriate Background. The mansion is assumed to have the most current electronic security available, as well as a fence around the perimeter. While the mansion can be in as poor or as good shape as you wish, the more inhabited it appears to be, the more attention it will garner. A ghost house won't attract IRS audits.

Media Ties

  • (2 pt) You have both influence over and contacts in the local media. You can suppress and create news stories (though not always with 100 percent efficiency; journalists are an unruly bunch) and you have access to the files and gossip of the staffs of newspapers and TV stations.


  • (2 pt) You own a moderate-sized nightclub, perhaps one of the hottest nightspots in the city. This club brings in enough money to support you in moderate luxury ($1000 a month, but it can grow), but more important than the money is the prestige. You may use the nightclub as your haven, or you may simply hang out there. The name of the nightclub, its style, design, and its regular patrons are all up to you. Variations on this theme could include: a restaurant, theater, comedy club, sports arena or retail store.

Police Ties

  • (3 pt) You have both influence over and contacts in the local police department. You can, with a single phone call, cause an APB to be issued. However, the more often you use your ties with the police department, the weaker they become, and the more attention you attract toward yourself. Your influence is not solid (that can be achieved only through game play), and can let you down at times.

Political Ties

  • (3 pt) You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can shut off the power and water to a building or neighborhood, and can unleash many different means of harassment against your enemies. The more you use your political ties, the weaker they become. Total control can only be achieved through game play

Underworld Ties

  • (3 pt) You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to large numbers of "soldiers," as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow.

Mortal Social Flaws


  • (2 pt) You have been a vampire for some time, and are unable (or unwilling) to keep up with the changing times. An Intelligence roll is needed whenever you have to deal with something from a later period than your own breathing days. If the roll is failed, total the net failures and use this total as a negative modifier to your attempts. Example: Osric, a fifth-century Goth by birth, has this Flaw and is attempting to deal with a computer. His Intelligence roll results in two net failures. Osric now has a two-dice penalty when determining the outcome of his attempt to make the infernal machine cooperate. Note that characters with this Flaw will generally have been vampires for longer than the 50 years suggested in Vampire, so Storytellers should decide whether or not to allow this Flaw in their chronicles.


  • (4 pt) Someone is aware of, or at least suspects, your true nature and believes you need to be caught and killed (or experimented upon, or...). This person may be mortal, but they are aware of the supernatural world and are immune to the Delirium.


  • (3 pt) You are devoted to the protection of a mortal. This character may be a friend or relative from your pre-Embrace days, or simply a mortal you admire and consider important. Wards have a way of getting caught up in the action of stories, and are frequent targets of a character's enemies.

Physical Merit


  • (1 pt) You have a high degree of off-hand dexterity and can perform task with the 'wrong' hand at no penalty. You must still use the rules for taking multiple actions, but will not suffer a difficulty penalty if, say, you use two weapons or are forced to use your off hand.

Baby Face

  • (2 pt) You look more human than other vampires, enabling you to fit in the human world much more easily. Your skin is pink, you never really stopped breathing (even though you don't need to), and even sneezing comes naturally. You can make your heart beat as long as you have at least one Blood Point. This Merit cannot be taken by Nosferatu.

Blush of Health

  • (2 pt) You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch.


  • (1 pt) Your appearance is sufficiently thug-like to inspire fear or at least disquiet in those who see you. While you’re not necessarily ugly per se, you do radiate a sort of quiet menace, to the point where people cross the street to avoid passing near you. You are at -1 difficulty on all Intimidation rolls against those who have not demonstrated their physical superiority to you. (This must be earned IC)

Catlike Balance

  • (1 pt) You possess an innately perfect sense of balance. Character with this Merit reduce difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge.) by two


  • (3 pt) You are good at taking risks, and even better at surviving them, When attempting exceptionally risky actions (such as leaping form one moving car to another), characters with this Merit add an additional three dice to their rolls, and negate a single botch die that may result from such a roll. Generally, such action must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed.


  • (1 pt) You are unusually supple. The difficulty of any dexterity roll involving body flexibility is reduced by 2. Squeezing through a tiny space is one example of a use for this Merit.

(R)Eat Food

  • (1 pt) You have the capacity to eat food and even savor its taste. While you cannot derive any nourishment from eating regular foods, this ability is useful for passing as a mortal. 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.

Efficient Digestion

  • (3 pt) You are able to draw more than the usual amount of nourishment from blood. Every two Blood Points ingested increase your Blood Pool by three. Round down so leftover ‘halves’ are ignored. For instance, taking four Blood Points raises the Blood Pool by six, and so does taking five Blood Points.

(B) Enchanting Voice

  • (2 pt) There is something about your voice cannot ignore. When you command, they are cowed. When you seduce they swoon. Whether thunderous, gentle, pausing or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to pursued, charm or command are reduced by two.

Friendly Face

  • (1 pt) You have a face that remained everyone of someone, to the point where strangers are inclined to be well-inclined toward you because of it. The effect doesn’t fade if you explain the "mistake" leaving you at -1 difficulty on all appropriate Social-based rolls (yes for Seduction, no for Intimidation, for example) when a stranger is involved. This Merit only functions on a first meeting.

Huge Size

  • (4 pt) You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore have one additional Health Level, and are able to suffer more harm before you are incapacitated. Treat this extra Level as an extra Hurt Level, with no penalties to rolls.

Misplaced Heart

  • (2 pt) Your heart has actually moved within your body, though no more than two feet from its original position near the middle of your chest. Those who attempt to stake you find it very difficult to find the right location (which should be your most tightly guarded secret).

Physical Flaws


  • (1-3 pt) You are addicted to some substance, such as caffeine, nicotine, etc. You will start to crave the substance if you don't get it often enough, and have to spend Willpower points to avoid giving in to the urge. The larger the flaw, the more dependent you are on the substance, and the worse things will happen if you don't get what you need.


  • (1-3 pt) You suffer from an allergy to some substance; a 1 pt. version inconveniences you and may increase difficulties in certain situations, the 3 pt. version means you have an incapacitating or even a potentially fatal reaction to the substance.

Bad Sight

  • (2 pt) 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.


  • (6 pt) You cannot see. Characters can compensate for the loss of vision by becoming more sensitive to other sensory input, but visual cue and images are lost to them. Actions involving hand-eye coordination are very difficult to perform, especially under stressful conditions. Difficulties of all Dexterity-based rolls are increased by two. Oddly, vampires with Level Two Auspex (Aura Perception) are still able to use this ability; thought the information is interpreted via the other senses.


  • (3 pt) You were a small child (between five and 10 years old) at the time of your Embrace, leaving your Physical Attributes underdeveloped and making it difficult to interact with some aspects of mortal society. You may not have more than two dots in Strength or Stamina, except when raising Physical Attributes with blood points, and the difficulties of all die rolls when attempting to direct or lead mortal adults are increased by two. Characters with this Flaw must also purchase the Short Flaw.


  • (4 pt) You cannot hear. While you may ignore some applications of Dominate, you may not listen to electronic or vocal media, and the difficulties of many Alertness rolls are increased by 3.


  • (3 pt) You have some kind of deformity - a misshapen limb, hunchback, clubfoot, etc, - which affects your physical abilities and interactions with others. A hunchback, for instance, would lower a character's Dexterity by two dots and increase the difficulty of die rolls relating to social skills by one. It is the responsibility of the Storyteller to determine the specific effects of the deformity chosen.

Devil's Mark

  • (1-7 pt) Somewhere along the line, your character made a pact with a demon or devil and it funneled its foul power into him, leaving a mark in the process. This blemish (known as a witch's nipple) is dark and unwholesome looking, but it is insensitive to pain. In ages past, the "witch prickers" of the Inquisition would test these marks with special pins before they burned infernalists at the stake. In the modern day, the puritanical pricks are few and far between, and most people who see this mark will just think it's a birthmark. Despite the name "nipple," it can grow anywhere on your character's body.

Disease Carrier

  • (4 pt) Your blood carries a lethal and highly contagious disease. The disease can be anything from rabies to HIV, and Kindred who drink your blood have a 10 percent chance of becoming a carrier as well. You must spend an extra blood point each night on awakening, or you will begin manifesting symptoms of the disease (increased chance to frenzy for rabies, reduced soak rolls for HIV, etc).


  • (2 pt) A hideous disfigurement makes your appearance disturbing and memorable. The difficulties of all die rolls relating to social interaction are increased by two. You may not have an Appearance rating greater than 2.

Dulled Bite

  • (2 pt) For some reason your fangs never fully developed - they may not have manifested at all. When feeding, you need to find some other method of making the blood flow. Failing that, you must achieve double the normal number of successes in order to make your bite penetrate properly. A number of Caitiff and high generation vampires often manifest this Flaw.

Flesh of the Corpse

  • (5 pt) Your flesh does not fully regenerate itself once it is damaged. While you are able to heal yourself to the point of regaining fully functionality, your skin still retains the cuts, tears, bullet holes, etc., which you have incurred. Depending on the nature of the damage, this Flaw will make social dealings exceedingly difficult.

Glowing Eyes

  • (3 pt) You have the stereotypical glowing eyes of vampire legend, which gives you a -1 difficulty on Intimidation rolls when you're dealing with mortals. However, the tradeoffs are many; you're a walking tear in the Masquerade and must constantly disguise your condition (no, contacts don’t cut it); the glow impairs your vision and puts you at a +1 difficulty on all sight-based rolls (including the use of ranged weapons); and the radiance emanating from your eye sockets makes it difficult to hide (+2 difficulty to Stealth rolls) in the dark.

Hard of Hearing

  • (1 pt) Your hearing is defective. The difficulties of any die rolls involving the use of hearing are increased by 2.

Infectious Bite

  • (2 pt) You lack the enzymes that allow most Kindred to seal the wounds caused by their feeding. You may not automatically lick the wounds of your feeding closed. In fact, your bites have a one in five chance of becoming infected and causing mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller.


  • (3 pt) Your legs are damaged, which prevents you from running or walking easily. You are forced to walk with a cane or possibly leg braces, and have a pronounced limp to your stride. Your walking speed is one-quarter that of a normal human and running is impossible.


  • (3 pt) You look like the very devil, maybe literally. Appearance automatically 0, and some people may take your appearance to believe you're connected to some horrible yucky evil thing.


  • (4 pt) You cannot speak.

One Arm

  • (3 pt) Due to an unfortunate injury or birth-defect, you suffer a -2 dice penalty to rolls where an action would usually require two hands.

One Eye

  • (2 pt) You have only one eye - which eye is missing is up to you. The difficulties of all Perception rolls involving eyesight are increased by 2, and the difficulties of all die rolls requiring depth perception are increased by 1 (this includes ranged combat).

Open Wound

  • (2-4) You have one or more wounds that refuse to heal, and which constantly drip blood. This slow leakage costs you an extra blood point per evening (marked off just before dawn), in addition to drawing attention to you. If the wound is visible, you are at +1 difficulty for all Social-based rolls. For 2 points, the Flaw is simply unsightly and has the basic effect mentioned above; for 4 points the seeping wound is serious or disfiguring and includes the effects of the Flaw Permanent Wound.


  • (6 pt) You can hardly move without assistance, such as a pair of crutches or a wheelchair. Even then it can be painful and cumbersome to do so. The Storyteller and you should take care to role-play this flaw correctly, no matter how difficult it makes things. A character may not take this flaw along with the Double-Jointed merit.

Permanent Fangs

  • (3 pt) Your fangs won't retract. You are a walking masquerade breach, and have to be extremely careful when in mortal company.

Permanent Wound

  • (3 pt) You suffered injuries during the Embrace, which your sire did nothing to repair. You start each night at the Wounded Health Level. This can be healed like normal damage, but each evening, after sleep, your wounds always return.

(R) Potent Blood

  • (3 pt) Your blood, for some reason, is very potent and Kindred will desire to drink it. They will not easily give up the chance to continue using you as a source vitae. They gain two blood points for every one drunk.

Selective Digestion

  • (2 pt) You can digest only certain types of blood. Ventrue cannot take this flaw. This must be specified on character sheet.


  • (1 pt) You are well below average height - four and a half feet tall or less. You have difficulty in reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of a normally proportioned human.

Slow Healing

  • (3 pt) You have difficulty healing wounds. 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).

Smell of the Grave

  • (1 pt) You exude an odor of dampness and newly turned earth, which no amount of scents of perfumes will cover. Mortals in your immediate presence become uncomfortable, so the difficulties to all Social rolls to affect mortals increase by one.

Thin Blood

  • (4 pt) Your blood is thin, weak and does not sustain you well. All blood point costs are doubled (e.g., using blood-related Disciplines or healing damage), and you are unable to create a blood bond. Furthermore, efforts to sire other vampires succeed only 20% of the time.


  • (1 pt) You have a repetitive motion that you make in times of stress, and it’s a dead giveaway as to your identity. Examples include a nervous cough, constantly wringing your hands, cracking your knuckles and so on. It costs 1 Willpower to refrain from engaging in your twitch.

Psychological Merits


  • (2 pt) The Beast is in you, but you know how to direct and make use of it. You have the capacity to frenzy at will, and this able to ignore your wound penalties. However, you must pay the consequences of your actions while in frenzy, just as you normally would. Your chance of entering an unwilling frenzy is also unaffected.

(R)Dual Nature

  • (2 pt) You have two distinct Nature, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Natures. You may still choose a Demeanor, and it can be as different from the character’s Natures as the player desires.

Higher Purpose

  • (1 pt) You have a goal that drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself force to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on all rolls that have anything to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. (If you have the Flaw Driving Goal, you cannot take this Merit).

Psychological Flaws

Addicted to Kindred Vitae

  • (3 pt) This Flaw is for mortals only. You need the rush vampire blood gives you when you drink it. You feel dead and listless otherwise. This is a very dangerous habit. It can only be overcome with long therapy and friends to help you quit cold turkey.


  • (1 pt) You have a specific compulsion which may cause you problems. You have to spend a temporary Willpower point to fight the compulsion for a short time.

(R)Dark Secret

  • (1pt) 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. This could be anything from having murdered an elder to being a member of the Sabbat.

Driving Goal

  • (3 pt) You have some personal goal that is the center of your unlife and sometimes compel and directs you in startling ways. This goal is limitless in depth and you can almost never truly achieve it - everything you do relates to this goal, and you must always work toward it (this can get you in trouble and may jeopardize other actions). Choose this one carefully, as it will direct and focus everything that your character does. Your obsession with your vision can temporarily be soothed by spending Willpower.


  • (3 pt) You have a total and unreasoning hatred of a certain thing (this is total and largely uncontrollable). You may hate species of animals, a class of person, a color, a situation - anything. You constantly pursue opportunities to harm the hated object or to gain power over it.


  • (1 pt) You have an unreasoning dislike for a certain thing (much like the Hatred flaw but milder - note that this is not a trivial dislike, such as for a particular magazine or tissue paper or the like).

Isolated Upbringing

  • (1 pt) You were raised in your supernatural society, or were somehow otherwise sequestered away from "normal" life, so you have trouble dealing with this Outside-World thing. Dealing with any community outside the one in which you were raised adds 1 to social difficulties, or reduces your Social pool by one.

Low Self-Image

  • (2 pt) Suffering from a low self-esteem, you have -2 dice in situations where you don't expect to succeed, or you may have to make Willpower rolls to do something that requires self-confidence.


  • (1 pt) You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you are locked in a nightmare.


  • (1 pt) You have an exaggerated and unshakable opinion of your own worth and capabilities-you never hesitate to trust your abilities, even in situations where you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough, you can infect others with your overconfidence.

Religious Hysteria

  • (3 pt) Even among the devoutly religious, there are those that take things too far. Unlike religious ecstatic, who occasionally have visions of Heaven, your visions seem a bit too often, and a bit too untenable. You see everything as an omen or a sign from God, devils and angels are everywhere, and you just can't read the Good Book too many times. The difference between this Flaw and the Ecstatic Merit is that people don't take you seriously. Whenever you're in any social encounters, you have a one die penalty. This Flaw is for mortals only.

Sabbat Merits

Accepted Ally

  • (1 pt) Have ally in mortal world, that Sabbat feels useful. Allowed to keep as long as no problems.


  • (4 pt) Domain is major airport. All Kindred wishing to use must answer to you.

Animal Affinity

  • (1 pt) You've an innate understanding of and rapport with a certain type of animal, such as dogs, bats, rats, cats or wolves. Animalism & Animal Ken rolls with these animals have their difficulty reduced by 2.

Approved Friendships

  • (2 pt) Friendship with someone not in Sabbat allowed to keep as long as no problems.


  • (5 pt) Own castle with 50-500 rooms, estate around. See MANSION.

Early Riser

  • (1 pt) You always seem to be the first to rise & the last to go to bed. You always get up at least an hour before everyone else, even stay up until dawn. You seem to have the ability to exist on less rest.

Elysium Domain

  • (1 pt) You control part of the city's Elysium. You are its protector, and it is considered your domain. However, it doesn't belong to you, other Kindred use it freely. While this Merit involves some measure of responsibility, you can enjoy this Elysium domain at your leisure and you gain respect and Status as its protector.


  • (1 pt) Making money comes easy to you & you know what it takes to succeed in business. All rolls that involve acquiring money through business reduce their difficulty by 2.

Extremist Group

  • (4 pt) Influence/contacts in extremist group. Provide assistance/agents, contacts in similar groups. More used, weaker becomes.

Family Member

  • (1 pt) Member of family is Supernatural. Have good relations with them, use as Ally (but may use you). If nearby, 2 points; if member of pack/chantry, 3 points.

Inconnu Associate

  • (4 pt) You're friends with another Kindred who belongs to the Inconnu. Though you may call upon your friend in times of need, she may call on you as well. Neither of your sects appreciates such relationships, and your leaders would punish you if your friendship were discovered. Arranging methods of communication and meeting places will be difficult.


  • (1 pt) You have keen insight into the ulterior motives of all your actions. Through this nightly exercise, you also have incredible insight into the underlying motives of others’ actions. Add two dice to your Perception dice pool when you must take an action against someone with the same Nature or Demeanor as you.

Innate Magical Ability

  • (5 pt) You have some sort of magical ability that makes you unique. this ability is different from any normal vampiric power or Discipline. The exact nature of your ability should remain mysterious to you, though you have some say in what that ability is.

Lunar Influence

  • (1 pt) The moon has an unusually strong effect on you. During periods of the new moon, your Strength, Dexterity & Stamina are cut in half. During periods of the full moon your Strength, Dexterity & Stamina are increased by half again. During the waxing & waning phases, the Attributes stay the same.

(B)Mage Companion

  • (3 pt) You have a friend & ally who just happens to be a mage. Though you have the right to call upon her in times of need, she can call on you as well. Most likely this mage is of the Euthanatos or verbena, but she can be of any Tradition or Convention.

(R)Magic Sensitivity

  • (1 pt) You have a supernatural gift that allows you to know if any magic is in use or had been used recently within a 10-ft radius of yourself. this includes all supernatural Disciplines as well.

(R) Mystic Ability

  • (2 pt) For some reasons you have visions. the visions are not necessarily precognitive, but like precognition, the visions occur outside your control. You may make yourself more sensitive to them through ascetic practices, but you can never consciously induce a vision. The again you may have a vision as you're walking down the street minding your own business.

Natural Leader

  • (1 pt) You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.

(B)Nine Lives

  • (6 pt) Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. When a roll occurs that would result in your death, the roll is made again. If the next roll succeeds, then you live - and one of your nine lives is used up. If that subsequent roll fails, then another re-roll is made until either a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining.

(R)Oracular Ability

  • (3 pt) You can see and interpret signs and omens. You are able to draw from these omens, for they provide hints of the future and warnings of the present. When the Storyteller feels that you are in a position to see and omen, you will be required to make a Perception + Occult roll, with the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen, the difficulty again relative to the complexity of the omen.

Pack Distinction

  • (2 pt) Degree of fame in pack for some reason. May not be pack leader, more respected than pack leader.

(R) Precognition

  • (4 pt) You have the ability to perceive events before they happen. this ability is not under your control. The premonitions come to you when you least expect them to. The focus of the premonition is not under your control either.

Safe Passage

  • (1 pt) You have the right to pass through the territory of some other vampire or sect that does not normally allow others passage through their territory. Toreadors often have this Merit for various hostile cities, allowing then to enjoy the Elysium of those cities without fear.


  • (2 pt) Another vampire has promised you protection from all harm should you come to her sanctuary. This may be a mentor, a sire or someone who owes you a boon. The vampire has the power to protect you from most threats.


  • (1 pt) You have an unusual ability to move quietly that goes far beyond the norm. Reduce the difficulty on any Stealth roll involving moving quietly by two. you are even able to move quietly over dry leaves. Should the wind blow while you're moving, there's no way to hear you.

Special Rapport

  • (2 pt) You have a special bond w/ another vampire that extends beyond any other bond you know of. You may not love the other vampire, but you have a special link to her. This link allows you to always know when she's in pain, when she's lying and when she needs you. In return, she knows the same about you as well.


  • (1 pt) You serve as a mentor to a younger, more inexperienced vampire. The student is most likely a neonate or an ancilla. This student will assist you as you command, but you also consider this Kindred your ward. You take responsibility for training this vampire & for protecting her from harm.


  • (4 pt) Control a university. Trustees/officials work for interests (full access, may hunt freely).

Valuable Secret

  • (1-3 pt) Others would kill or die to know this secret you guard. The Valuable Secret should be created and given by the Storyteller. perhaps the character knows that the Prince is & Infernal Diabolist or that the Primogen are actually all Sabbat. Whatever the case, only those involved in the secret & the character know about the Valuable Secret.


  • (2 pt) You've traveled all over the globe, seen many different cities and meet a great number of Kindred. There's a chance you'll know of a vampire from another city when you hear his name. This is an Intelligence roll (dif 10-Status).

(R)Wraith Companion

  • (3 pt) This is the exact same Merit as Spirit Mentor, Just bear in mind that the spirit mentor is a wraith, and you can see and touch him in the Underworld. For those with Wraith: The Oblivion, consider the character one of the wraith's more powerful fetters.

Sabbat Flaws


  • (1-3 pt) You are addicted to some substance, such as caffeine, nicotine, etc. You will start to crave the substance if you don't get it often enough, and have to spend Willpower points to avoid giving in to the urge. The larger the flaw, the more dependent you are on the substance, and the worse things will happen if you don't get what you need.


  • (1 pt) You are being blackmailed by a Kindred powerful enough or smart enough to keep you from destroying her. Your blackmailer uses you to her personal advantage, forcing your to do all sorts of awful things you hate doing. She may take money from you, she may take blood, or she may force you to aid her in her own schemes.

Demon Plagued

  • (2 pt) Either you once practice Infernal Diablerie and then tried to break it off, or you have angered Infernal Diabolists, be they Baali, Sabbat or mortal cultists. Whatever the case, you are plagued by the evil efforts of a demon. The demon constantly tries to cause all sorts of problems for you, but it is seldom powerful enough to face you directly.

Disease Carrier

  • (4 pt) Your blood carries a lethal and highly contagious disease. The disease can be anything from rabies to HIV, and Kindred who drink your blood have a 10 percent chance of becoming a carrier as well. You must spend an extra blood point each night on awakening, or you will begin manifesting symptoms of the disease (increased chance to frenzy for rabies, reduced soak rolls for HIV, etc).

Eerie Presence

  • (2 pt) Mortals have an unconscious awareness of your undead nature, which makes them anxious and ill at ease in your presence. Because of this, difficulties of all dice rolls relating to social interaction with mortals are increased by two.

Faerie Hatred

  • (2 pt) You are hated by the fey. They find you totally repulsive because of some past action - or for no reason whatsoever. You cannot interact with them and, should they get the opportunity, they will thwart your every effort.


  • (6 pt) You managed to make it through the Creation Rites, but not wholly intact. The most insignificant thing can throw you into a different mood or state of mind. Your behavior is extremely unpredictable. Because of your precarious emotional state, your Willpower fluctuates. At the beginning of each story, make a Willpower roll (you may not spend Willpower for an automatic success, obviously). If you succeed, you may participate in the story as normal. If you fail, however, your Willpower is considered to be 1 for the duration of that session. You may roll again at the beginning of the next session to see if you regain your wits.

(R)Infertile Vitae

  • (5 pt) During your Embrace, something went terribly wrong causing your blood to mutate under the stress of dying and rising again. All those you try to Embrace die. No matter what you do, you may not create any Childer. However, your blood can still be used for other vampiric needs, including making ghouls.

Irretractable Fangs

  • (1 pt) You are unable to retract your fangs. You should be very careful, lest the wrong mortals see them. Vicissitude 3 (Bonecraft) can be used to forcibly cause them to shrink, but the process is painful and the fangs will return the next night.


  • (3 pt) You are simply lazy, avoiding anything that requires effort on your part. Preferring to let others do the hard work, you lounge around. For any action that requires preparation, there's a good chance you didn’t prepare properly. Difficulty rolls for spontaneous Physical actions (including combat, unless it is part of a planned offensive) increase by 1.

Methuselah's Thirst

  • (7 pt) This Flaw is only available to vampires. You are no longer capable of drinking mortal blood to sustain yourself and must feed upon the vitae of other Kindred.

Pack Disgrace

  • (2 pt) You have done something that has brought shame to your pack and you personally. You lose two dice on all related dice rolls, and your Pack Recognition may be considered two points less than it should be.

Pack Enemy

  • (2 pt) You have made an enemy within your pack. This individual would like to see you out of the pack and possibly destroyed: perhaps just because he doesn't like you or perhaps for a good reason. In any case, this pack member tries to get others to side against you, and he tries to ruin every positive thing you accomplish for yourself or for the pack. This is a three-point Flaw if the Pack Enemy is also the pack leader. The Vinculum scores between you and your enemy are automatically zero, and will never increase no matter how many times you partake of the Vaulderie together.

Pack Punishment

  • (1 pt) You are bound by some special punishment imposed on you by your pack for doing something in opposition to pack rules. You are limited from doing something you normally could do, such as making solo trips, going with the pack out of town, hanging around the rack, associating with certain individuals, and so on. The exact nature of the punishment is left to you and the Storyteller.

Pack Rival

  • (1 pt) You have an intense rivalry with a member of your pack. You are always competing with this individual, either for fun or out of spite. You have been known to go to extremes to best this individual, and he has been known to do the same to you. Your rival occasionally gets the best of you, but you do the same to him.

Probationary Sect Member

  • (4 pt) You are a defector. You turned traitor to the Camarilla, Follwers of Set, or some other vampire group. You have just been accepted on probation into the fold and still have much to prove before you will be an accepted member. You are treated well by most Sabbat, but you know you are not trusted. You are always assigned the most dangerous missions and you are always at the front of the fray. Your pack watches you like a hawk and limits your actions. You are not allowed to speak to Kindred outside the sect, you are not allowed to go anywhere outside pack territory without a fellow pack member, and you are required to prove your loyalty time and time again.

Secret Friendship

  • (1 pt) You maintain a friendship with a mortal or a vampire outside the Sabbat, despite knowing that if you are discovered there is a good chance that both of you would be destroyed. You are always having to cover up this relationship. You must never reveal this secret or you will be in deep trouble.

Slow Healing

  • (3 pt) You have difficulty healing wounds. 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).

Special Responsibility

  • (1 pt) You have some sort of duty that you are required to perform for the entire pack. You are not really given any special credit for doing it, but if you were to stop you would lose much of its respect. The exact nature of the duty can be anything: act as pack messenger and coordinator, gather victims for Blood Feasts, cover up other pack members' messes, or issue loans to fellow pack members.

Strong Blood

  • (5 pt) Blood very potent. Blood Bond in 2 drinks. Diabolists lust for it.

Vulnerability to Silver

  • (2 pt) To you, silver is as painful and as deadly as the rays of the sun. You suffer aggravated wounds from any silver weapons (bullets, knives, etc) and the mere touch of silver objects pains you. Further, you are one Trait down when in contact with the metal.

Social Merits

Alternate Identity

  • (1-5 pt) You have established a false persona that stands up to scrutiny and investigation. The quality and detail of the face depends on the number of points invested in the Merit. For one point, your identity is new or intended for casual use only. At two points, it takes determined effort to reveal your ruse. For three points, your false name is known in several cities. At four points, your identity is widely known and respected. For five points, you can even deceive the most paranoid elders. Although the difficulty equals your Alternate Identity rating +5, it is up to you to actively maintain your persona. Characters with more than one false face must purchase this merit multiple times.

(R) Boon

  • (1-6 pt) Someone owes you a favor. The vampire in your debt might be the lowliest neonate in the city or might be the prince herself; it all depends on how many points the Merit costs. You only have that single favor owed to you (unless you take the Merit multiple times), so using it properly id of paramount importance. Depending on status and other factors, the vampire who owes you a favor may well resent his debt, and might go out of his way to "settle" it early - even going so far as to create situations form which he must "rescue" you and thus clear the slate.

Broken Bond

  • (4 pt) You were once blood bound but have secretly slipped the leash, and you are free to act as you will once more. Your regnant has no idea that you are not in fact bound, and continues to threat you as if you were. At Storyteller discretion, the experience of having been bound once may render you immune to even being enthralled again.


  • (2 pt) You’re 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 change to act outside the law. How far outside the law the sheriff is willing to let you go depends on circumstance and how much the sheriff likes you.

Debt of Gratitude

  • (1-3 pt) An elder owes your gratitude because of something either you or your sire did for her. The depth of gratitude the elder owes depends on how many points the player wishes to spend. One point might mean an elder owes the character a favor, three points might mean that she owes the character her unlife.


  • (2-4 pt) The prince has given you exclusive rights to a piece of territory. The size and importance of that territory are in direct proportions to the cost of the Merit. A few blocks’ worth of row-houses might be worth two points, while four square blocks in the city’s financial district could be worth four.

Ecclesial Rank

  • (1-3 pt) In addition to being a member of the Society of Leopold, you are also a member of the Roman Catholic hierarchy. This Merit determines your standing within the hierarchy. Note that anyone possessing a high rank within the Church is usually at least in their mid 30's.

Elysium Regular

  • (1 pt) You spend an unusual amount to time at the various Elysium’s in your city. You see and are seen to such an extent that all of your movers and shakers of Elysium know who you are. Extended time spent in Elysium also gives you extended opportunities to interact with the harpies and other Kindred of that stature - and they’ll know your name when you approach them.

Former Ghoul

  • (1 pt) You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society. You are at -1 difficulty on all Social rolls when in the presence of other neonates (particularly those who haven’t been educated by their sires), and have a standing -1 difficulty on rolls relating to knowledge of the Kindred.

Friend of the Underground

  • (3 pt) While you’re not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes and other subterranean passages of your home town. The local Nosferatu (and any other creatures dwelling down in the muck) may not actually like you, but they’re not inclined to kill you on sight when they see you in their territory. You are at -1 difficulty on all Sewer Lore rolls, and rolls involving the subterranean world (sneaking from place to place underground routes, finding routes into sub-basements and so on). Nosferatu cannot purchase this Merit.


  • (1 pt) Everyone in the city knows you, and knows that you’re no threat to their plans. While that sort of estimation may seem insulting, it’s also what kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. Of you start acting in a way that demonstrates that you are not longer harmless, others’ reactions to you will likely change as a result.

(B) Harpy

  • (5 pt) You count yourself among the harpies, the vampires who rule the roost in Elysium. Yours is one of the voices that mock, exalt or humble the Kindred of the city. Your opinion is very influential, which means that you’re going to face all sorts of attempts - from bribes to threats - to change it. You are at -1 difficulty on all Social rolls when acting in your official capacity.

(B) Holder of Office

  • (3-5 pt) You currently hold one of the official Camarilla positions in your city. The degree of the power you possess depends on the cost of the Merit.


  • (3 pt) You have an informer buried in the Sabbat (or, less likely, one of the independent clans or the Anarch Free States) who funnels all sorts of information as to what her peers are up to. What you do with the information us up to you, but abusing the knowledge might be a good way to get your informer killed. The other side has spies too, you know…

Natural Leader

  • (1 pt) You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.

Old Pal

  • (2 pt) An acquaintance form your breathing days was embraced at the same time you were. Fortunately, your friendship has endured even death and unlife, and you find a constant source of support and aid in your old friend. She expects the same of you, which isn’t always convenient, but at least you each have someone to hang onto who remembers the good old night - and days.

Open Road

  • (2 pt) Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routes and methodologies, not to mention haven space available in any number of destinations. Unless someone out there knows your exact route and is specifically looking for you, you can move between cities unimpeded by random encounters with Lupines, overzealous state troopers and the like.

(B) Primogen

  • (7 pt) You are part of the ruling coterie of vampires in the city in which you reside. Your voice is one of the few to which the prince must listen, and you have tremendous influence in your clan. On the other hand, there are always others plotting to take your place, making your position a precarious one.

(B) Primogen Friendship

  • (4 pt) The ruling council of the city values you and your opinions. You are called in to consult on decisions, and your recommendations carry great weight. Your positions may not be an official one, but it’s powerful nonetheless.


  • (1 pt) Your sire watched you for some time before Embracing you, and spoke glowingly of you to acquaintances. These vampires may be inclined to look favorably on you by dint of your sire’s recommendation; you are at -1 difficulty on Social rolls with all those who’ve hear good things about you


  • (1 pt) Your fame has exceeded the bounds of your sect. Everyone knows who you are. What you’ve done and what you’re supposed to have done (which might not be the same thing). The publicity can be good or bad; what matters is that everybody knows your name. Whether individuals outside your immediate social circle know enough to match your face to your name is a different matter.

Rising Star

  • (3 pt) You’re one of the up and comers in your city, a rising star in the Camarilla’s firmament. Everyone wants to know you and be your friend, even as those in power groom you for positions of higher responsibility. You are at -1 difficulty on all Social rolls against any Camarilla vampire who aren’t actively opposing your ascent.

Sabbat Survivor

  • (1 pt) You have lived through at least one Sabbat attack and /or attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again. You are at -1 difficulty on all Perception rolls when it comes to Sabbat based matters. This Merit comes into play most frequently as a means of avoiding ambushes and the like.

Scholar of Enemies

  • (2 pt) You have taken the time to learn about and specialize in one particular enemy of the Camarilla. You are aware of at least some of the group's customs, strategies, abilities and long-term goals, and can put that knowledge to good use. This Merit is worth a -2 difficulty for all rolls pertaining specifically to the subject of your specialization. On the other hand, you are at a +1 difficulty when it comes to dealing with other enemies simply because you're so thoroughly focused on your field.

Scholar of Others

  • (2 pt) This Merit functions identically to Scholar of Enemies, except that it applies to a group that is not necessarily inimical to the Camarilla.

Sheriff's Friend

  • (2 pt) For whatever reason (maybe your winning smile or perhaps just your superb groveling technique), the local head lawman likes you. He's inclined to overlook your minor trespasses and lets you in on things you're not supposed to know about. He even gives you warnings about occasional crackdowns and times when the prince isn't feeling generous. Of course, abusing this connection might well turn a friendly sheriff into an enemy - and the change might not be apparent until it's too late.

Social Flaws

Blood Hunted

  • (4-6 pt) You have been made the target of a blood hunt, and for you to return to your home city is death. For four points, this Flaw means that only your home city is off limits to you. For six, it means that the entire Camarilla is howling for your vitae.

(R)Botched Presentation

  • (1 pt) When your sire presented you to the prince of the city, you flubbed it. Now you’re convince His Majesty hates you (whether he does or not). You need to succeed on a Willpower roll (difficulty 7) just to stand in front of the prince or one of his duly authorized representatives without running, blubbering or otherwise making a fool of yourself.


  • (2 pt) You are blood bound to another vampire. Your regnant may not necessarily treat you badly, but the fact remains that your will is not entirely your own. The knowledge gnaws at you, even as you find yourself lost in devotion to your vampiric master.


  • (2 pt) You’ve done dirty work for someone high up in the city’s hierarchy in the past - the sheriff, the Primogen, or even the prince. However, instead of granting you a favor, your deeds have made you an embarrassment or a liability. For the moment, your former employer’s concern is to keep you quiet. In the long term, it’s to get rid of you.

Disgrace to the Blood

  • (3 pt) Your sire regards the fact that he Embraced you to be a titanic mistake, and has let everyone know it. You are mocked in Elysium, taunted by your peers and actively despised by the one who should be giving you guidance. Any request or petition you make is likely to be looked down upon by friends of your sire, and your achievements are likely to be discounted.

Escaped Target

  • (2 pt) The flip side of Rival Sires, Escaped Target means that you had targeted a mortal for the Embrace, but someone else got there first. You cannot stand the humiliation of being cheated of your prize, and fly into a rage (+2 difficulty to avoid frenzy) whenever you see the one who got away. This hatred may lead you into other irrational behaviors, like Embracing enemies of the neonate, creating unauthorized childer or even trying to kill your rival. Furthermore, your petty and irrational behavior is well-known and quite noticeable, and as a result you are at +1 difficult on all Charisma rolls until the situation is resolved.


  • (1 pt) Someone in power doesn’t want you around. Maybe she wants territory you possess, or is jealous of the attention you’re 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 Camarilla" and has not compunctions about doing so.


  • (2 pt) You once held a title in the city, but failed catastrophically in your duties. Now you are branded incompetent, excluded from circles of power and responsibility and generally ostracized by those on their way up. Your exclusion may make you a target for recruitment by the Sabbat (or so the whispers run, making you even more distrusted). Conversely, the consequences of your error - a breach of the Masquerade, an unauthorized Embrace, a lawbreaker allowed to escape - might come back to haunt you.

Former Prince

  • (3 pt) Once, you held near-absolute power in a city, but those nights are gone now. Perhaps you stepped down, perhaps you were deposed, or perhaps your city fell to the Sabbat; it matters little in your reduced state. What does matter is that the prince in the city where you now dwell is aware of your prior employment, and has concerns that you might be trying to make a comeback. The machinery of the Camarilla in the city where you now make your home is subtly stacked against you, and if the prince sees an opportunity to get rid of you he just might take it.

Hunted Like a Dog

  • (3 pt) Another sect or group of vampires be it an independent clan or the Sabbat as a whole - has decided you’re a target for extermination, and pursue you relentlessly. On the bright side, the enemies of your enemy may well wish to help you out, potentially garnering your allies in this one instance.

Incomplete Understanding

  • (1 pt) The whole matter has been explained to you, but you’re still not quite sure how this whole Camarilla/Masquerade thing works. Your imperfect understanding of the rules and regulations of your new existence means that sooner or later, you’re going to make a mistake. It’s only a matter of time…


  • (5 pt) Somehow you’re draw the scorn of the local harpies, who make you their favorite and reflexive target. You are at +2 difficulty on all Social roll in Elysium and a +1 anywhere else in the city. In addition, you are at +2 difficulty to use Intimidation or any Dominate powers on anyone who has heard the stories mocking you.

Loathsome Regnant

  • (4 pt) Not only are you blood bound, but you are also in thrall to a vampire who mistreats you hideously., perhaps you are publicly abused or humiliated; perhaps your master forces you to commit unspeakable acts for him, In any case, existence under the bond is a never-ending nightmare, with your regnant serving to conduct the symphony of malice.

Masquerade Breaker

  • (2 pt) In your first nights as a member of the Kindred, you accidentally broke the Masquerade - and were spotted doing so. Someone else covered for your mistake, but holds the favor over you. Now you exit in fear that your error will be revealed. In the meantime, you "savior" takes pitiless advantage of you.


  • (3 pt) You are known to be a snitch, an informer planted in the sheriff’s pocket. Those on whom you might yet inform loathe you as a result, feeding you misinformation when they can in an attempt to discredit you. Given the opportunity, they might do you mischief. Regardless, our reputation as a full fledged weasel precedes you, putting you at +1 difficulty on all Social rolls against those who don’t agree with you politics

(B)New Arrival

  • (1 pt) You’ve just arrived in your new city of residence, and have done so without knowing anyone in the place. Existing fractions may try to recruit or eliminate you, while the harpies size you up and take your measure. Meanwhile, your ignorance of the city’s current events, history and politics (not to mention the personality quirks of the vampires already in place) may cause you to make a serious blunder.

(B)New Kid

  • (1 pt) You’re the latest Embracee in the city, and everyone knows it. That automatically puts you at the bottom of the social totem pole. Other neonates take every opportunity to demonstrate your inferiority to you, proving that the dynamics of the schoolyard are alive and well in the Camarilla. Even if someone else is added to the ranks of the unliving, you’re still regarded as something as a bit of a geek by your peers - a distinction that can have dangerous consequences if bullets start flying. All Social rolls are at =1 difficulty when you are dealing with other neonates.

Old Flame

  • (2 pt) Someone you once cared for deeply is now with the enemy. Unlike the Enemy flaw, this person was a romantic interest, even so far as to hold a romantic relationship with you. He still attempts to play on your sympathies "for old times’ sake" while working against you. Unless you succeed on a contested Manipulation + Expression roll against your former friend, you do not act against him unless the situation becomes life-threatening.


  • (4 pt) You’ve got your fingers in too many pies, and people are starting to notice. You have too many ghouls, too many retainers and too many influences, which means that a lot of people have vested interest in trimming back your operations. These enemies take every opportunity to reduce your power and influence, and if that means lying, cheating or killing, so be it. Furthermore, your enemies block every attempt you make to move into new areas of control. You’re boxed in, and the box is getting smaller.

Recruitment Target

  • (1 pt) The Sabbat want you, and they want you bad. Every effort is being made to recruit you, willing or no, and the press gangs usually show up at the worst possible time.

Red List

  • (7 pt) You are either being considered for or are already on the dreaded Red List, the registry of those vampires the Camarilla most wants extinguished. Any Camarilla vampire will either attack you on sight or, more likely, call in for a great deal of help.

Rival Sires

  • (2 pt) Not one, but two vampires wanted to gift you with the Embrace. One succeeded, one failed - and she’s not happy about that failure. Either you, your actually sire or both of you have become the target of the failed suitor’s ire. Regardless, your persecutor is at +2 difficulty to refrain from frenzy in your presence. In addition, she may be working actively to discredit or destroy you.

Sleeping with the Enemy

  • (3 pt) You have some sort of intimate connection with a member of an opposing sect or inimical clan. You may have a love, a childe, a friend or a contact working the other side of the fence, but regardless of politics you retain a friendly (or more than friendly) relationship with your putative foe. Your close ties to someone on the other side would be regarded as treason by your superiors within the Camarilla, and if you are discovered the penalty will surely be death.


  • (1 pt) You have publicly expressed sympathy for some of the Sabbat’s goals and policies. Your outspoken views on the subject have made you suspect in the eyes of the city’s hierarchy, and you may be suspected of (or arrested for) treason.


  • (2 pt) You are proud of your new status and clan - so proud that you’ve shot your mouth off to other Kindred and made some enemies. Wiser vampires laugh at you and chalk your rudeness up to youth, but others regard you as arrogant and insulting. These enemies will take action to embarrass or harm you. Furthermore, you are at +2 difficulty on all Social rolls against any vampires you have alienated through your yammering - and you may not know who they are. At Storytellers discretion, you may also be required to make a Willpower roll (difficulty 6) to keep your mouth shut any time the opportunity presents itself for you to brag about your lineage, your clan or your status.

Sorcerer Specific Merits

  • Physical


  • (1 pt) Put simply, your sorcerer cannot have children. For those who practice Tantric rituals or require sex as a focus, but do not desire pregnancy or unwanted children, this is a Merit. For those who belong to cultures, strong families or marriages that expect them to have children, this is a Flaw.

The Flow of Ki

  • (3 pt) Most advanced practitioners of the martial arts spend a lot of time trying to explain that their prowess is not simply a result of skill. Desperately, they seek to explain that their might comes from an understanding of the energy we all possess, the breath of the inner spirit. You understand that lesson in a way that allows you to apply it to physical feats. You may spend Mana (chi, ki, whatever your style calls it) points to reduce the difficulty target number of any dice pool for a physical action. The difficulty number may not be reduced lower than two, nor may you reduce it by more than three. Obviously, you must already have the Mana to spend or this Merit is useless.
  • Social

Faction Favorite

  • (2 pt) Awakened mages may be the visionaries who help the Traditions and Conventions build the future, but it is the linear mages who provide the bedrock foundation upon which new recruits, cultural identity, stable Chantries and hopes for the future are actually built. Whether due to a special distinction for conserving the past glories of a Tradition or a solid reputation as one of the backbones of organizational power, you command respect in your Tradition or Convention. This is important because the worldwide influences of the mighty keystone associations of magicians transcend most of the smaller societies that manage to survive the ages. Modify all social rolls connected to Tradition or Convention Status or decision-making by two points of difficulty in your favor.

Force of Spirit

  • (2 pt) The raw inner force of your soul grants you a certain character that others may find irresistible. Perhaps you glow with an inner light; maybe your beauty seems virtually divine. You may spend Mana points to reduce the difficulty target number of a social roll. No difficulty may be lower than two, and none may be lowered by more than three. Obviously, you must possess Mana points to be able to spend them.

Ritual Congregation

  • (4 pt) Some magicians require large numbers of believers to aid them in creating the resonance and trappings necessary to invoke spells or rituals. Most individuals limited in such a way become adept at manipulating or swaying audiences into helping them, unwittingly or not. You have carefully cultivated a group of at least 100 members who are at least familiar enough with the concepts of your magical style to serve as useful aids in the process. Of course, most of them are expecting something in return, whether it is redemption, social interaction, or direct magical benefit.
  • Mental

Black and White

  • (1 pt) The world is really a collection of shades of gray, but your character doesn't see it that way. To you, everything is clear as black and white. You think in terms of people being either for or against you, hot or cold, good or evil, easy or impossible, stupid or genius. This closed mindset can cost you dearly in missed opportunities, misunderstandings and under- or overestimation of others. In social situations where your judgmental nature comes to bear, which are more often than you might think, you suffer a one-point penalty to difficulties of rolls. This Flaw is particularly suited to pair with things like Code of Honor and other overly focusing Merits.


  • (4 pt) Your psychic has the rare ability to view his psychic abilities as separate from his physical existence and can maintain this distance even under adverse conditions. Wound penalties don't affect your use of psychic powers until your character reaches Incapacitated. If he's Incapacitated, then you may spend a Willpower point to use a psychic power at half the normal dice pool (rounded down). This action may be performed only once per scene, after which the character falls unconscious, so choose last-ditch efforts carefully.


  • (5 pt) Truthfully speaking, this sort of behavior should probably not be considered a Flaw, but as many in society view peace as weakness it can be a disadvantage. Due to strong religious or moral convictions, you will not harm another being. You may defend yourself with warding magic or deflective effects, and may even engage in peaceful demonstrations and resistance. However, you may not cause damage to anyone. It is important to note that this is a psychological restriction, not a supernatural one. Certainly, it is possible for you to hurt someone accidentally, but you would never do it on purpose. Players taking this Flaw should be prepared to play its difficult restrictions. In most Storytelling games there is likely to be some level of physical conflict that makes playing it seem impossible. Nevertheless, great men from Martin Luther King to Ghandi have practiced pacifism.

(R) Strength of Psyche

  • (2 pt) Your character has trained her mind to tap into the deep reserves of mystical energy she possesses. Flooded with increased power of thought or perception, her mental faculties are temporarily increased greatly, and she finds whatever task she undertakes much easier to accomplish. Your sorcerer may channel her mystical energy into mental activities other than magic. You may spend Mana points to reduce the difficulty target number of any die pool for a mental action. The difficulty may not be reduced below 2, nor be reduced by more than three points. Depending upon the use in question, her psyche empowers her perceptive nature, grants her insight into the strange tongue or plunges toward a solution to her puzzle.
  • Supernatural

Blood Magic

  • (5 pt) Perhaps you learned magic from a particularly dark cult. Maybe your spirit needs additional energy, beyond your strength of will, to enact magic. Perhaps you foolishly studied under a vampire or from tomes plundered from vampires. Whatever the reason, your sorcerer's use of magic always requires the sacrifice of his own blood. In some cases, it will simply burn away from inside. In others, the magician must cut himself and include it in the ritual. Each use of magic causes an unsoakable level of bashing damage. Furthermore, the Resonance of your magic is likely to be dark, or at the very least martyred in nature.

Path Natural

  • (5 pt) Your sorcerer is especially talented in the exploration of a single Path of power. He may have a natural inclination toward expressing its nature due to incredible related mundane skills, spiritual might deriving from past lives or a supernatural heritage. He may even have struck holy or unholy bargains for power. During character creation, you should choose one magical Path. In this Path, you pay only three-quarters experience to advance to higher levels or to obtain rituals for the Path chosen.

Psychic Ritual

  • (2 pt) Your psychic is a true rarity amongst the pure practitioners of the Arts of mental magic. Some realization of the importance of the universe has crept into his conscious sufficiently that he has even managed to create a ritual that allows him to perform some extended psychic effect. You need to create a ritual, approved of by your Storyteller, for one of the levels of one of your character's psychic Paths. When your character performs this ritual, you may use the normal rules for rituals and extended magical rules, with minor necessary changes. Obviously, as your psychic does not gain Paradox, the penalty for a botch falls to the Storyteller, greatly increasing the horrific effects of the catastrophic failure. Your roll is limited to no more dice than your psychic's Stamina+Parapsychology. (In this case, you may roll simply your Stamina dice, even if you don't have the Parapsychology Knowledge.)

Style Sleeper

  • (2 pt) Magic only works one way, and your character knows it. When other people try to pull stupid tricks, your sorcerer sees them for what they are, or at least tries. Anytime you witness magic that fits into your character's style, everything is fine; your sorcerer is treated as an Awakened being. Anytime she witnesses any magic that falls outside of her style, she counts as a Sleeper. Because this specifically targets your character's enemies while allowing you to merrily continue with your magic as normal, this disbelief in other magic is considered a Merit. There may be times it harms your character, such as when another mage is trying to heal her and she just thinks he cannot do so. More often, however, her incredulity serves as a partial defense against the Arts of others.


  • (5 pt) A powerful spirit has taken a special interest in you. This is probably part of your shamanic path, but it is possible that the spirits have simply chosen you for some higher purpose. Maybe you are somehow related to one of the Changing Breeds. The spirit acts as a mentor, and all of the normal rules for mentors apply, allowing the sorcerer to learn Abilities or Paths related to the nature of the spirit more easily. You should come to an agreement with your Storyteller as to a type of spirit that might adopt your sorcerer for what he can offer the natural world. Essentially, the spirit acts like any other mentor except that the wisdom it has to offer is mystical and cosmological beyond the ken of most masters. Unfortunately, its knowledge of the real world, outside of whatever its realm of dominion might be, is extremely limited, and it probably believes firmly in the concept of chiminage. (Chiminage is the idea that service between the material and spiritual is the expected way that things work.) This attitude might be present in a mortal mentor, but it is sure to exist in a Totem. A more comprehensive version of this Merit (and of shamanic principles in general) can be found in The Spirit Ways.

(R) Twin Link

  • (4 or 6 pt) Akin to the Mage Merit Twin Souls, the psychic shares a constant psychic bond with another person. This gives them the benefit of the Level Two Synergy effect. Additionally, the psychics joined by a Twin Link get +2 to their Empathy score but only with regards to what their twin is feeling. As a 6 pt. Merit, the members of the Twin Link can purchase the power Synergy, in addition to other psychic powers they may have, at a cost of 7 freebie points per dot and 3 experience points per dot to raise. This Synergy power works only on the other member of the Twin Link.

Wild Talent

  • (4 pt) Though many psychics lack formal training of their gifts, some lack even the most basic control of their powers. These 'wild' psychics tend to have powerful gifts, though the lack of control makes up for the extra power they might have. To determine the level of the Flaw, use the following table. The total Merit or Flaw cannot exceed 4 points. +1 For every extra die the character has when using the power. -1 The character must make a Willpower roll (difficulty 7) to use the power. -2 The character can only consciously use the power defensively. (i.e., A precognitive character can activate her Danger Sense, or a telekinetic can use the power to deflect attacks.) -3 The character has no conscious control of the power, but it works more often to the character's benefit than not. (A clairvoyant who has useful clairvoyant dreams.) -4 The character's power activates randomly (at least once per game session) and often at inopportune or embarrassing moments. (The character contacts the spirit of an ancient warrior during a fancy dinner party.)

Sorcerer Specific Flaws

  • Physical


  • (1 pt) Put simply, your sorcerer cannot have children. For those who practice Tantric rituals or require sex as a focus, but do not desire pregnancy or unwanted children, this is a Merit. For those who belong to cultures, strong families or marriages that expect them to have children, this is a Flaw.
  • Social

Big Mouth

  • (2 pt) Otherwise Known as Jenz Flaw You talk too much, and it gets you in to trouble. You tend to blurt out painful truths at inopportune times. At least once per high-tension social scene, you must speak your mind. You can avoid the pain and embarrassment this costs by spending 1 Willpower point. This Flaw is particularly dangerous for information-based psychics, who tend to blurt out other people's secrets as readily as their own.

Mistreated Minority

  • (1-7 pt) In many cultures, some groups of people fall outside of what is considered normal and acceptable by the majority. Prejudice and racial hatred are powerful forces that continue to divide and harm mankind throughout the world. You may be homosexual or of a different color of skin or even just speak a different dialect. Whatever the difference, it must be something that causes you penalties in social interaction due to no real fault of your own. The degree of penalty, and thus the number of Flaw points gained, depends upon just how harmful and prevalent the prejudicial behavior of the majority is. Storyteller's Note: Even discussing this sort of Flaw may cause unexpected arguments within your group. If you do not feel that your group is mature enough to explore themes of hatred motivated by race or sexual orientation, then leave them alone. If you do decide to explore it, you will probably learn a lot about yourself and others that you never knew, but make sure everyone goes home happy and still friends. If things get tense, take a break, get some coffee, remind each other that you are all friends and that the reason you are together is because these prejudices are NOT something you feel, just something you know exists. Unfortunately, these sorts of uncomfortable ideas are often exactly what motivate real-life villains.
  • Supernatural

Path Inept

  • (5 pt) For some reason, your sorcerer is considerably limited in his ability to advance in the study of a certain branch of your chosen magic. This may be the result of a curse, poor training or even emotional scars from childhood. Whatever the reason, you must choose a single Path from that available to your character's Society. In this Path you must spend one quarter more experience points for any gain of Path level or rituals. Be sure to choose a Path that your character plans to study- your Storyteller has ways to get back at you if you try to avoid your Flaw.

Psi Focus

  • (3 or 5 pt) Perhaps your psychic needs his lucky crystals to properly heal the sick. Possibly, his cyber kinetic powers require him to mime the action he wishes the machine to perform. Maybe his telekinesis only works on a hubcap he found one afternoon. Either way, he requires some form of crutch for his psychic powers to work. For 3 points, the character must gesture or speak some catch phrase or incantation for the power to work. For 4 points, the power requires a physical focus to work (crystals, a hypnotist's pocket watch, a harmonica). For 5 points, the power only works with a specific focus, akin to a mage's unique focus. (See pages 202-203 of Mage Revised).

Psychic Feedback

  • (1, 2 or 6 pt) While the psychic is gifted with potent powers, the use of the talent tires him. Some psychics even experience minor cerebral hemorrhages from the strain of using the power. As a 1 point Flaw, the character experiences headaches or dizziness from each use of the power. Roll Stamina + Meditation (difficulty 7) or experience a round of pain or disorientation. All actions while in this state are at a +2 to the difficulty number. As a 2 point Flaw, the psychic experiences minor long-term pain from use of the power. You should roll Intelligence (difficulty 6) to "soak" the power's activation successes, which are scored as bashing damage. As a 6 point Flaw, the psychic takes this as lethal damage, though a "mental soak" is still allowed.

Ritual Sleeper

  • (5 pt) There is no such thing as the quick fix. Real magic takes time and effort. You cannot just wave your hand and expect the forces of the universe to leap at your beck and call- at least, that’s what your character thinks. You do not have access to any instant magic effects whatsoever. All of your sorcerer's magic is therefore limited to rituals. Even normally "instant" effects require some ritual; your sorcerer must devise rituals to perform the equivalents of the fast effects that other sorcerers perform. If the rules for your character's magical society already consider this, your Storyteller may disallow this option for Flaws. Ironically, this means that any time your character witnesses any instantaneous magical effect, she is treated as a Sleeper.

Unsettling Effect

  • (1 or 3 pt) Though many psychic powers are completely intangible and unnoticeable, something about your character's psychic phenomena causes others to recognize that there's something weird going on. For one point, you have a single intangible power (like Telepathy or Psychometry) that generates an unsettling effect- perhaps your subjects can feel your character paging through their minds or everyone around the psychic feels a welter of harmless but eerie emotions when she touches a psychically-charged object. For three points, all of your intangible powers (including ones that you learn later) have some sort of unsettling effect like this. This is in addition to any Resonance that your character may have.

Wild Talent

  • (4 pt) Though many psychics lack formal training of their gifts, some lack even the most basic control of their powers. These 'wild' psychics tend to have powerful gifts, though the lack of control makes up for the extra power they might have. To determine the level of the Flaw, use the following table. The total Merit or Flaw cannot exceed 4 points. +1 For every extra die the character has when using the power. -1 The character must make a Willpower roll (difficulty 7) to use the power. -2 The character can only consciously use the power defensively. (i.e., A precognitive character can activate her Danger Sense, or a telekinetic can use the power to deflect attacks.) -3 The character has no conscious control of the power, but it works more often to the character's benefit than not. (A clairvoyant who has useful clairvoyant dreams.) -4 The character's power activates randomly (at least once per game session) and often at inopportune or embarrassing moments. (The character contacts the spirit of an ancient warrior during a fancy dinner party.)

Supernatural Merits

(R)Additional Discipline

  • (5 pt) You can take one additional Discipline (Storyteller discretion) as if it were a clan Discipline. All costs to learn that Discipline are paid out as if it were native to your clan. A character cannot take this merit more than once.


  • (7 pt) You are favored by some higher power to the extent that the corrosive touch of Hell does not harm you. You are unaffected by the paths and rituals of Dark Thaumaturgy. Characters with this Merit may never learn Dark Thaumaturgy themselves, and they are affected by "normal" Thaumaturgy as any other character is. Storytellers, if a player wants to take this Merit without it fitting the character concept or having any rational reason, kick the stinking gumby out of your game.

Charmed Existence

  • (5 pt) Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore a single "one" on every roll you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain.

Danger Sense

  • (2 pt) You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger. IF the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance or nature. This Merit is more reliable and specific than Level One Auspex power, the two can be combined to create and even more potent warning system.

Deceptive Aura

  • (1 pt) Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura.


  • (4 pt) You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the chronicle continues. Prophesies and dreams guide your way, and grant you clues to your ultimate goal. The sense of direction and security helps you overcome fear, depression and discouragement caused by anything nor relevant to your destiny. Until your destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently. How this played is up to the Storyteller.


  • (2 pt) This is a Merit of dubious benefit. You are prone to the features of religious ecstasy: stigmata, glossarial (speaking in tongues), visions & trances, et al. While some may distrust your religious hysteric, you'll be highly regarded among other Inquisitors as "touched by God" Add one die to any rolls involving social interactions in the Society.


  • (4 pt) Although you're steadfast in your own faith, you recognize the working of the Holy Spirit, which "bloweth where it liseth," in other religions. Usually, when using True Faith, you must use a holy symbol from your own religious tradition.

Faerie Affinity

  • (2 pt) Your presence does not frighten faeries; indeed it attracts them, and you are naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, provided you find an entrance.

(R) Fountain of Life

  • (5 pt) The healing power of God runs through you. Non-aggravated damage (normally an irrelevant distinction for mortals, who have no supernatural means of healing damage) heals as though it is one level less. if you're wounded, you'll heal in one week. if you're bruised, you will heal in a matter of hours. If you're not wounded, then those under your medical care will heal at your enhanced rate as well. Note that this might seem "miraculous," but it will not be scientifically verifiable. You won’t get canonized for this. Unfortunately, vampires find your blood particularly strong & tasty: twice as potent as that of other mortals, in fact. Even better, you heal more quickly. Vampires consider you in the same manner you look at an all you can eat buffet.

(R)Guardian Angel

  • (6 pt) Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. IN times of great need you may be supernaturally protected. However, one can never count upon a guardian angel. The Storyteller must decide why you are being watched over, and by what (not necessarily an angel, despite the name).

Healing Touch

  • (1 pt) Normally vampires can only seal the wounds they inflict by licking them. With but a touch, you can achieve the same effect.

(R)Hidden Diablerie

  • (3 pt) The tell-tale black streaks of diablerie do not manifest in your aura.

Holy Aura

  • (2 pt) Your aura, no matter what color it takes, is unusually brilliant to those who can see it; you're practically a beacon among other mortals, burning w/ a religious devotion. Even those who cannot see auras are immediately drawn to your presence.


  • (1 pt) You look innocent – even if you are not. Something about you causes you to exude an air of pristine virtue to which others, even some vampires, may instinctively respond to in a highly positive fashion. Some may take steps to protect and shelter you from the horrors and unpleasantness of the world, making them very easy to manipulate, and will often not believe anything bad might be said about you. They do not necessarily disbelieve the evidence of their own eyes, however, so it often behooves you not to get caught in too many compromising positions and to take special care of dispose of any genuinely damning evidence of your activities. Rather than radiating your normal Road Aura, you radiate a strangely appealing Aura of Innocence, which is difficult for others to resist.

Inoffensive to Animals

  • (1 pt) Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch.


  • (3 pt) You manage to succeed in places when others fail. You can repeat three failed rolls per STORY, one repeat per roll, and the second roll always stands.

Magic Resistance

  • (2 pt) You have an inherent resistance to the rituals of Tremere and the spells of mages of other creeds and orders. The difficulty of such magic, both malicious and beneficent, is two higher when directed at you. You may never learn the Discipline Thaumaturgy.


  • (2 or 4 pt) You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, through pleading or cajoling, and draw them to your presence. You may call upon them for aid or advice, but there will always be a price.

(B)Nine Lives

  • (6 pt) Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. When a roll occurs that would result in your death, the roll is made again. If the next roll succeeds, then you live - and one of your nine lives is used up. If that subsequent roll fails, then another re-roll is made until either a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining.

Occult Library

  • (2 pt) You possess a library of occult material which may include at least one version of the Book of Nod. You are not necessarily familiar with the contents of these volumes of knowledge (that is a function of your Abilities), but in time of need your library can be an invaluable source for research.

(R)Oracular Ability

  • (3 pt) You can see and interpret signs and omens. You are able to draw from these omens, for they provide hints of the future and warnings of the present. When the Storyteller feels that you are in a position to see and omen, you will be required to make a Perception + Occult roll, with the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen, the difficulty again relative to the complexity of the omen.

(R) Prophetic Ability

  • (4 pt) God speaks to you in signs and portents, visions and images. Some visions may be precognitive, while others might be warning or advice. You cannot request or induce others a prophetic vision; they come in on their own. These visions will range from the obvious to the symbolic; the exact nature and effect of the visions is up to the Storyteller. **This Merit should provide dramatic moments, and players should not come to rely upon them for plot resolution.

(R)Soothing Voice

  • (3 pt) Your voice is calm and soothing, almost entrancing. You may add two dice to all rolls that directly involve use of your voice - singing, debating, leading etc.

Sorcerous Awareness

  • (4 pt) For some reason, you have been gifted with the ability to detect when any of the Devils arts (i.e.,magic) is in use or has been used recently within a 10ft radius of yourself. This also includes all supernatural Disciplines and Gifts. How much you may know about this magic depends upon the number of successes you roll using Perception + Occult.

(R) Spirit Mentor

  • (3 pt) You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance.

Symbol Independence

  • (3 pt) The use of True faith against a supernatural creature typically requires use of holy symbol. however, Inquisitors & other hunters w/ this Virtue are free from this restriction; they may use their Faith unfettered by any such psychological or religious crutch.

(R)True Faith

  • (7 pt) You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. You being the game with one point of True Faith; this Trait adds one die per point to all Willpower and Virtue rolls. You must have a Humanity of 9 or higher to choose this Merit, and if you lose even a single point, all your Faith points are lost and may be regained only when the lost Humanity is recovered. Individuals with True Faith are capable of performing magical acts akin to miracles, but the exact nature of those acts is up to the Storyteller.

(R)True Love

  • (4 pt) You have discovered, perhaps too late, a true love. He or she is mortal, but is the center of your existence, and inspires you to keep going in a world of darkness and despair. Whenever you suffer, the thought of your true love gives you one automatic success on all Willpower rolls, which can be negated only by a botch die. This can be a great gift and also a hindrance, for your true love may require protection and occasional rescue.(This can only be obtained through role-play).


  • (3 pt) You are immune to being blood bound.

(B)Werewolf Companion

  • (3 pt) You have a friend and ally who just happens to be a werewolf. Though you may call upon this being in time of need, it also has the right to call upon you (after all, you are friends). However, neither your kind nor it’s appreciates such a relationship, and your respective societies will punish both of you if your friendship is discovered. Arranging for meeting places and methods of communication will be difficulty. The Storyteller will create the werewolf character but will not reveal to you its full powers and potencies.

Supernatural Flaws

Beacon of the Unholy

  • (2 pt) You radiate palpable evil. Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly. Churches and other places of worship are barred to you as well.

Can't Cross Running Water

  • (3 pt) You cannot cross running water unless you are at least 50 feet above it. "Running water" is any body of water more than two feet wide in any direction and not completely stagnant. A Kindred with this Flaw obviously believes too much in old wives’ tales.

Cast no Reflection

  • (1 pt) You actually cast no reflection, just like the vampires of legend. This can have a very detrimental effect when trying to pass as a human. Vampires of Clan Lasombra automatically have this Flaw (and you may be mistaken for one for them if you posses this).

Cold Breeze

  • (1 pt) A chill wind follows you wherever you go. While it may make for dramatic entrances, this effect also discomforts mortals (+1 difficulty on all appropriate Social rolls) and also endangers the Masquerade. Cold winds sweeping through executive offices or crowed nightclubs can raise all sorts of questions.


  • (1-5 pt) You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed, it cannot be dispelled without extreme effort, and it can be life-threatening. Some examples follow:
    • If you pass on a secret that was told to you, your betrayal will later harm you in some way (1pt)
    • You stutter uncontrollably when you try to describe what you have seen or heard (2pt)
    • You are doomed to make enemies of those to whom you have become most attached (so whatever you do, don’t get too close to other characters!) (4pt)
    • Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way. (5pt)

Dark Fate

  • (5 pt) You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday, your struggles, and your dreams will come to naught. Your fate is certain and there is nothing you can do about it. Even more ghastly, you have partial knowledge of this, for you occasionally have visions of your fate - and they are most disturbing. The malaise these visions inspire in you can only be overcome through the use of Willpower, and will return after each vision. At some point in the chronicle, you will indeed face your fate, but when and how is completely up to the Storyteller. Though you can’t do anything about your fate, you can still attempt to reach some goal before it occurs, or at least try to make sure that your friends are not destroyed as well. This is a difficult Flaw to role-play; though it may seem as if it takes away all free will, we have found that ironically, it grants freedom.


  • (2 pt) Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals look diseased, buildings seems decrepit, and your fellow Kindred seem to be walking, moldering cadavers. You are at -2 difficulty to resist all rolls based on Appearance, but by the same token you are at +2 difficulty on all Perception-based rolls. In addition, you find social interaction difficult and are at +1 difficulty on all Social based rolls.

Eerie Presence

  • (2 pt) Mortals have an unconscious awareness of your undead nature, which makes them anxious and ill at ease in your presence. Because of this, difficulties of all dice rolls relating to social interaction with mortals are increased by two.

Grip of the Dammed

  • (4 pt) There is no ecstasy in your Embrace - only terror and pain. Mortals upon whom you feed struggle and shriek all the while as you attempt to feed, requiring you to grapple with them for as long as you wish to take their blood. For vampires with high Humanity, this experience may require a Humanity roll, at the discretion of the Storyteller.


  • (3 pt) You are haunted by an angry and tormented spirit, most likely one of your first victims. This spirit actively attempts to hinder you, especially when feeding, and does it’s utmost to vent its anguish upon you and anyone in your presence, The Storyteller determines the exact nature of the spirit, its powers, and whether or not it can eventually be laid to rest.

Light Sensitive

  • (5 pt) You are even more sensitive to sunlight than other vampires are. Sunlight causes double damage, and even moonlight (which is, after all, the reflected light of the sun) harms you. Indeed, even bright lights can be painful, but the pain can be mitigated by wearing sunglasses. When the moon is shining, the light it casts will cause wounds in the same way sunlight does for normal individuals. However, the wounds caused by the moon are not aggravated, and can be healed normally. Remember, even on nights when the moon is full, it may have already set when you venture outside, or be obscured by the clouds.

Lord of the Flies

  • (2 pt) Buzzing harbingers of decay swirl around you everywhere. Their constant presence makes it difficult for you to interact socially (+1 difficulty when appropriate) and nearly impossible to sneak up on someone or hide effectively. The buzzing of the files inevitably gives you away - all Stealth rolls are at +2 difficulty.

Magic Susceptibility

  • (2 pt) You are susceptible to the magical rituals of the Tremere, as well as to spells of mages of other creeds an orders. The difficulty to cast a spell upon you is two less, and all spells cast have twice normal effect on you.

Offensive to Animals

  • (1 pt) For some reason, animals fear you or just don't like you. Add 2 to your difficulty or subtract 2 dice from rolls involving interacting with animals. Obviously, Vampires can't take this Flaw as they naturally have it (though they can take the 1 point Merit: Inoffensive to Animals, which reverses the effect of the curse).

Repelled by Crosses

  • (3 pt) You are repelled by the sight of ordinary crosses (just as if they were holy). Kindred who were of the Church prior to their Embrace are the ones most likely to possess this Flaw; they perceive that their new form is a judgment from God.

Repulsed by Garlic

  • (1 pt) You cannot abide the smell of garlic, and the smallest taint of its scent will drive you from a room. The full force of its pungent odor will bring blood tears to your face and render you early blind, while its touch can cause boils and even open wounds.

Taint of Corruption

  • (1 pt) You are touched by the force of Corruption called the Wyrm by the Garou, and can be detected as a Wyrm creature. This makes you Werewolf bait, and particularly sucks if you are a Werewolf. You also suffer nightmares and are called by Wyrm-creatures to join its side. Get your ass cleansed if you can (this is going to take quite a quest) or else... I think there's a Vampire version of this which has you as Marked by Cain, and even other vamps will notice it and avoid you or hurt you... and heaven help you if a werewolf sniffs you out. (Of course, all Vamps with a Humanity below 7 read as Tainted by others...).

Touch of Frost

  • (1 pt) Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you are made of ice.

The Bloodlines

Assamite Merits

  • Social


  • (3 pt) The Assamites have spread over an immense amount of territory, and they have encountered a wider array of cultures than many other clans can conceive of. Either in life or unlife, you have traveled among many different cultures and gained an almost instinctive understanding of how to blend in and not offend. You enjoy a -1 difficulty bonus on all attempts to move smoothly through a foreign society (though speaking the language is still a function of Linguistics), as you reflexively come across as familiar and knowledgeable in areas where other outlanders would be at a loss. This also applies to such tasks as appearing native in an area where you don't belong (such as a French Assamite hiding from German Ventrue pursuers in the markets of Constantinople)**.
  • Supernatural

Marijava Contact

  • (1 pt) You have an ally who is a member of the Marijava ghoul family, and can be called upon for a favor from time to time. Likewise, your Marijava friend may call upon you for help occasionally. The clan is aware of this relationship and will normally grant you leave to help your ally (knowing that you have given your word to do so), provided that the clan’s interests are not compromised in the process. The Storyteller creates the ghoul character, but should not reveal Trait score and other game-sensitive information to you.

Unconquered Ally

  • (2 pt) You have a friend and ally among the Unconquered. The Storyteller creates this character, but should not reveal any information to you beyond that warranted by the two character’s acquaintance. Your Unconquered ally may be called upon for assistance and may also enlist your support from time to time. Naturally, neither of you may do anything which endangers your side of the clan without incurring the considerable wrath of your superiors.

Assamite Flaws

  • Physical

Magical Addict

  • (3/5 pt) Whether through a weak will, a lingering anomaly from you r mortals day or overuse of ritual components like kalif, you have become addicted to the alchemical psycho- active drugs that some sorcerers use to focus their blood magic. Going beyond a mere physical or psychological addiction, this dependence goes so far as to affect your very mastery of the powers at your command. Your competence with Assamite Sorcery is dependent on the frequency at which you cater to your addiction. If you take this Flaw at 3 points, suffer a +2 difficulty to all rolls related to blood magic, including (but not limited to) use of path powers and rituals, whenever you are not under the effect of your drug of choice. For 5 points, you are completely unable to focus yourself enough to perform even the simplest blood magic if the drug is not in your system.
  • Social


  • (2 pt) You broke the laws of the khabar at some point during your training, and though you have since partially made amends (enough to prevent yourself from being destroyed on the spot, and to be grudgingly accepted as a rafiq), your name still bears the stain of your misdeed. All dealings with other Assamites are at +1 difficulty, though the Storyteller has the discretion to vary this penalty for individuals who know you well or whom you have served well or badly in the past. Clearing your name will be a strong motivation for performing well in all respects while on an assignment.


  • (2 pt) You have rejected the role of the caste into which you were Embraced, choosing instead to define your own existence and follow the path of another caste. While many Assamites take this course with few negative repercussions, you have managed to make enough waves to gain a certain amount of notoriety. Perhaps you made a public spectacle of your lack of interest in your heritage, or maybe you asked a mentor in another caste to take you as his surrogate childe. Whatever the specifics may be, you have shown your lineage a great deal of disrespect. Your sire refuses to acknowledge your existence, and all other members of your caste treat you with scorn You suffer a +2 difficulty penalty on all Social rolls involving dealing with your Embrace caste.
  • Supernatural

Blood Madness

  • (2/4 pt) The curse that the Baali of Chorazin laid upon the warrior caste has fallen on your head, and you are plagued with an unending hunger for the blood of other Cainites. Whenever you taste Cainite blood, you must make a Self-Control roll (difficulty 8) or you fall into a hunger frenzy in which you will do anything to gorge upon as much blood as physically possible. If you follow a Road that teaches Instinct, you are instantly lost to this frenzy; no roll is possible and the Flaw is worth four points. You often find yourself thinking of other Cainites - even other Assamites - as potential vessels rather than equals. This Flaw is mainly found among the warrior caste. It is much rarer among sorcerers and viziers, only affecting those who have partaken of warrior vitae or who spend the majority of their time associating with warriors.

Du’at Enemy

  • (4 pt) During your apprenticeship at Alamut, you somehow incurred the displeasure of one of the du’at, and your existence will be considerably more difficult as a result. Your enemy is unlikely to be your direct commander (the caliph in the case of warriors), and you may not even know his identity - though you may certainly try to find out and make your peace somehow.

Religious Prohibition

  • (2/4pt Flaw) In your breathing days, you were either Jewish or Muslim, and have retained your faith through the Embrace. As both religions prohibit their followers from tasting, let alone drinking, blood, this creates a moral dilemma for you. Even animal blood is a forbid, den substance, and your conscience pricks whenever you feed. This Flaw has a variable point value. At two points, you voluntarily restrict your feeding to animals or blood that has been drained by a ritual butcher. At four points, you refuse to feed unless it is an immediate necessity (blood pool is three or less), and even then you may fall victim to depression and self-loathing for several night after the forbidden act.

Silsila Enemy

  • (2 pt) A member of the silsila has taken against you for some reason - faction enmity, for example - and will exert influence to thwart your chances of promotion, make sure you get difficult or inglorious jobs, and generally make your existence uncomfortable. The Storyteller should decide whether you know who your enemy is at the start of the game, though you may do what you can to find out.


  • (3 pt) For whatever reason, the Tremere curse was stronger in you than in most of your clan mates. This was no great liability while all of you were so afflicted. However, when Ur-Shulgi cast the Breaking, the great ritual's power did not fully cleanse you. You now share your caste's thirst for Cainite blood - but for you, the very substance you crave is still a poison. The Tremere curse that once affected your clan has been weakened in you, but it is not completely gone. When you drink non-Assamite Cainite vitae, each blood point enters your blood pool normally. However, on the way down, it inflicts one automatic, unsoakable level of lethal damage in a combination of unnatural toxic shock and internal acid bums. On the plus side, all your difficulties to resist the warrior caste's addiction are at -1 difficulty - think of it as aversion therapy. If you are a sorcerer or vizier, this Flaw is worth one additional point (for a total of 4), but you gain the warrior caste's addiction in addition to your own caste's weakness.

Unconquered Enemy

  • (1 pt) You have an enemy among the Unconquered who will try to thwart your plans and may even try to destroy you if this can be done without being found out. Your enemy has been blackening your name, and as a result you find that all dealings with the Unconquered are at +1 difficulty.

Brujah Merits

  • Mental

Bearing of Kings

  • (2 pt) Unlike their primarily rivals the Lasombra and Ventrue, Brujah do not concern themselves with Embracing mortals of noble lineage. The Zealots, more than any other clan, encourage humans to influence change for their own well-being, rather than that of vampiric masters. Such leaders as the Brujah seek require rare qualities. While they may not possess a single drop of noble blood certain Brujah possess a force of personality that could make the most confident of monarchs show deference. A Brujah with this Merit is at -2 difficulty for all rolls involving Presence.


  • (4 pt) You have the moral character of the Brujah of old, the proud warrior-poets who did what they did because their hearts called to them. If you ever fail a Conscience (but not Conviction) toll, you may spend a point of Willpower and attempt the roll again, at a difficulty of 1 higher than the last. If you succeed on this roll, it counts as if you succeeded on the first. You may do this only once per Conscience roll; you must accept the results of the re-roll. If you botch this second roll, you lose one permanent point of Willpower in addition to any consequences of the failed Conscience roll.
  • Physical

Fury’s Focus

  • (2 pt) Whether they accept the truth of it or not, susceptibility to frenzy is a distinguished characteristic of the Brujah. Certain brethren of the clan, through their devotion to Entelechy, have more fully integrated their awareness of Beast and Self. While unable to resist the call of the Beast any more than their less disciplined brothers, these Brujah can for a brief time control the direction their frenzies take, A player with this Merit must spend a Willpower point and roll her Self-Control or Instincts at a difficulty one higher than the original difficulty to resist frenzy. For each success achieved the character may control her actions for one turn.
  • Social

(B)Dynamic Personality

  • (5 pt) People are drawn to you, due to some characteristic appeal you exude. You may purchase additional Backgrounds using your experience points at the end of each story - two experience points earn you one Background dot from the following group: Allies, Contacts, Herd, and Retainers.

(B)Mentor‘s Tutelage

  • (4 pt) The character has a scholarly mentor, not necessarily his sire but one with the patience and resources to school the character in various courses of study. At the end of each story, so long as the player has extended contact with his patron, the player may roll as many dice as he has in the mentor Background (difficulty 10 minus the character’s Intelligence). For each success, the character gains one experience point to spend on increasing a Knowledge. No more than half the points spent to increase a Knowledge can be from use of this Merit. Obviously, a Brujah with this Merit must possess at least one dot in Mentor.

Brujah Flaws

  • Mental


  • (4 pt) Rage and passion constantly war in the soul of a volatile Brujah. Perhaps you were ill tempered before the Embrace, or perhaps your Brujah lineage awakened some latent fury. In any case, even more so than your classmates, you are prone to frenzy. Difficulties to resist frenzy are always 10 for this character. Prepare for a short, hellish ride.
  • Physical

Lack of Control

  • (1-3 pt) For whatever reason (thin blood, an uneducated lineage), the character’s control over on or both physical disciplines is lacking. Brujah with this flaw have demonstrated numerous deficiencies: Celerity may only be used for running and combat movement. Any attacks made while using Celerity are at +1 difficulty. Activities requiring precision such as saddling amount or garbing one’s self in armor are impossible with Celerity activated (one point). The character cannot control his own Strength and must concentrate on keeping it in check lest havoc result (breaking a friend’s hand in greeting him, for example, or snapping his spine with a hug). If a Willpower roll (difficulty 6) fails, the character must apply his full Potence in damage to the target object. Additionally, an unsuccessful attack with a melee weapon necessitates a Dexterity + Melee roll (difficulty of the character’s Strength + Potence). An unsuccessful roll means the character loses his next action while recovering his balance (two points). The blood of the character does not focus his strength effectively. Potence successes are not automatic, but instead are only added as additional dice for Strength and damage rolls. A physical action such as lifting a gate or overturning a cart requires a Strength + Potence roll (difficulty 6). The result is the number of dice that the character can apply to the task (three points). Some truly inept Brujah have flaws in their control of both Celerity and Potence, and face the constant derision of their peers. With proper tutelage from a trained elder the character might be able to remove this Flaw, but she has best set aside a lifetime or two to devote upon the task…A Cainite should not be hindered with more than one expression of this Flaw at a time.
  • Social

Obvious Predator

  • (2 pt) Either your face or your immediate disposition lets people know that you have nothing good in store for them. Mortals react poorly to people who exude such a blatant air of menace, and all your difficulties for Social rolls increase by two (with the exception of Intimidation- related rolls).


  • (2-4 pt) The Brujah consider themselves a clan of brothers (and sister) working towards common goals, if by different means. The clan encourages self-determination, but the character has taken her individuality too far and is now outcast. At the two-point level she has insulted, by word or deed, one of the two extremes of the Brujah clan. As a descendant of ancient scholar-kings, she may have vigorously denounced the rash brutality of her more radical clan mates. Alternately, the Brujah might feel that the goals of the elders are mere fantasies, and has acted according to her own whims - whims that have come in direct conflict with her more conservative brethren. Difficulties of all Social rolls in dealing with Brujah holding the opposite viewpoint increase by three. This penalty is reduced to one for more middle-of the road Brujah. A character with four-point Flaw has committed an act of treachery or murder against a clan mate. Word of this crime has spread throughout the clan, resulting in her ostracism. Brujah will neither come to her aid nor speak with her, nor will they accept her assistance unless at risk of Final Death. The clan considers the character Caitiff. While it is conceivable for a pariah to be restored to good standing within the Brujah, many do not bother to seek such opportunities.

Followers of Set (Setites) Merits

  • Physical

Addictive Blood

  • (3 pt) Your blood is especially delicious to others, Kindred or Kine, containing a substance they find physically addictive. Once they have drunk it, they must drink again, or spend a Willpower point at inconvenient moments to avoid the pangs of craving. Setites with this Merit find it much easier to Blood Bond an opponent, as once they have tasted the tainted vitae; they will do almost anything to drink again.

Drug Resistance

  • (2 pt) You are unusually resistance to drugs. Alcohol, narcotics and similar addictive substances have little or no effect upon you. You can drink from winos with impunity, or pretend to be far drunker than you are in order to take advantage of an opponent.

Poisonous Bite

  • (2 pt) You have developed poison glands in the roof of your mouth. The poison is virulent, although Kindred and other supernatural creatures are unaffected by it. You, of course, are immune. When you bite, you always inject this poison usually killing your human victims. You must learn to feed in other ways, perhaps drawing the blood you need with a syringe or razor, if you do not wish to kill every time you feed.
  • Social

Agent of Prophecy

  • (1-3 pt) None other than mighty Set himself has foretold your coming, and it is whispered by the elders that you figure prominently in one or more of the Prophecies of Set. This mark of great destiny carries great weight among devout Setites, but it also makes you something of a prize to be sought after by ambitious elders seeking to bask in the reflected glow of Set's favor. The prophecies in question may not come to pass for many hundred years, but your fate will not be denied. This is a variable Merit, with cost representing the perceived importance of your role in the prophecy. Each point taken allows you to cancel a single botch during a give story, but also increases the expectations of your clan. As an added wrinkle, the Storyteller may decide that at least one of the prophecies you are intended for is soon to come, making you the locus of vast events that you may or may not have any control over. This merit does not indicate whether you have been able to translate your association with prophecy into any real authority among other Serpents. For that, you must purchase the Status Background.

Followers of Set (Setites) Flaws

  • Physical

Forked Tongue

  • (2 pt) Your tongue is forked and flickering, like that of a snake. You speak with a hiss. Upholding the Masquerade becomes difficult for you. Note that this tongue does not inflict aggravated damage, nor draw blood.


  • (4 pt) Having removed your heart via the fifth level of Serpentis, you have lost it. The heart might be in the possession of a foe, or simply missing. If it is possesses by some other Cainite (perhaps a Setite elder, or your sire) you must obey their every command. If it is lost, the anxiety this causes you interferes with your nightly existence.


  • (1-3 pt) During your Embrace, a portion of your skin became scales. If only a small area, one easily hidden, such as a patch of skin on your shoulder, this is only a one-point Flaw. Having an entire limb affected, such as an arm, forcing you to wear long gloves at all times is a two-point Flaw, while having a scaled, lipless face is a three-point Flaw.
  • Supernatural

Aura of the Wyrm

  • (5 pt) You radiate corruption to such a degree that any Garou in the locale are drawn towards you. This is a serious Flaw, as your unlife is constantly threatened by frenzied attacks directed against you by enraged werewolves.

Gangrel Merits

  • Physical

Ruse of the Wolf's Clothing

  • (2 pt) In animal form only, the vampire still smells alive, even to the super sensitive nostrils of the lupines. This is essentially a “Baby Face” merit for altered forms, and may include other lifelike symptoms at the storytellers’ discretion as well as a defense against the werewolf gift Sense Wyrm. If this is the case, then the storyteller may well want to increase the cost of this merit.
  • Supernatural

Gift of Proteus

  • (1, 2, 4 pt) This merit allows the Gangrel to “fine-tune” the shapes achieved by the Protean Discipline. The number of points spent determines the scope of the variation, which must be specific, approved by the Storyteller, and defined when the merit is chosen.
    • Examples:
      • For 1 point, the character can vary the special effects. The character may modify the incidental effects of a form. Red Eyes might glow an eerie green instead of red.
      • For 2 points, the character may achieve a minor variation on a form. For instance, a player may determine the actual breed of wolf which her character may become.
      • For 4 points, the character may make a significant variation in one of the Protean shapes (as long as it is still a shape traditionally associated with Vampires), such as becoming a black cat instead of a wolf. Among the forms traditionally ascribed to Vampires were those of cats, crows, black dogs, wolves, toads, and bats.

Without a Trace

  • (2 pt) The wilderness is your friend, working to hide your passage. You leave no trail to follow as the earth swallows your footprints, and the trees and grasses cover your scent. Even magical means of tracking you are inhibited. You pass through places like the wind, leaving nothing behind but a whisper. Even Lupines have trouble following you. Normal means of tracking you (with Survival, the use of dogs etc) fail automatically. Supernatural methods of tracking you, such as with Auspex, have a chance, but with greater difficulty (+2 diff).

Gangrel Flaws

  • Mental


  • (2 pt) The character has misconceptions about what he is. In the absence of a sire, he becomes what he believes himself to be. "Hollywood-itis," the belief that one has the powers and limitations of one of the several movie vampires, is the most common form. A more severe manifestation (possibly worth more points to the Storyteller) is a Gangrel who believes himself a Lupine.
  • Social

Animal Enmity

  • (5 pt) A species of animal refuses to answer to you or fraternize with you in any way. They may even attack you without provocation. Animalism is useless toward these species (i.e., canine, feline, rodent). Even if used by an ally Animalism will not affect their view of you.

Eyes of the Shark

  • (3 pt) No matter how humane you are when others look you in the eye they see you as an eating machine, emotionless and cruel. Whatever your Humanity, it is treated as a three when others make eye contact with you.

Forgotten of Proteus

  • (7 pt) You have fallen out of harmony or are simply cursed. You cannot ever possess the discipline of Protean or sense its use.
  • Supernatural

Pied Piper

  • (2-4 pt) Animals follow you around, making it fairly easy to track you and/or find your haven. The points of the flaw determine the size of the animals (2pt -rats, bats and mice, 3pt - Cats and dogs, 4pt - Wolves, deer, bears as examples).

Repelled By Amulets

  • (2 pt) Some animistic beliefs revere animals as sacred and create amulets from, or wear their feathers and claws. These amulets repel you the same as if they were crosses. You must make a willpower roll whenever you are in the presence of one or be repelled.

Giovanni Merits

  • Physical

Sanguine Incongruity

  • (5 pt) Giovanni manifesting this peculiar trait are quite rare - there are fewer than a dozen reported instances. Those possessing it do not ear the Curse of the Lamia; their Kiss causes no more damage than the blood loss itself. However, these vampires acquire a peculiar pallor upon their Embrace - they look like corpses, and no among of ingestion will flush their features (as other vampires are able to do). Giovanni with this Merit are afforded wide berth, as their Trait is reminiscent of the Cappadocians clan weakness and the Giovanni tend to be quite superstitious about it.
  • Supernatural

Consanguineous Resistance

  • (1 pt) Your character cannot be blood bound by anyone who shares his mortal bloodline.

Proxy Kiss

  • (4/8 pt) Before the embrace, you received the traditional Giovanni Proxy Kiss. This means you have one free dot of Potence, and the other members of your clan tend to be comfortable that you were Embraced in "the proper Giovanni fashion." On the downside, you are partially blood bound to someone - probably someone other than your sire. Given the way the anziani like to balance things out, you may well have been embraced by someone who dislikes or disagrees with your domitor. You may take this Merit a second time (for a total of 8 points) to gain a free dot in Fortitude, indicating a very long service as a ghoul. If you do this, it means that you're: (a) partially bound to three Kindred, (b) one-third bound to one and two-thirds bound to another, or (c) fully bound to the Kindred who Embraced you, who will probably be in deep shit with the elders - if she isn't an elder itself.

Giovanni Flaws

  • Physical


  • (1-5 pt) A common occurrence among the incestuous Giovanni clan, inbreeding can take many forms, and this Flaw is best discusses with the Storyteller before player take it for her character. The Inbreed Flaw covers all manner of physical, mental and emotional defects. A one-point Inbreeding is something simple and unobtrusive, like eyes too close together or an under bite. A three-point Inbreeding is more sever: a congenital health condition (for mortals) or a crippling physical deformity. Five-point Inbreeding are grossly disabling or emotionally crippling - everything from uselessly atrophied legs to a permanent Derangement, decided on mutually by the player ad storyteller. Inbred conditions may or may not be immediately discernible, though their point costs should be relative to their magnitude.
  • Supernatural

Shadow Walker

  • (6 pt) The Giovanni clan is by nature inexorably tied to the realm beyond the sudario. Giovanni suffering from this Flaw are so tied to the Shadowlands that even in the lands of the living they are forced to interact with the world of the dead on a nightly basis. To shadow walkers, objects in the Underworld are as real as anything to be found in the physical world. Such vampires find that the ghosts of walls may impede their flight, ghostly objects may strike them, and wraiths' powers work as if the Kindred were on the far side of the Shroud. This Flaw is similar to the Ash Path power Dead Hand except that Shadow Walker is always on and it in no way allows the character possessing it to perceive beyond the Shroud - see p. 164 of Vampire: The Masquerade for details. The Storyteller may determine that certain Shadowlands topography interferes with you. Unless you have a Merit or power to do so, you can't see into the Shadowlands, so you have to be careful in feeling your way about - essentially a blind man subject to the Underworld landscape. You may be restricted by immaterial walls or environmental effects at a Storyteller's discretion. More importantly, wraiths can affect you directly - a wraith attacking you inflicts damage without any special means on his part. Conversely, you can affect things in the Shadowlands with your physical body, though chances are that you do so blindly. Your possessions and weapons do not have this special facility, so it's possible for you to swing a sword that passes through a ghostly wall, only to have your hand stopped by the wall, or to have a gun that can't shoot ghosts whereas their relic guns can put holes in you. Obviously, this Flaw is appropriate only for a game in which interaction with wraiths is fairly common or a Storyteller wants to pay above-average attention to the Underworld.

Lasombra Merits

  • Mental

Pelagic Harmony

  • (3 pt) Being close to the sea calms you and reinforces your self control. All Willpower rolls made while you’re on or within sight of the sea have their difficulties lowered by one.

Poseidon's Call

  • (1 pt) Your self-control varies with the weather. Make rolls to resist frenzy at -1 difficulty in completely calm weather, but +1 difficulty on rough seas, +2 in thunderstorms and +3 in hurricanes.
  • Physical

Faint Reflection

  • (2 pt) Those with this talent can actually appear in mirrors, albeit in extremely pale, ghostly guises. Objects moving behind a Lasombra casting a faint reflection will be clearly seen through her form. However, often even a faint reflection is enough to allay the suspicions of kine or Camarila.

Natural Swimmer

  • (2 pt) The character takes to the water as if she were born in it (perhaps she was). Her swimming speed is calculated as if her Athletics score were one dot higher, and all rolls for maneuvering underwater are made at -2 difficulty. This merit only costs 1 point for aquatic characters such as rokea.

Strength of Shadows

  • (4 pt) Allows to strengthen the shadows called forth so that even daylight will not immediately dispel them. The Strengthen shadows dissipate after four hours in the sun.
  • Social

Armed Vessel

  • (5 pt - 6 if antitrubu) You have been given the captaincy of an armed vessel by the clan, this gives a certain amount of prestige in the clan, but it is also followed by a responsibility that is not to be taken lightly.

Cargo Ship

  • (3 pt - 4 if antitribu) You have been given the captaincy of a cargo vessel by the clan, this gives a certain amount of prestige in the clan, but it is also followed by a responsibility that is not to be taken lightly.

Executive Officer

  • Cargo Ship (2 pt) or Armed Vessel (4 pt) Serving as the executive officer of a such vessel does confer a certain amount of esteem as well, though not as much as the privilege of command.

Prestigious Confessor

  • (1 pt) You have been granted the favor of confession with one of the ranking priests among the Lasombra. This provides you with access to one of the "powers that be" in the clan, as well as providing you with a certain prestige among your equals. After all, it was you who was called to the cathedral, not they. Of course, given time and the appropriate background you may become a confessor of this sort, granting you access to all sorts of interesting information - subject to the sanctity of the confessional booth, of course.
  • Supernatural

Controllable Night Sight

  • (2 pt) Spend one turn in concentration to turn Night Sight on or off, plus one per each health level of injury you currently suffer. With night sight active, pitch-black darkness seems bright and uniformly lit, while any light brighter than 100 watts creates a zone of pure darkness.

Weather Sense

  • (1 pt) This acumen is very much prized among seafaring Lasombra. A few sires manage to pass on its intricacies to their childer. You subconsciously sense impending bad weather. The Storyteller makes a Perception + Survival roll (diff 7) on your behalf to give up to several hours’ notice of storms and other weather problems before they manifest.

Lasombra Flaws

  • Mental

Image Obsession

  • (1-5 pt) As Lasombra cannot see their appearance; those with this Flaw find themselves hypnotized by the vagaries of their own appearance. The compulsive behavior may be small at first (1 point), manifesting itself as a repeated questioning of others as to their looks. ("Does my hair look alright? Really?"), to obsessive behaviors such as brushing hair, adjusting clothes and the like. The symptoms occasionally run the gamut to full-fledged mania (5 points), wherein the afflicted Lasombra are constantly attended by ghouls intent on grooming them and can speak of little save their appearance.

Pelagic Compulsion

  • (2 pt) You become increasingly agitated when on land. Raise the difficulty of all Willpower rolls when you've been away from the sea for more than 24 hours by one.
  • Physical

Unable To Swim

  • (2 pt) The character has never learned to swim, or has been taught but reverts to helpless flailing. Consider this character's Athletics rating to be zero for purposes of the movement rules (see "Blood-Dimmed Tides"). A character cannot take this flaw unless he has at least one dot in Athletics, and a character with the Secondary Ability: Swimming cannot take this Flaw for obvious reasons. At the storyteller's discretion, a character who takes swimming lessons after game play begins may buy off this Flaw at the cost of six experience points after using experience to raise his Athletics score at least one dot.
  • Social

Marked for Death

  • (2-5 pt) The Courts of Blood have found you and at least one fledgling is now hot after your blood. While you probably can defeat this threat on your own, the wait is maddening. Furthermore, There is the implied insult bound up in the court’s decision - your peers obviously feel that you are incompetent and need to be replaced. After all, even if you defeat one would-be diablerist, there is no guarantee you won’t be hunted by a second, or third. The point cost of this Flaw varies, depending upon the strength of the Cainite who has been granted permission to hunt you, the conditions laid upon the hunt and whether or not the court has seen fit to inform you of your current status. Consult with your Storyteller to see what the details of your situation are - and how many she’ll share with you.
  • Supernatural

Cloaked in Shadows

  • (4 pt) The shadows come to you even when you do not call them, wrapping themselves around you like a cloak in constant motion. This makes you stand out in any crows, and you can no longer pass for "normal" even when you so wish. Other Cainites may well avoid your company, being discomforted by your strange affliction. Lasombra in particular find you unpleasant company (+2 difficulty on all Social rolls) because your inability to master your shadows demonstrate a failure of will on your part.

Death’s Reflection

  • (3 pt) You cast a reflection normally, which would cancel out the clan weakness - except that your reflection always shows the state that you'd be in if you were dead. Any Lasombra more than a few decades old looks in reflection like an ambling skeleton. Younger vampires appear as rotting corpses.

Enmity of Shadows

  • (4 pt) The shadows summoned by the Lasombra are unpredictable, and could possibly attack the summoner. The Lasombra must make a Willpower roll difficulty 6 each time he uses Obtenebration power of Level 3 or greater. A success indicates that the power functions normally; with a failure the summoned shadow attacks their putative master.

Uncontrollable Night Sight

  • (2 pt) Light and dark are permanently inverted for you. Pitch-black darkness seems brightly and uniformly lit to you, while any light brighter than a hundred-watt bulb creates a zone of pure darkness. The penalties for partial darkness apply to weak illumination instead. This merit doesn't allow you to see through Obtenebration-created darkness, which glows with pure white light that obscures all details. This is a very difficult Flaw to handle in a story, both for Storytellers and players. Storytellers, be sure you know what you're getting yourself into if you allow a player to assign this Flaw to her character.

Malkavian Merits

  • Physical

Benevolent Blood

  • (1 pt) Your blood still carries the Curse of Malkavian, but its effects have been lessened just a little bit. Any ghouls you create suffer none of the usual deranging side effects of drinking Malkavian blood - they can be loaded to the gills with your blood and not come one step nearer to gaining a derangement. Of course, any childer you Embrace will still gain a derangement after the Embrace as usual - although our vitae is easily diluted by mortal blood, the pure stuff carries the Curse as one would expect.

Deadened Nerves

  • (4 pt) Whether it was a condition you held in life or an odd side effect of the Embrace, your nervous system is missing a few connections. You suffer a +3 difficulty to all tactile-related Perception rolls. However your deadened nerves also protect you from pain, allowing you to ignore your wounds until your flesh is literally blasted from your bones. All penalties for wound levels are halved, rounding down.

Disembodied Mentor

  • (5 pt) The voices in your head may tell you things, but by God, they're useful things. You have a personal guide and advisor who exist largely in your own skull. Your mentor can also be a real distraction when you're trying to do something he finds irrelevant. You're not freed from running errands for your mentor just as often as any other pupil would, if not more so.

False Reflection

  • (3 pt) When using Mask of a Thousand Faces, a Nosferatu with this Merit can create a false impression of his disguise on recording media. He can have his picture taken, show up on a videotape and even record an imitation of the subject's voice. Nosferatu without this Merit cannot disguise themselves to machines using the Obfuscate Discipline.

Immaculate Aura

  • (1 pt) Whether because of your iron control or some fluke chance, your aura does not give away your insanity. The aura doesn't shift or swirl at all, even when you're confused, frenzied or in a psychotic fit.

Reptile Buddy

  • (3 pt) Yes, those legends about albino alligators in the sewers really are true. You've been nursing a few of them with your vitae in the local spawning pool for years. Your careful breeding and vigilant training has produced a reptilian slave of exceptional intelligence. It has a mind as sharp as that of a five-year-old child and teeth as keen as butcher knives. The beast understands your native language perfectly and can even follow complex directions. Faster and deadlier than any human ghoul, it is a highly efficient killing machine fully capable of patrolling your domain with ruthless efficiency. Reptile buddies also love to play "fetch" with human limbs (whether attached or severed).
  • Supernatural

Sympathetic Bond

  • (5 pt) For whatever reason, you unconsciously cause a peculiar supernatural form of feedback through the links of the blood bond. Although you're not immune to being blood bound (and you cannot take the Merit: Unbondable), if you do become bound to someone, your regent also becomes blood bound to you to an equal extent. Even if she was already blood bound to another, she now has the unenviable position of being regnant to two vampires at once. This can obviously lead to some unplanned and quite twisted codependent relationships.

Malkavian Flaws

  • Physical


  • (2-4 pt) You constantly seep blood from phantom wounds; even though your flesh remains unbroken, you bleed. The bleeding is fairly slight, but is incessant, costing you an extra blood point each evening (marked off just before dawn). If you bleed from visible locations (such as the palms, a common place for stigmata), you are at +1 difficulty to all Social rolls, although certain vampires will probably take your reputation as a seer more seriously.
  • The 4-point version of this Flaw indicates that you bleed from your eye sockets; this obviously makes it almost impossible to travel within human society unveiled, and very much disturbs other Cainites (the difficulty of all Social rolls is increased by +2 rather than +1). In addition, the constant bleeding interferes with your vision, adding one to the difficulty of all visual Perception rolls.
  • Supernatural


  • (3 pt) Your bite transmits the madness of your clan. Whenever you feed from a mortal, the power of the Kiss holds them in place as normal. However, your mortal prey gains a temporary derangement for every three blood points you take from them; the madness lasts for a week or so. Malkavians with this flaw are often the ones you hear about infesting asylums; it’s the most low-key place for them to feed.

Nosferatu Merits

  • Physical

Blood Bloat

  • (1-3 pt) Somehow you’ve developed the ability to store more blood in yourself than is normal for your generation. You are a fat little sausage saturated with vitae, and your skin is strained and partially split whenever you are full. Every point in this Merit increases your capacity to carry blood by one extra point above your generation maximum. You have a larger reservoir, but you cannot process or expend the vitae any quicker than your peers can. Whenever you are fully fed, your skin is a ruddy color, and other Cainites can smell the blood trying to squeeze past your pores (perception + alertness 7). This can cause frenzies in hungered vampires.


  • (2 pt) You have the ability to contort your body and face in all sorts of shocking and grotesque ways. You can drool blood, pop your eyes out to double their width, spontaneously grow and burst boils on your flesh, extend your tongue three feet out of your mouth, etc. In addition, you are an accomplished practitioner of the fine art of disgusting others, and take considerable pride in your ability to gross out anyone or anything. By concentrating for a turn and spending a Blood Point, you may will your body to do something vile, making a Wits + Intimidation roll (difficulty of the opponent’s Wits + Self-Control). Each success on this roll subtracts one from the opponent‘s Dice Pool for any action taken next turn (the opponent is so repulsed and horrified by your antics that concentration is broke).

False Reflection

  • (3 pt) When using Mask of a Thousand Faces, a Nosferatu with this Merit can create a false impression of his disguise on recording media. He can have his picture taken, show up on a videotape and even record an imitation of the subject's voice. Nosferatu without this Merit cannot disguise themselves to machines using the Obfuscate Discipline.

Feeding Tongue

  • (2 pt) This merit gives the Nosferatu a cartilaginous tongue through which he feeds. It is believed to stem from the Larvae Nosferatu and any of their progeny. The tongue cannot extend more than six inches past the mouth, but it does cause aggravated wounds (treat the attack as a bite). Unlike the Kiss, this feeding is very painful for the victim. It’s much like a giant mosquito plunging a spike-sized needle into the flesh and siphoning blood fast enough to collapse blood vessels.

Foul Blood

  • (3 pt) Your blood tastes truly awful. Opponents who bite you in combat must make a Willpower roll (difficulty 6) or spend the next turn retching and gagging; the idiot who actually tries to commit diablerie upon you must make a Willpower roll (difficulty 9) and score three successes to complete the process.

Gaping Maw

  • (2 pt) You've got a nasty gash where your mouth should be. It can smile, it can frown, and most importantly, it can grin two or three inches wider than any human mouth can. An ordinary vampire can suck up to three blood points in a turn. You can drain up to four points a turn, provided you can latch your tooth-filled orifice around enough skin.

Lizard Limbs

  • (1 pt) When your limbs are restrained or grappled, you may spend a Blood Point and make a Willpower roll (difficulty Cool. If you succeed, you may "shed" a limb, leaving it in your opponent’s grasp while you escape. The limb may be regrown normally. If you shed enough limbs, you can escape nearly any bonds, though it is hard to flee the scene of captivity when one has not legs….Nosferatu with this Merit often use it for practical jokes (Let’s shake on it…).

Long Fingers

  • (1 pt) Your fingers are unnaturally long and spidery. You gain one extra die to Dice Pool involving digital coordination or grappling.

Oversized Fangs

  • (1 pt) When you grew your fangs, you really grew em. Your fangs are enormous, snaggly things resembling cobra fangs or possibly even tusks. Your bite does one additional die of damage, and you may add one to your Intimidation Dice Pool.

Oversized Mouth

  • (1 pt) Your mouth is huge and you are able to open it to prodigious width, You may drink an additional two Blood Points from your victim each turn.


  • (4 pt) Leathery wings fold up into your horrid little body. Picture the gliding wings of a pterodactyl or a flying squirrel. Now visualize them hanging off the twisted skeleton of bat-like wings. With the aid of an updraft or a strong wind, you can glide for short distances — rather useful for Nosferatu who skulk along rooftops, don’t you think? Storytellers should know that a vampire with this Merit can glide at his normal walking speed. MET: You can’t actually fly or hover with this Merit, only glide like a flying squirrel on flaps of leathery skin that stretch from under your arms and down your sides. You may not carry passengers and only personal items may travel with you (Storyteller discretion). Furthermore, you need wind to carry you, and if there’s none, you just drop like a stone (so don’t even think about using this indoors). When gliding, hold your arms out at your sides and wear a tag indicating your unusual appearance. You may glide at a normal walking speed. Consult the Storyteller before taking this Merit.


  • (1 pt) You are abnormally comfortable underwater and vastly prefer swimming to walking. You get a -1 difficulty on any Physical dice pool related to underwater movement.

Projectile Vomit

  • (2 pt) This talent is like the Eat Food Merit, but twice as versatile. Food comes in; food goes out very, very fast. A vampire with this ability can ingest, and possibly even taste, food and drink. He cannot pin any nutritional benefit from this ordinarily digestible matter, but he can store it for later use. When this need arises, the Nosferatu can not only disgorge his stored supply of food, but also aim it with a degree of precision. For the record, projectile vomiting in the Storyteller system usually requires a Stamina + Athletics roll; the difficulty is 8, and a victim can attempt to dodge this bolus of ejected victuals. Although this attack does not cause damage (save to one's pride), the type of food ejected may temporarily obscure a victim's vision, cause him to slip or merely force him to weep with shame at a Camarilla Toreador's grand ball. Pity the poor vomit drenched Toreador....

Rugged Bad Looks

  • (5 pt) Your face is hideous, but it could almost pass for that of a really ugly human. If you were to cover every other part of your body, you could shamble into mortal society looking only slightly suspicious. While you might have a hunchback, reptilian scales over parts of your flesh or a foul stench that never dissipates; you can actually walk among mortals - with extensive precautions - without automatically breaking the Masquerade. Other vampires give you no end of grief for not looking like a "real" Nosferatu. By the way, this is as "attractive" as a Nosferatu ever gets; no Merit will ever increase a Nosferatu's Appearance above zero.


  • (2 pt) Your skin secrets slime like that of a worm or mollusk. Opponents must score two more successes than normal to grappled you, and your difficulty to soak fire damage is reduced by one.

Swarm Attractor

  • (2 pt) You must have at least one dot in Animalism to take this Merit. Your skin exudes a grease that attracts flies, gnats, bees and other flying insects. While these insects normally buzz passively about you in a thick cloud, you may command them in a limited fashion; the bugs may travel up to 20 feet from you to sting and distract your foes. The swarm does no actual damage, but any being caught in the swarm must make Willpower roll (difficulty 7). If the roll fails, the victim loses two dice from her Dice Pool that turn; if it botches, she may take no actions whatsoever.

Tough Hide

  • (2 pt) Your skin is thick and leathery, resembling that of a pachyderm. You gain one extra dice on your soak Dice Pool (though not to soak fire and sunlight).
  • Social

Legendary Accomplishment

  • (3 pt) Somewhere in your past you accomplished a great feat of Nosferatu cunning, turning you into an immortal legend. Perhaps you stole the Pope’s miter or convinced a Lasombra lord he actually possessed a reflection that looked just like you. Regardless, your one exploit has marked you in the annals of clan history, and it’s unlikely the legend will die during your existence. As a result, you gain 2 dice in any social interaction with other Nosferatu based on status (Intimidation, Leadership etc). Unfortunately, all other actions and exploits are measured up against this one great accomplishment. Nothing you can do can equal to that one moment of greatness, and younger Nosferatu are constantly competing to outdo you.
  • Supernatural

Sleep Unseen

  • (2 pt) You can use the Obfuscate Discipline to hide while you sleep during the day. Such prolonged use of this ability requires an extra blood point to keep your body hidden for a full day. Of course, you must at least be hidden from sunlight, and vampires using the Auspex Discipline can still detect you, but mortals will ignore your very presence. This is a useful Merit for Nosferatu emissaries and travelers; many would perish without it.

Nosferatu Flaws

  • Mental


  • (3 pt) No, you don’t have sex with the dead, but you certainly enjoy their company. You are obsessed with dead bodies and “invite” them over to your domain. Your haven is distastefully decorated with severed and mutilated body parts of all kinds. You talk to your dead friends, dance with them, make art out of them and entertain frequently. Some vampires of particularly refined temperament may need to overcome a Courage roll (difficulty 4) to enter a room where you’ve left your guests and their accouterments. Toreador go apeshit; Toreador antitribu applaud. For some reason, this Flaw is very popular among Leather faces.
  • Physical


  • (2 pt) You have no sense of smell or taste. The vilest odors and flavors imaginable cannot affect you; in fact, you do not even recognize their presence. You cannot attempt a Perception roll that involves either of these senses. However, any supernatural attack involving horrific odors and tastes does not affect you. Granted, Nosferatu who have surrounded themselves with unseemly funk long enough become immune to just about any foul odor, but you simply do not recognize smells at all. MET: From the reek of spoiled milk to the delicate perfume of a magnolia in bloom, from the tang of blood on your tongue to the memory of your last martini, the world of scent and taste is lost to you. You may not take this Flaw and the Merits: Acute Sense: Smell or Acute Sense: Taste. You automatically lose any challenges relating to smell or taste; Heightened Senses for taste or smell has no affect on this.

Blunt Fangs/Teeth

  • (1 pt) Your teeth are huge and square, not sharp like those of other vampires. To do damage with a bite attack, you must score an additional success (thus, this extra success subtracts from the amount of damage you do). Once you have sunk you teeth into your prey, you inflict a level of damage for every two blood points you take. Once your fangs are locked in a victim’s flesh, you’ve got to chew and chew and chew..

Club Foot

  • (1 pt) One of your feet is gnarled and deformed. You move at only half normal speed.


  • (5 pt) Dead bodies contain all sorts of infectious bacteria, fungi and spores. There's a reason coroners wear gloves when handling corpses. Thanks to a rather virulent version of Nosferatu's curse, a few doomed varieties of Nosferatu retain these infections after their Embrace. Contagious Nosferatu can never interact with mortals without the possibility of spreading sickness and disease. A mortal who touches a Contagious Nosferatu must make a Stamina roll (difficulty 9) or fall prey to illness for the next week. At the end of each week, the victim must make another roll; once he succeeds, he recovers from the illness. While this may seem like a rather crippling Flaw, it does force players to think of new ways of interacting with the human world (many of which are detailed in this chapter). To maintain a sense of game balance, most other supernatural creatures have ways of dealing with the Contagious Sewer Rat's disease: Werewolves regenerate very quickly, mages can mystically remove the infection from themselves or other mages, wraiths just don’t give a damn because they're incorporeal, and so on.


  • (5 pt) You are incapable of human speech. Maybe your jaw has collapsed or you've been abandoned in the sewers for too long. Pointing, grunting, wheezing and wildly gesturing are all within your repertoire, but actually forming words is not. While a player portraying this character can describe what he is doing, the character can never utter a Word. The only exception to this is communicating with animals; you can express yourself to beasts with non-verbal language.

Nosferatu Catiff

  • (1 pt) You were Embraced by a Nosferatu, but failed to meet the standards of even that clan, and were subsequently rejected by your sire. As you did not complete the Becoming process, you were not fully transformed, but you still look rather odd. You begin the game with an appearance rating of 1, and raising your Appearance costs double the number of experience points. In addition, you present a tempting target for just about any bully - other Caitiff may not have much to kick around, but a "Nosferatu reject" certainly offers possibilities for abuse. Not all Caitiff sired by Nosferatu have this flaw; nobody knows why some do and some don't.

Parasitic Infestation

  • (2 pt) Other creatures live on or inside you. Exotic hemovores — chiggers, gnats, ticks, lice, mosquitoes, leeches and unnamable bloodsucking fungal spores — consider the creases, folds and scabrous layers of your skin delightful. Your flesh continuously twitches and writhes, and living things burrow inside you, possibly even nesting in the cavities of your body. Despite all your ingenious methods of discouraging them, this loathsome hosting will not disperse. You cannot command these vermin in any fashion; in fact, the worst of them are very defiant because they have been strengthened and corrupted by your foul vitae. Each day, when you rise, roll one die. Divide the result b y three, rounding up. The result is the number of blood points you lose to the blood-intoxicated parasites within and upon you. In addition, the constant itching puts on you edge; increase the difficulty of all Self-Control rolls by one. MET: When you go into play at the beginning of the evening, make the usual vitae test. Once you learn your level of vitae, make four Simple Tests — each loss or tie indicates a Blood Trait lost to your parasites. You suffer a one-Trait penalty during Self-Control tests. Role-play the constant itching the parasites give you; also wear a tag to indicate to onlookers that your skin is quite literally crawling.


  • (3 pt) The mystic process that inhibit the natural decay of the vampiric form were less effective on you. As a result, you constantly rot, though a day’s rest checks and to some degree heals the effects. Your soak Dice Pool is reduced by one, and if you are jarred or hit violently (more than three successes after soak) you must make a Stamina roll (difficulty 6). If you fail, one of your facial features or fingers falls off if you botch, one of the levels of damage is aggravated and one of your limbs falls off. This will regrow when the aggravated wound is healed.


  • (1 pt) Few Nosferatu smell good, but you reach a new nadir or odiferousness. Even other Nosferatu are repulsed by your stink, and your Stealth Dice Pools are reduced by two against any creature that can small, unless you are upwind. Clan Book Nosferatu (pub)2000: Nosfertau - Stench (1pt Flaw) Even other Nosferatu recoil at your horrific odor. Subtract two dice from any Stealth roll when evading any creature that can smell (unless you are upwind).

Withered Leg

  • (3 pt) For whatever reason, one of your legs does not work as well as the other. You subtract three dice when attempting any action that involves movement, and you move at half normal speed.
  • Social

Enemy Brood

  • (3 pt) A brood of your fellow Nosferatu have an unceasing vendetta against you. You can run from them, but you can’t hide. If you stay in the same city, they will pool whatever resources they have to make your existence a living hell. Traveling through the local sewers is a nightmare. If you flee, they will use their influence and contacts to call in favors in the next city you show your ugly mug. The Storyteller may allow you to buy off this Flaw, but only after you’ve completed a story in which you’ve resolved and overcome this social stigma.

(R)Infamous Autarkis

  • (1 pt) The Camarilla won’t accept you as one of its own under any circumstance. The Sabbat wouldn’t think of submitting you to Creation Rites — it’s just not worth it. Something in your past, your reputation or your sire’s background is so abhorrent that both sects reject you utterly. You aren’t just autarkis; your infamy spreads throughout both sects of vampiric society. Although you might find a coterie that’s willing to work with you, they would not dare take you to any gathering of Camarilla or Sabbat vampires for fear of damaging their own reputations. The Storyteller may allow you to buy off this Flaw but only after you’ve completed a story in which you’ve resolved and overcome this social stigma. MET: You may never gain Camarilla or Sabbat Status. This marks you as automatic prey for the Scourge in a Camarilla city, and for any likely hunters in a Sabbat city.


  • (4 pt) Oh, you're a bastard, all right, and if the other Nosferatu find out about this, they'll kill you on sight. You've been leaving information (through a designated drop point) about your alleged allies. This might involve regular e-mails, messages hidden at the same spot or a package you drop off for a courier. You must betray secrets about your allies, usually the members of your own coterie, every game session. At the end of the session, you must tell the Storyteller what you've done; if you haven't been enough of a bastard, one of your secrets winds up on the local information network.

Ravnos Merits

  • Physical


  • (3 pt) You were Embraced from within the Rom, from one of the families of power. Because of your heritage, you may be able to regain Blood Affinities by feeding on Rome and may begin with Abilities or Backgrounds available only to Gypsy characters. In addition, phramulo characters need not pick a specific crime as their weakness; the phralmulo show a general (but compulsive) contempt and disregard for all the laws of the gaje. Note: Without this Merit, a Ravnos player character is assumed to be Georgio.
  • Social

Family Allegiance

  • (2 pt) Through your travels, you have gained the favor of a mortal Gypsy family. The family aids you in your exploits whenever possible, providing shelter from enemies or acting as a method of transportation to or from a city. All difficulties numbers involving social interacting with the family in question are reduced by two. So long as you do not abuse your trust (such as using family members as steady sources of blood), the family will not turn away from you. Note: You may not take a Family Allegiance with the Tsurara or Ravnos families.
  • Supernatural

Charmed Samadji

  • (1-4 pt) Your family or sire has gifted you with an item of power. You are expected to carry this powerful draba until you sire your own progeny, and then pass the gift to her. Power levels of samadji vary greatly; a samadji might reduce target numbers on certain actions (1-2 pt), or even provide the user with effects equivalent to low-level Disciplines, such as **Unseen Presence (4 pt) Samadji may be activated in any of a number of ways. Design your samadfi with the Storyteller, who will assign a final value to it.

Ravnos Flaws

  • Social

Family Enmity

  • (2 pt) By an act of betrayal, or perhaps a simple "misunderstanding", you have gained the scorn of one of the families. They will not offer any assistance to you, and may even alert your enemies to your presence in a city. Until you redeem yourself, be it through unrewarded loyalty or perhaps remarkable cunning, they will interfere with your plans and darken your name wherever they travel. Note: You may not take a Family Enmity with the Tsurara or the Ravnos families.


  • (3 pt) You have committed some grievous crimes against the Rom, and are now shunned by their families (including the Ravnos). Though they do not work against you, they avoid contact, as you might contaminate them (difficulties of all Social rolls involving other Gypsies increase by two). Cleansing yourself of your crime is an arduous uphill battle; until you are redeem by a kris, you are unable to travel in the company of your people for anything longer than a few nights before they drive you away.
  • Supernatural

Wuzho Enemy

  • (2 pt) You have drawn the attention of one of the Wuzho. This enemy is quite dangerous, as he wishes nothing more than to send you to your end. Though he does not confront you directly, he works to thwart your plans whenever possible - destroying family ties or angering other mulo against you - waiting for the night when you are not longer able to defend yourself against him.

Samedi Merits

  • Physical


  • (1 pt) Because your body is in a state of decay, you can squeeze into hard to get at places. Note: Can't take this merit with the Rotting Flesh flaw. You'd leave too many pieces behind.


  • (3 pt) Perhaps the potency of your vitae keeps your rot from truly manifesting, or maybe you just don't smell as bad as your corpse-like brethren. Whatever the reason, you count yourself among the less vomit-inducing walking corpses, and your horrid stench of decay hangs more closely about you than it otherwise would. You do still reek to those in close proximities, but you no longer stink up the entire room.

Removable Limbs

  • (5 pt) If you spend a point of blood, you can remove an appendage, animate it, and reattach it. ie. You could remove a hand, send it across the room to retrieve something and bring it back to you. The appendage must remain in your line of sight, or you lose it permanently.
  • Supernatural

Spirit Guide

  • (1 pt) A benign spirit has been watching over you since your embrace. You get one extra dice to resist the casting of a curse on you.

Wraith Affinity

  • (2 pt) Your knowledge of death draws friendly spirits to you. A successful Perception + Occult roll (diff 8) will allow you to communicate with a Wraith for up to one scene.

Samedi Flaws

  • Physical

Brittle bones

  • (2 pt) Your bones behave like you have advanced Osteoporosis. Add one to your target number for Soak rolls. This is not as serious as the Sons of Samuel Flaw.

Truly Disgusting

  • (1 pt) You are so horrible that few can stand being around you at all. Others must make a Willpower roll (diff 6 for Nosferatu, 7 for all others, 9 for Toreador) to remain in your presence.

Rotting Flesh

  • (3 pt) Bits and pieces of you fall off easily. This can be a great disadvantage, possibly leaving evidence after combat.

Smell of the Grave

  • (1 pt) You exude an odor of dampness and newly turned earth, which no amount of scents or perfumes will cover. Mortals in your immediate presence become uncomfortable, so the difficulties of all Social rolls to affect mortals increase by one.

Toreador Merits:

  • Mental

Closer Than Blood

  • (3-5 pt) You have an affinity with another Cainite (most likely a Toreador, but possibly one of another clan) not brought about by the Blood Oath or other artifice means. You would lay down your unlives for each other, and you feel empty without the other nearby. Such bonds can be same sex or opposite sex, and there is no way to predict who your "twin" will be. A 3-point Merit indicates that you occasionally can sense the other's strong emotions (fear, joy, pain) if your "twin" is in the vicinity. A 5-point Merit means that you often sense the other's emotions even at a distance, and can feel the other's physical pain or peril.

Eye for Beauty

  • (1 pt) The Kindred is a natural critic. Reduce difficulties for Art Appreciation by 4.


  • (3 pt) The difficulty on all Creativity rolls and Artistic Expression rolls are reduced by three.
  • Physical

Greater Colors

  • (3 pt) The vampire sees colors more distinctly and with greater definition. The world is far more colorful. Unfortunately, the vampire is more likely to become enraptured by colorful objects. Despite the drawback, when used in conjunction with Aura Perception, the vampire will discover far more information about her target. The difficulty for reading a target's aura is reduced to five. The player may ask the Storyteller one question about the target for every success, and the Storyteller must provide accurate information. This may be used only once per story on a particular target. Finally, all Artistic Expression difficulties involving color are reduced by one.
  • Social


  • (3 pt) You are not easily impressed by others. You automatically resist all Presence powers. However, if the Kindred using Presence is far more powerful than yourself, the Storyteller might require you to spend a point of Willpower to resist.

Mortal Double (Fetch)

  • (2 pt) You have the services of someone alive who looks just like you. This person might be your actual twin. (Other explanations are possible: a long-lost brother, a master of disguise, a Progenitor clone, a victim of Vicissitude, etc.) However, unless he is made into a ghoul, he will continue to age normally. Eventually, he will no longer be your exact double. The double may move about freely during the day, aiding you in hiding your vampiric nature. The double must be fully aware of your personal life, including all your relationships and activities. He must also be a good actor.


  • (2-4 pt) You have attracted the attention of another Toreador, who has made it her job to see you succeed. Perhaps you gained her attention because of your lineage, perhaps because of your artwork, or something you did or said. Whatever the reason, you have someone who will champion your work and speak up for you in the courts. She may even arrange for shelter or training. Be careful not to abuse your Patron - no one likes being taken for granted. A two-point Patron is someone who is about your own level in clan station, but is perhaps older than you and has good advice to offer. A four-point Patron has resource at her disposal and occupies a station high enough to make a significant difference in your unlife.


  • (2 pt) You a member of the elite. You are at home in high society and you never feel out of place around the "beautiful people." The difficulty on all Etiquette rolls involving high society is reduced by three. In addition, you are often invited to Toreador socials reserved for those of higher Toreador Prestige (or Camarilla Status) than yourself.
  • Supernatural

Artistically Gifted

  • (3 pt) The difficulty on all Creativity rolls, and Artistic Expression rolls are reduced by three.

Controllable Thirst

  • (1 pt) Because Toreador spend so much time around mortals, resisting frenzy caused by the smell, sight or taste of blood is easier for them. Whenever the Kindred makes a Frenzy roll over blood, reduce the difficulty by three.

(B)Powerful Ghoul

  • (5pt) You have a very powerful ghoul Blood Bound to you. The ghoul has six points to put into any discipline other than Thaumaturgy, although at least one point must be put into Potence. The ghoul is also very competent, possessing fifteen points among Attributes, twenty-seven points in Abilities and five points in Backgrounds. The ghoul has reasonably good Virtues and Willpower ratings and will do anything you say, since it loves you so much. However, the ghoul may get jealous of any relationships you have with others.

Supernatural Spouse

  • (4 pt) You share a relationship with a supernatural creature other than another Kindred. Both of you receive the benefits of the True Love Merit for one another. This creature may be a mage, a werewolf, a changeling, a wraith, or something even more unusual. Unfortunately, both of your kind would consider you threats if they knew of your relationship. You may declare your love for one another openly, although you risk becoming an outcast, or worse. You and your spouse would die or kill for one another.

(R)Supernatural Spouse

  • (5 pt) You hold regnant over another Kindred, though she holds regnant over you as well. The two of you are in love, and you automatically have the benefit of the Merit: True Love. Your vampire spouse is your equal in terms of power and status. However, as a couple, you are very formidable. You allow nothing to get in the way of your love. You and your spouse would die or kill for one another.

Touched by God

  • (3 pt) Your art is considered truly inspired and inspiring. There is an essence of life and beauty about your work that moves others. Perhaps you were always gifted, or the Embrace might have opened you to the Almighty in ways you hadn't expected. Your singing voice causes stones to melt, your paintings look as if their subjects might step off the canvas at any moment, or your storytelling holds people utterly spellbound. The difficulty on all Expression rolls is reduced by two. If the art being produced relates to God, the Church or similar higher ideals, the difficulty is reduced by three instead. Such perfection, however, can be engender jealously in mortal or Cainite rivals. Some suspicious clergy may believe that you sold your soul to achieve your talent, or that you are guilt of hubris by reaching too high with your endeavors.

Vampiric Consort

  • (5 pt) You are in a relationship much like a marriage with another vampire. This pairing bestows the benefits of the Merit True Love on both of you. Taking this Merit in addition to Closer Than Blood allows you a remarkable degree of closeness - you may be even able to share Disciplines on occasion. Your consort is most likely your equal in power and status, but together you present a formidable front. You would die and kill for each other and God help the fool who attempt to come between you or harm you lover.

Toreador Flaws

  • Mental

Artistically Inept

  • (2 pt) You must work harder than most artists to accomplish great work. You are still capable of creating a masterpiece, but it is tougher for you than for someone else of equal training. All difficulties on Creativity rolls and Artistic Expression rolls are increased by two to a maximum of nine.

Tortured Artist

  • (1 pt) You must suffer for your work. Your work is never good enough to suit you. You often suffer ennui for extended periods of time, preventing you from working steadily. In addition, you constantly find yourself in heartbreaking positions; perhaps you subconsciously lead yourself into those situations to acquire the experience you need for your work.
  • Social


  • (3 pt) Démesuré refers to sinful pride that results in extraordinary (and sometimes horrendous) costs to the possessor and those around him. The most famous example is that of Childe Roland, who refused to allow his men to retreat as the Moors slaughtered them, his pride goading him to remain so that he would not appear as a coward. A player who takes this Flaw should select one (maybe more) things that his character takes great pride in - his clothes, his horsemanship, his fighting, etc. When that pride is insulted or threatened, the player must make a Willpower roll (difficulty 9). If he fails, he pursues the salvation of his "honor" to the exclusion of all other business. This obsession can result in lost allies, plans gone completely awry, and loss of loved ones or even Final Death. Each time the character achieves goals relating to his obsession, he may make a Willpower roll (difficulty 7) to see if he can let the obsession rest for the remainder of the night.


  • (2 pt) You married someone beneath your station, and thus have lost social standing yourself. An example would be a countess who has married a knight or a duke who married a baron’s daughter. Among your own social class, you are treated with disrespect or eve actively snubbed, while your spouse is ignored or treated rudely. Your spouse’s peers don’t know how to behave with you, resulting in a further awkward relations or standoffishness. A +2 difficulty is added to your Social rolls when dealing with your peers. Your marriage may be a happy one, but you have paid a terrible price for it.

Poor Taste

  • (1 pt) You can never have the Art Appreciation skill. You are forever a Poseur, and you have no ability to judge a masterpiece from trash. In fact, if you had the choice, you would choose the trash.


  • (1-3 pt) You have an ongoing rivalry with someone (perhaps another Toreador, another Cainite, or even a mortal). You may or may not remember how the competition started, but now you and your rival are inseparable. This rival takes advantage of every opportunity to slander you and advance himself at your expense. There may be ways to cool or end this quarrel, but doing so will take a long time. A 1-point rival is at your own power level, and is often annoying but not too dangerous. A 2-point rival occasionally takes harmful action against you, or his words have some measure of influence. A 3-point rival has no qualms about occasionally attempting to have you killed or has some serious clout with someone of higher standing than you (a mortal authority or clan elder). For him, your rivalry has become a matter of death or dishonor.

Social Outcast

  • (3 pt) You have severed your ties to the Artistes and Poseurs. You no longer play their silly games. You will never rise in Clan Prestige, and you are the equivalent of an anarch. However, the anarchs will not accept you due to some past transgressions you have committed against them. You have no place in the world of the Damned.

Used and Abused

  • (2 pt) For some reason, you have incurred the wrath of those higher in station in your clan. These Cainites have the power o make your life miserable - injuring your reputation, spreading nasty gossip, slandering your lovers - and all for reasons that you can’t understand. However, just because you’re being abused doesn’t mean you necessarily have to endure it meekly. You may be able to find assistance from others who disbelieve the slander - but you may have to prove yourself several times over first.


  • (2 pt) You are rude and socially unacceptable. You seem constitutionally incapable of saying or doing the right things, in spite of all attempts to teach you. Your sire is criticized and ridiculed for choosing you, and you are frequently left off guest lists. You may eventually work off this Flaw, but the Storyteller should make it particularly difficult. At Storytellers option, you may be at +2 difficulty on all Social rolls.

Tremere Merits

    • Physical

(B) Natural Vicissitude

  • (5 pt) You have "inherited" more of your clan's stolen Tzimisce blood than most of your clan mates and have thus become something of a throwback to your "parent" clan. You may, therefore choose Vicissitude, rather than Dominate, as a clan Discipline. Improving your rating of Vicissitude, however, may present difficulties. Unless you can locate another Tremere willing and able to teach you further mastery of Vicissitude's higher levels, you must seek further instruction from a Tzimisce (most likely though coercion).
  • Social

Embraced Without the Cup

  • (3 pt) When your character was Embraced, her sire dispensed with Tremere tradition, or perhaps didn't have the means necessary to finish the job, or just died before it could be done right. Your Tremere was drained of blood and then brought across, but never went through the Transubstantiation of Seven. As a result, even if your character took the oath, she didn't undertake any steps toward a blood bond with the Council of Seven. Because your character has no imperative toward the Seven, her loyalty to the Tremere clan comes solely from her own conscience. Effectively, you can do as you damn well please without any unnatural feelings getting in the way. Of course, if any loyal Tremere find out about this oversight, your character will probably wind up hauled in for the Transubstantiation of Seven, as well as some detailed questioning about why she didn't come forward to fix this oversight of her own volition. This may result in a binding to the council, or a tribunal of some sort, and ignorance may not be a valid excuse. . . .
  • Supernatural

Attuned Taste

  • (2 pt) You've got a natural instinct for the favors in blood. When you taste blood, you can tell if the blood is from vampire, and you can automatically taste the generation. There is no test or cost. If the blood is not from a vampire, you only know that—you cannot specifically tell Lupine or faerie blood from human blood without other testing material.

Tremere Flaws

  • Physical

False Third Eye

  • (4 pt) For reasons unknown to you or your sir, your Embrace left you with the imprint of a third eye upon your forehead. This remainder of Tremere’s diablerie of Saulot renders you both an embarrassment to other members of your clan and a figure of distrust to all except those who know you. The "third eye" does not open or function. Unless you conceal it under a hood or beneath your hair, the stigma is obvious to all who see you. All Social rolls ate at +2 difficulty whenever interacting with any Cainites other than your coterie or closest allies. Attempting to pass as a Salubri is not advisable.
  • Social

Bound to the Council

  • (3 pt) Whether because of a highly suspicious regent, a faux pas in the past or a missive from on high, your character was bound to the Council of Seven - a condition that he hasn't escaped. This doesn't stop the character from having personal goals and motives, but love of the Tremere clan always comes first. You must spend Willpower just to go against Tremere policy; violating the oath, to your character, is literally as difficult as a blood bound thrall trying to betray her regnant. When the councilor their duly-appointed representatives (read: anyone with more Tremere rank than your character) says, "Jump," your character jumps, then waits around to find out how high before coming down. If you somehow manage to get out of this problem, say by partaking of a Vaulderie, accepting another blood bond or using the ritual Abandon the Fetters, your character may well find himself marked for destruction should the proper parties find out. If the blood bond wasn't enough to keep him in line, and he was enough of a threat to merit it, then destruction is the only way to be sure that he won't be a problem later. The Storyteller can and should use all Tremere resources available both to check the character's loyalty and to hunt him down like the renegade he is if he fails to make the grade.

Double Betrayer

  • (4 pt) At some point in the past, your character undertook the Vaulderie. She may have legitimately tried to join the Sabbat, or perhaps she didn't know any better or was compelled. Regardless, she now bears the mark of the Betrayer. She has since been redeemed and welcomed back into the clan's ranks, but the mark will haunt her always. As usual with the mark, all Tremere can tell that your character betrayed the clan once. Those who know of your character's past will treat her with contempt; add two to the social difficulties for interacting with other Tremere, so long as they're loyal to the clan. Tremere who don't know the circumstances will probably assume that your character is a Sabbat traitor, and might try to capture or destroy her, or at least attempt to inform the pyramid of her whereabouts. Should your character ever fail in her reports or relapse in bad behavior, you can expect that she will be hunted down just like the Tremere do with other threats.
  • Supernatural

Thaumaturgically Inept

  • (5 pt) Tremere and the council took decades to develop the principles of Thaumaturgy, so it's not a "natural" Discipline. Over centuries its spread through the Tremere clan as a habitual practice, but a few unfortunate Tremere never seem to get the hang of it. Your character is one such unfortunate: He effectively adds 4 instead of the normal 3 to his difficulties (to a maximum of 10) to use paths or rituals. He can still learn Thaumaturgy (higher-ranking Tremere will be happy to share their secrets so long as he earns the favor from them), but it takes real effort. Thaumaturgy still counts as a clan Discipline for him, though he can begin the story with no more than one dot. Socially, this tends to mark the character as a poor student among other Tremere. He will likely be passed over for promotions or responsibilities simply because he "just doesn't get it."

Tzimisce Merits

  • Mental

Dracon's Temperament

  • (3 pt) Taking the notion of Azhi Dahaka to new levels, you've emulated the permutable nature of change and evolution into your very psyche. Like the protean Dracon, you are a whirlwind of temperaments. Unlike multiple personalities, which gives you more than one identity, you are the same person but with different and changing Natures. Essentially, you either have no anchored sense of self, or you're so mutable that you can be anybody. At the beginning of each story, until its conclusion, you may choose one Personality Archetype to function as your Nature. This doesn’t change your identity; it simply alters the way you perceive situations and how you deal with others. You also regain Willpower according to your new Nature and may be affected by other effects or Discipline powers as per your new Nature as well.

Haven Affinity

  • (2 pt) Your territoriality rivals that of a Lupine. When acting on "home soil" (your main haven, not auxiliary havens), you gain an additional die to all Dice Pools. You may also home in on your haven by making an unmodified Perception roll (difficulty variable; 6 if across town, 8 if in another state or country, 9 if across the globe).


  • (3 pt) Your personal honor is your life, and you will go to the ends of the earth to settle a score or avenge a slight. When directly opposing someone who has insulted, shamed or harmed you, you gain an additional die to all combat Dice Pools. This bonus does not apply towards casual foes, only blood enemies. For example, a Tzimisce would not get this onus against the bandit who ambushes her on the road but would receive against the Shadow Lord who slew her sire and drove her from her ancestral fief. The down side to this Merit is that you must do everything in your power to avenge such deeds or insults. Should you refrain from action, the Storyteller is within his rights to deduct temporary Willpower from your character until such time as you pursue your vengeance once more.
  • Physical

Naturally Supple

  • (4 pt) You are attuned to Vicissitude like a fish in water (or blood, or puss). Your difficulties are reduced by two when using Vicissitude on yourself (copying someone exactly, bone crafting someone into an elaborate shape etc.)

Pain Tolerance

  • (2 pt) Note: You must have Callousness and Morale rating of 3 or higher to take this Merit. Either because of personal proclivity or the rigors of Vicissitude, you have become acclimatized to pain. This affinity enables you to ignore one die of wound penalties. Thus, when you are Hurt or Injured, you suffer no penalties to actions. You suffer only a one-die penalty to action at the Wounded and Mauled states, and even Crippling injuries subtract four dice rather than five. You are still Incapacitated normally.
  • Supernatural

Revenant Disciplines

  • (3 pt) The ties to your revenant family stayed with you well past the Embrace. As such, the Disciplines that were innate to you as a ghoul have remained so as a Cainite. At character creation, select the ghoul family from which you hail. Instead of the Tzimisce's standard complement of disciplines, you instead draw from your three family Disciplines for your starting allocation. Also, you learn your family Disciplines at the cost of a clan Discipline. It's either or, however, meaning you cannot buy both the Tzimisce and family powers at clan cost unless they both share a particular ability.


  • (4 pt) You have begun to explore the first glimmers of what awaits mankind after the renaissance. You have a dim understand of the scientific method, and while such concepts as evolution and entropy are still beyond you, you have begun to suspect that the world is much more complex than the Christians and pagan fools imagine. The difficulties to affect you with any Faith-based power (including infernal magic!) is raised by one. Once per story, you may automatically regain a single Willpower point (you do not live with the same dread of damnation that many other Cainites do). Moreover, by spending a Willpower point and making an appropriate Intelligence + Science roll, you may formulate concepts and invent machines unknown in your time (higher mathematics, elaborate torture devices, etc.). The Storyteller must use prudence in adjudicating this; a Da Vinci-esque flying machine is remotely conceivable, while an A-bomb (fun as the thought might be) is impossible. You may not follow the Road of Heaven or the Roach of the Devil. Moreover, the difficulties of all Conscience/Conviction rolls are increased by one (you are too existential to be overly concerned with your actions.

Tzimisce Flaws

  • Mental

Privacy Obsession

  • (3 pt) You carry the Tzimisce respect for privacy to extremes. You must make a Willpower roll (difficulty 6) to enter another being’s dwelling without being invited (though you will go to fiendishly clever lengths to garner an unwitting invitation). When disturbed in your manse by an uninvited guest, you must make a Self-Control or Instincts roll (difficulty 7) to avoid frenzy.
  • Physical


  • (5 pt) Portions of the Antediluvian are not only within you, they're active and act like a cancer that devours you from the inside out. Your very blood is wrought with a corrosive, flesh eating bacteria. At the beginning of each evening, you suffer one health level of bashing damage that cannot be soaked nor healed with blood. The only way to counteract the effect is by ingesting one-tenth of your body-weight in flesh to supplement your depleted carcass. Whether you kill and devour the skin from humans or raid the biohazard containers of liposuction clinics for siphoned fat, you need your ration of human flesh in order to survive. If you try and ingest this macabre meal before damage is done, you'll simply vomit it out like any other food- this does not impart the benefits of the Eat Food Merit.

Revenant Weakness

  • (3 pt) You were once part of a revenant family. Following the Embrace, you suffered the double-whammy of your clan's weakness and your revenant family's limitation; whether it's the Bratovitch's propensity to fly into a rage, the Grimaldi's blood bond to the Sabbat, the Obertus' instability or the Zantosa's weak will. The Storyteller might also let you manifest a weakness from a lost or destroyed revenant line. This could add mystery to your background and allow for a bit of genealogical detective work.


  • (2-4 pt) You're a walking mess of scars. Although you heal damage with Cainite efficiency, the manner in which you do so is all too human. For some reason, the regenerating flesh returns as scar tissue. Vicissitude doesn't help; in fact, it aggravates your condition with stretch marks and cicatrices anywhere your skin breaks. While this doesn't hamper you physically, it does affect your interactions with other people. For 2 points, all Social roll difficulties increase by one. If you purchase Scarface as a 3-point Flaw, your face and body are so horribly blemished that your Appearance rating can never exceed 2. This is in addition to the limitations mentioned previously. As a 4-point Flaw, the swath of scars is thick enough to hinder your actions through skin-resistance. All Dexterity roll difficulties also increase by one, in addition to the other penalties this Flaw imposes at lesser levels. You can ignore this penalty for one specific action by taking one level of (unsoakable) bashing damage; essentially, you're tearing the scar tissue for greater range of motion. Once you heal that damage, however, the penalty returns.
  • Supernatural

Ancestral Soil Dependence

  • (2 pt) Dependence on their native soil hampered the Tzimisce's flight from Eastern Europe. Even a few childer sired elsewhere required the soil of a homeland they had never visited, making them particularly vulnerable to enemies who knew of this weakness. In the modem nights, rapid transportation makes such a threat much less severe, but even childer sired generations after their ancestors relocated occasionally manifest this Flaw. The will of the spirits from the ancestral Tzimisce homeland weighs heavy on your blood - soil from a place important to you as a mortal won't do. You actually need two handfuls of the tainted Eastern European soil of the Tzimisce homeland Ancestral Soil Dependence most commonly manifests in the childer of koldun and the branch of the clan thought to be descended from Yorak. Characters Embraced in Eastern Europe can't take this Flaw (they’re already dependant on the local soil).

Venture Merits

  • Social


  • (2 pt) Everything about you seems to be particularly noble: the way you walk, speak, and feel. You are at a -2 difficulty on all social rolls.


  • (6 pt) The Embrace has awakened within you an aspect of personality that others find particularly compelling. You may select one Background from the following group; Allies, Black Hand Membership, Clan Prestige, Contacts, Fame, Herd, Influence, Mentor, Resources, Retainers, Sabbat Status or Status. Your maximum Trait score in that Background may exceed your normal generation limit by one. For example, a 10th-generation Kindred may take this Merit and enjoy the benefits of a Contacts Background of 6. You may take this Merit for only one Background, which may drop at the ST's discretion. Players should choose this Merit only for a Background that makes sense - - a Camarilla archon is unlikely to have a Black Hand Membership Background of 7, for example.

Pet Project

  • (3 pt) A major political force in the Camarilla is grooming you to take their seat. Should it be a member of the Primogen, or the Prince himself, you are at a -2 difficulty on all social rolls with that person. Additionally, since they are putting such an investment into you, they may dispatch their minions to protect you.
  • Supernatural

Iron Stomach

  • (7 pt) The taste of Ventrue is so refined that they can normally feed from only one class of mortal. With this merit, the Ventrue-in-question may temporarily ingest the blood of any other class as well, and even hold it for a brief time. If the character decides to feed from someone other than his pre-set class of mortals, he must first expend two Willpower points. As long as he wishes to keep the blood in his system, he must expend an additional Willpower point everywhere. Should he run out of Willpower or no longer wish to stomach the stuff, he vomits the blood back up immediately, and takes one unsoakable level of bashing damage in the process.

Piercing Gaze

  • (3 pt) Your gaze seems to be paralyzing. Whether it instills people with fear, love, or self-loathing, all Disciplines that require sight contact have their difficulties reduced by 3.

Ventrue Flaws

  • Social


  • (4 pt) You're the exact opposite of a Ventrue - instead of being graceful, you are clumsy. Instead of being handsome and charming, you are bland, unappealing, and annoying. Other Ventrue will give you no end of grief for your lack of any Blue Blood qualities whatsoever, and you are at a +3 difficulty on all social rolls with other Ventrue who do not possess this flaw. You may never purchase Clan Prestige.


  • (2 pt) You must have done something wrong, because the harpies are spitting out rumors about you like crazy. You are at a +1 difficulty on all social rolls with anyone who's heard these rumors, and harpies will most likely not talk to you at all.


  • Amnesia
  • Soothing Voice
  • Deaf
  • Mute
  • Blind
  • Infertile Vitae
  • Berserker
  • Dark Secret
  • Nightmares
  • Lunacy
  • Botched Presentation (Heavy Background Dependant)
  • Failure
  • Medium
  • Oracular Ability
  • Guardian Angel
  • True Faith
  • Additional Discipline
  • Supernatural Contact
  • Kinfolk
  • Kinian
  • Vicissitude Modifications
  • Potent Blood
  • Iron Will
  • Infamous Autarkis
  • Reptile Buddy
  • Blasé
  • Vampire Spouse
  • Powerful Ghoul
  • Love Struck
  • Eat Food
  • Blush of Health
  • Vicissitude Modifications
  • Potent Blood
  • Fists of God
  • Dual Nature
  • Magic Sensitivity
  • Magic Ability
  • Precognition
  • Strength of Psyche
  • Totem
  • Twin Link
  • Fountain of Life
  • Hidden Diablerie
  • Prophetic Ability
  • Spirit Mentor
  • Boon


  • Enchanting Voice
  • Bruiser (Gained only through play)
  • True Love (Gained only through play)
  • Child
  • Jack of All Trades
  • No Internet Access
  • Balding
  • Approachable
  • New Arrival
  • New Kid
  • Special Gift
  • Probationary Sect Member
  • Red List
  • Unbondable
  • Werewolf Companion
  • Supernatural Companion
  • Vampire Companion
  • Fae Companion
  • Mage Companion
  • Nine Lives
  • Fast Learner
  • Supernatural Contact
  • Hapry
  • Holder of Office
  • Primogen
  • Primogen Friendship
  • Soothing Voice
  • Natural Vicissitude

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