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Daughter of Cacophony Merits and Flaws

Chorus Trained (3 or 5pt. Merit)
The character has learned how to use the Fugue to tune in to her sisters and work together with far more efficiency. For 3 points, this Merit grants the character 2 extra dice to any Melpominee dice pool when using the power with another character with this Merit. For 5 points, the bonus 2 dice can be added for any action being performed by a partner with this Merit, such as making art or even fighting together.

Fugue Instinct (3pt. Merit)
You can hear warnings and gain insight by listening to the Fugue more deeply. You must forego one of your actions to listen properly to the Fugue within. During this time, you may defend yourself but take no active actions. If you do, then you gain an insight for your next action that grants you +2 dice to whatever dice pool you use.

Banshee-in-Waiting (5pt. Flaw)
The Fugue is gradually driving you towards madness. If your temporary Willpower ever reaches 0, you automatically gain a derangement which can never be removed. You may remove other derangements you gain in other ways as usual. You may gain a maximum of three of these permanent derangements from losing your Willpower before being consumed by it. Should it happen a fourth time, you immediately lose yourself to the Fugue and become a character under the control of the Storyteller, walking in whatever direction the music takes you and killing anything you come across.

Gargoyle Merits and Flaws

Stillness of Death (2pt. Merit)
Gargoyles often hide themselves as statuary. The difficulty for any searches to find you are increased by 2 when you stay perfectly still.

Heavy Hands (3pt. Merit)
One of the effects of becoming a vampire is strange changes happening to your body. The obvious alterations to your hands have made them tougher, harder, and more impervious to pain. All difficulties for damage rolls using unarmed attacks go down by 1.

Stone Tongue (3pt. Flaw)
The transformation of the Embrace didn’t just affect your appearance. It made it physically difficult for you to speak properly and clearly. It may be because of a clumsy tongue, some nasty looking tusks, or a raptor-type beak. No matter the cause, you suffer a +2 difficulty to any Social rolls requiring you to speak.

Blood Weakness (4 or 7pt. Flaw)
The bloodline began as an experiment in manufacturing a Kindred from diverse bloodlines. They perfected the alchemical process, but somewhere along the way, a weakness in an ancestor caught hold. It manifested in your Embrace. In addition to the weaknesses you possess, you also possess either the Gangrel or the Tzimisce weakness. For four points, choose one of the two weaknesses. For seven points, you possess both. Warrior Gargoyles with the Gangrel weakness version of Blood Weakness may gain both animal features and stone features from one frenzy.Additionally, choose one of the four Disciplines available to the Gargoyles. For you, this Discipline is considered out of Clan and costs the higher amount of experience points to advance.

Harbingers of Skulls Merits and Flaws

Disciple of Lazarus / Japheth (2pt. Merit)
You speak for the powers-that-be within your bloodline, and bear the clean, white death mask of a respected Harbinger lost to one of the historic purges suffered by your people. Most Harbingers of Skulls will listen to what you say, and take your words at face value. This Merit adds two dice to any Social roll when you invoke the name of Lazarus or Japheth.

Styx Baptism (3pt. Merit)
You pledged fealty to the Harbingers of Skulls and swore to work against the machinations of Ashur, despite not being Embraced into the bloodline. You were escorted to the Shadowlands, where you were baptized head-first in the churning waters of the Styx. The flesh upon your head sloughed off with contact over the coming month, leaving just rotten patches or bare bone, reducing your Appearance Rating to 0 permanently. You’re now held in esteem by Lazarenes, gaining any one of the bloodline’s Disciplines as a Clan Discipline in place of one of your own.

Half-Life (6pt. Merit)
You’re more than just a vampire; you’re a wraith in vampire form. Your awareness of the realities of death enables you to spend half the regular experience points cost for increasing Necromancy Paths after the first point, and permits you to move between Shadowlands and Skinlands through the expenditure of a Willpower point. You cannot be controlled as a normal spirit through use of Necromancy, but should other vampires discover what you are, you can expect to be hunted mercilessly. You suffer the same weaknesses and have the same strengths as a vampire, but if viewed with a power such as Aura Perception the aura appears as a double-exposure, with a wavering, translucent humanoid shape merging in and out of yours.

Unsanctioned Embrace (2pt. Flaw)
Lazarus decreed no Harbingers should Embrace, but your sire failed to listen. You’re hopelessly green and unworthy of the vitae in your veins. Until you perform acts befitting the nobility of your blood, your existence is shunned as a bad omen. Increase difficulties of all Social actions involving your bloodline by two.

Shadow Scarred (3pt. Flaw)
Since escaping the Shadowlands, you’ve struggled to reacclimatize to the world of the living. You see ravenous Spectres in every shadow. You must roll your Courage (difficulty 7) or spend a point of Willpower whenever using Necromancy, as you fear the repercussions of touching the Underworld.

Kiasyd Merits and Flaws

Prized Collection (1-2pt. Merit)
Kiasyd have appreciation for compilations of books, records, vintages of blood, and other collectable items among Cainites. You possess a collection that may not be worth much (1pt.) or could be worth a lot to the right buyer (2pt.). Importantly, it’s a point of interest for any visiting Kiasyd or expert in the field, and they’re likely to treat you well just to get access to it.

Alien Perfection (2pt. Merit)
You possess beauty unsettling in its perfection. People stand in awe of your flawless form, while inexplicable nausea subconsciously creeps up. The difficulty of any Appearance roll is reduced by three. A Stamina roll is required by anyone in your presence for longer than one scene, if this is the first time they’ve encountered you. Failure drives them away from you with a sickness wracking their body.

Paranormal Link (2pt. Merit)
You’re linked to another weird species of the world, and unconsciously find yourself able to understand their parlance, codes, and rituals. Difficulties to de-cipher the hidden rites and languages of one society (selected when this Merit is purchased) are reduced by three.

Skin of Porcelain (4pt. Merit)
Through concoctions imbibed or by a fluke of your Embrace, you possess a ceramic-like coating to your skin. In order for this to have any effect beyond looking strange, a Stamina roll is required (difficulty 8). Success allows you to convert up to three points of aggravated damage from a fire source to lethal damage before attempts to soak. The hardening dissipates for the remainder of the current story.

Vitae Mutation (5pt. Merit)
You’ve drank the liquid essence of entities both strange and powerful. Whether the vitae of Methuselahs, the boiling blood of lupines, or bottled dreams of fae, the volume and combination of the brews you’ve consumed have forever altered you. Each night a Willpower roll is required (difficulty 7) for you to manifest a single point of Auspex, Chimerstry, or Dementation. This point can be added to an existing rating in the Discipline, but disappears the following night.


Lightweight (1pt. Flaw)
Shamefully, you cannot imbibe the blood of any creatures other than mortals, ghouls, and vampires. Whenever you attempt to drink from another entity, you’re forced to purge the contents immediately after and gain no sustenance from it.

Illiterate (1-2pt. Flaw)
Perhaps you communicate best through illustration, dance, or impassioned speech; but you can’t read or write. This is either a temporary Flaw (1pt.) that can be rectified with a patient teacher, or permanent (2pt.) due to a disability inhibiting your understanding. This Flaw is enough to get you ostracized by others of your bloodline if you do not conceal it.

Refined Palate (1-3pt. Flaw)
Many Kiasyd self-impose feeding restrictions: refusing to feed from the poor and diseased, or even those still wearing skin, or over a certain age. This manifests akin to the Ventrue Clan weakness, due to conditioning making any blood outside of the Kiasyd’s preference unpalatable. The severity of the Flaw depends on how narrow the restriction is.

Dreadful Mara (4pt. Flaw)
You drank something that still lives within you and hates you, exerting alarming control over your thoughts and actions. Each night, the Storyteller may convert a single rolled success into a 1, potentially leading to a botch. At the Storyteller’s discretion, the entity may also whisper advice or insults, which can lead to increased difficulty during attempts to concentrate.

Nagaraja Merits and Flaws

Extra Sharp (2pt. Merit)
All Nagaraja already have sharpened fangs for the purposes of cutting into flesh with ease. A character with this Merit, however, has additional rows of fangs, similar to a shark, each one poised to inflict the most pain possible. Instead of dealing 1 unsoakable lethal damage per bite, they deal 2 lethal instead. Some Nagaraja like this gift since it makes their victims stop squirming much quicker. Others fear it creates a connection to the painful bite of the Giovanni, and may see Nagaraja with this Merit almost as outsiders.

Speed Eater (2pt. or 4pt. Merit)
The vampire’s jaws have been strengthened to allow for faster devouring of one’s prey. For 2 points, he can devour 2 blood points worth of flesh per minute, or he may devour 3 blood points worth for 4 points. Must have at least Stamina 3 in order to gain this Merit. Otherwise, his undead form cannot support the influx of blood and viscera at such a fast pace.

Wolverine’s Palate (3pt. Merit)
Though many do not know this, the dreaded wolverine is one of only a few creatures in the world that can eat their prey entirely, whether larger or smaller. The Nagaraja with this Merit has the ability to eat bone just as easily as flesh, sapping even more spiritual essence from her victim and converting it to blood points. With one bite, she can cut through flesh and bone and swallow it all at once with no ill effect. This also means she may gain up to 5 additional blood points from a body by consuming the bones.

The Largest Maw (2pt. Flaw)
Due to the size of the Nagaraja’s shark-like rows of teeth, they find it hard to communicate verbally. Instead, she speaks through pools of spit and sometimes bites her own teeth in the process. This makes them quieter than other Nagaraja, but can also affect situations where clear speech is mandatory, such as when giving speeches or reciting delicate rituals. All difficulties for rolls where speech is a factor are raised by +2.

Body Trail (4pt. Flaw)
Whether the Nagaraja is just too sloppy and prone to overlooking details during her kills or she is especially fond of leaving a signature for every kill to send a message to others, others can use this to track her down. Each time there are items at a scene of a crime that could link directly back the Nagaraja, causing her to always look over her shoulder. The police are always one step away from busting her, or the Camarilla’s assassins have her in their sights. In any case, leaving a trail is a terrible thing. For every person they kill during a single story, the difficulty to Survival checks for tracking are reduced by 1. This penalty resets at the beginning of a new story... if they survive to the next story, that is.

Salubri Merits and Flaws

Scent of the Other (1pt. Merit)
“You don’t seem like a soul-sucker...” For whatever reason, your third eye shuts tightly when you choose to hide it, and your blood and aura don’t give away your Clan. You might be regarded as a Caitiff, or as a member of another Clan. In any case, Tremere or other Salubri hunters are thrown off your trail, unless you do something to reveal yourself again.

Sight Beyond Sight (3pt. Merit)
Your third eye occasionally experiences visions and pierces illusions. When your eye is open (via use of Auspex or Obeah), you occasionally pierce Obfuscate or Chimerstry. Some past Salubri have seen through faerie miens or glimpsed the dead lands of ghosts. You have no control over what your eye sees, though it’ll sometimes open involuntarily in response to the above phenomena.

Warrior’s Heart (3pt. Merit)
Steel sits in the placid heart of the Salubri bloodline, and Adonai’s resurrection has caused your own heart to flutter ever so slightly. Like the Healers of old, you may learn the Valeren powers of the antitribu at a cost of current rating x6; if you know the first two dots of Obeah and Valeren, you gain a 2-die bonus to using the first two Discipline dots. However, your warrior’s heart suffers from the Precept of Samiel, the well-defined wanderlust that affects many Salubri — for every week you spend in the same location, you lose a point of Willpower, as your soul agitates without action. The antitribu might have a similar Merit allowing them to learn Obeah at a cost of always helping someone in need, at the Storyteller’s discretion.

The Eighth (6pt. Flaw)
Your sire is one of the Seven, the diablerist Golconda-seekers, trying to ensure the spiritual wealth of salvation would never be lost with their Final Death. They sought you as a successor, and proudly prepared you for your sacred duty. You, on the other hand, smiled at their lies, listened to their bullshit, and ran for the hills the first chance you got. You’re constantly hunted, not only by the Tremere, but by your sire, the other Seven, and their various hangers-on. You must be at least Ninth Generation to take this Flaw.

Permanent Third Eye (2 or 4pt. Flaw; Salubri and Tremere only)
While most sealed third eyes are visible as a slight scar, yours remains permanently open on your forehead. For 2 points, the eye is merely open, and may be closed for a scene on a successful Willpower roll (difficulty 6). For 4 points, the eye sheds light, increasing all Stealth difficulties by 2

Samedi Merits and Flaws

Death Grip (3pt. Merit)
Thanks to your connection with death, you have a keen insight few other Kindred possess. When in contact with a dead body, you make a Wits + Alertness roll (difficulty 7). On a success, you intuitively know how the body died. On a failure, you suffer an illusory version of the wound that saps a point of Willpower. On a botch, your body mirrors the wound and hurts itself in the same manner, causing lethal damage equal to the final blow.

Stitcher (3pt. Merit)
Getting blown apart isn’t a big deal. When parts of your body are cut off or otherwise removed due to damage, you may make a Dexterity + Medicine (difficulty 7) to sew the part back in place properly. If successful, the cost of healing the wound is reduced by one blood point.

Brittle Body (2 or 4pt. Flaw)
Your already disfigured corpse doesn’t handle the physical demands of being a Kindred as well as it should. Your bones break at inopportune times, your skin tears if you move too quickly, and you have to be careful on a nightly basis. The 2-point version of this flaw gives you a +2 difficulty to all Physical rolls because of the delicate nature of your body. The 4-point version means that you also hang onto physical damage longer than other Kindred. You may still heal health levels as normal, but any dice penalties remain until the next evening when you awaken. This is in addition to the penalty to Physical rolls.

Mortal Flashbacks (5pt. Flaw)
Your body remembers your death. Every night when you awaken, you vividly remember the pain of your death wound. The wound reopens during the night and closes itself shortly before you rise. This traumatic reminder of your mortality starts your night off in a bad way. You lose a point of Willpower each night when you awaken, because of the trauma of dying again.


 

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