top of page

Assamite Merits and Flaws

Sectarian Ally (1pt. Merit)
You have a close friend in one of the Kindred sects. Perhaps you are a warrior who is in touch with one of the antitribu, a vizier who shares common business interests with some Camarilla Ventrue, or a sorcerer who corresponds with one of the rare blood magicians of the Anarch Movement. Your ally can help you navigate the currents of their sect, but they might want something in exchange from time to time.

Thousand Meter Killer (1pt. Merit)
You have proven yourself worthy to join the Thousand Meter Club through your remarkable skill with the sniper rifle. The difficulty of all rolls associated with sniping is reduced by -1. You also double the normal range when using a sniper rifle as a weapon.

Outcast (2pt. Flaw)
Your have rejected the ethos of the caste into which you were Embraced. Perhaps you are one of the few viziers or sorcerers to support the Web of Knives or pursue the Path of Blood. Perhaps you are a warrior who has little stomach for combat, preferring instead to be a diplomat or a student of the occult. Perhaps you made some kind of public spectacle that revealed your disdain for your fellow caste members. Your sire now rejects you, as do the other members of your caste. The difficulty of all Social rolls against members of your caste is at +2.

Broken Antitribu (3pt. Flaw)
You are one of those most pitiful things — an Assamite antitribu who still labors under the Tremere Curse. You have pledged yourself to the Sabbat, but you cannot perform diablerie and can only partake of Kindred vitae already transubstantiated through the Vaulderie. As a result, the difficulty of all Social rolls against other Sabbat members is at +2.

Multiple Curses (3pt. Flaw)
In addition to the normal curse imposed upon you by your caste or sect, you suffer one additional one associated with the Assamite Clan. Most likely, you are a rare vizier or sorcerer within the Sabbat who suffers the Baali Curse in addition to your normal caste-imposed curse, but at the Storyteller’s discretion, other combinations may be possible.

Brujah Merits and Flaws

Fury’s Focus (3pt. Merit. Prerequisite: Path of Entelechy)
Brujah who have devoted themselves to mastering their frenzies through the Path of Entelechy sometimes find tangible benefits resulting from their efforts. A Brujah with this Merit may briefly delay the full onset of frenzy. System: The player spends a Willpower point at the onset of frenzy and then rolls the Brujah’s Entelechy rating. The difficulty is one higher than the original roll to resist frenzy. The Brujah still frenzies, but the player controls her character’s actions for one turn per success. Furthermore, when the period of partial control ends and the Brujah loses control, the difficulty of any degeneration rolls triggered by sins committed during the frenzy are reduced by the number of successes rolled, to a minimum difficulty of 4.

Dynamic Personality (5pt. Merit)
Your natural charisma draws mortals to you like groupies to a rock star. Consequently, it is easier for you to acquire certain Backgrounds related to mortals. System: In addition to any Backgrounds acquired at character creation or through roleplay, you can purchase new Backgrounds with experience points at the end of each story. The available Backgrounds are Allies, Contacts, Herd, Retainers, and each new dot costs the current rating in experience points.

Obvious Predator (2pt. Flaw)
Your innate Brujah rage always percolates below the surface no matter how hard you try to project an image of calm. Mortals find you intrinsically menacing, and instinctively fear you for the violence you promise to unleash. System: The difficulty of all Social rolls made against mortals other than Intimidation rolls increases by 2.

Followers of Set Merits and Flaws

Drug Resistance (2pt. Merit)
The Setite religion is one fraught with vices, both to compromise enemies and to enlighten initiates. Cultists tend to build up a tolerance to the substances they take directly (if human or ghoul) or through the blood of prey (if Kindred). You are unusually resistant to alcohol, narcotics, and similar addictive substances. You can pretend to be far more under the influence than you are in order to take advantage of an opponent. All rolls to resist the effects of such substances are at -2 difficulty.

Addictive Blood (3pt. Merit)
You don’t just peddle narcotics; through the blessings of the Dark God, you are the perfect drug. Your blood is especially delicious to others, Kindred or kine. Whoever tastes your blood must, during any subsequent scenes that they meet you, drink again or spend a Willpower point to avoid the pangs of craving. These cravings add +2 difficulty to any Mental or Social rolls. 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 it again.

Setite Initiate (5pt. Merit)
You were Embraced into a Clan other than the Followers of Set. However, you have accepted the Setite religion, undergone the vetting process and rites, and have been formally inducted into the cult. You have access to Serpentis and Setite Blood Sorcery (though you pay out-of-Clan costs to learn the,). You may even study one of their Paths of Enlightenment. It is important to note that “Setites” from other Clans or bloodlines are not treated as second-class citizens. You are no longer a dupe they can string along. Once you are in, you are a sibling of faith, which is a much more important distinction than blood. An outsider accepting the Dark God is a joyous event, even to the most conservative elder. There are even rumors of non-Kindred supernatural beings joining the cult.

Scales (1-3pt. Flaw)
Set blessed you upon your Embrace, and you bear his mark. A portion of your skin is covered in scales. As a one-point Flaw, a small, easily hidden area of skin is covered. As a two-point Flaw, a whole limb is covered, while having a scaled, lipless face is a three-point Flaw. Kine are frightened and disturbed by the obviously unnatural scales, and Kindred have their own prejudices against the Setites. All social rolls receive a +2 difficulty when the scales are visible. This penalty does not apply to social interactions with other Setites.

Venomous Bite (2pt. Flaw)
You have developed venom glands in the roof of your mouth. The venom is a virulent neurotoxin, fatal to mortals, although Kindred and other supernatural creatures are unaffected by it. You, of course, are immune. The problem is you have no control over your poison glands. When you bite, you always inject this venom, 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.

Forked Tongue (2pt. Flaw)
Your tongue is forked, flickering, and inhumanly reptilian. Upholding the Masquerade becomes difficult for you. Note that this tongue does not inflict aggravated damage, nor draw blood.

Heartless (4pt. Flaw)
You have lost your heart. Either you removed it via The Heart of Darkness, or an elder did it to you, but either way you no longer have easy access to it. The heart might be in the possession of a foe, or simply missing. If it turns out that a Cainite possesses the heart (say a Setite elder, or your sire) you must obey their every command. If it’s merely missing, the anxiety and obsession to find it interferes with your nightly existence, and may increase the difficulty of Willpower rolls by +1 at Storyteller discretion.

Aura of the Typhon (5pt. Flaw)
Something slithers beneath your skin, coiled in your very essence — something that causes the Lupines to stalk you for some dread purpose you do not understand. Their howls follow in your wake. You catch glimpses of blurred motion and the gleam of eyes and teeth in the dark. They get closer every night. What do they want from you?

Gangrel Merits and Flaws

Hive-Minded (1 or 2pt. Merit)
Your Animalism works on insects and other creepy-crawlies in addition to mammalian animals. If you select the two-point version of this merit, your Protean forms may take the form of an insectoid swarm rather than a single creature (though the swarm must be of a size equivalent to a wolf or a bat, as appropriate).

Skald (2pt. Merit)
Anytime you make an Occult roll to know a fact about vampiric history, you may add a die to your dice pool. Further, you have exceptional memory for oral histories, and you are a quick study when it comes to memorizing large amounts of rote information. This is not true eidetic memory, but constitutes the ability to memorize poetic eddas, codes, or complex messages with only a few hours of study.

Lesser Mark of the Beast (4pt. Merit)
Common to the Gangrel known as the Knights of Avalon, you are able to control how your Beast manifests more than others do. Whenever you would gain an animalistic feature, roll your current Willpower (difficulty 12 - Humanity rating, maximum 9). If successful, you manage to channel your humanity to avoid gaining an animalistic feature. However, your Beast is further from you, making you at +2 difficulty to rolls involving Animalism or Protean (or combo Disciplines involving those powers) for the rest of the evening. Vampires on a Path of Enlightenment lose all access to this Merit.

Totemic Change (5pt. Merit)
Your Protean forms are flexible; you may choose a different animal form each time you change shape. The form you choose each time must follow all the conventions and rules of standard Protean animal shapes (see p. 91); you simply may choose to appear as a different animal each time you take Beast Form.

Member of the Pack (2pt. Flaw)
You can only summon, speak to, and command a specific type of animal — ravens, rats, and so forth — with Animalism. Your Storyteller is the best adjudicator of what types of animal are appropriate for this Flaw, but the choice should be fairly limiting. Other animals do not respond to your uses of Animalism at all.

Rat in a Cage (2pt. Flaw)
Anytime you are penned in or physically restrained (such as by a cage, or with handcuffs), you suffer acute anxiety. The difficulties of any rolls made under such circumstances are increased by two

Giovanni Merits and Flaws

Cannibal (1pt. Merit)
Most vampires can’t eat food, and even those who can force it down, don’t gain sustenance from it. Like them, you still can’t stomach the crap most mortals eat. Human meat, on the other hand, brings you great joy. It can be baked, fried, or even raw, and you can tuck right in, and even gain sustenance. Even other vampires look askance at Kindred who devour their prey, though the Dunsirn applaud your respect for tradition.In addition to the blood points every human can provide, you can cannibalize a mortal and gain even more. An average human can provide up to seven helpings of meat (one per health level). Each helping provides you with one blood point.

Consanguineous Resistance (1pt. Merit)
Your character cannot be blood bound by anyone who shares his mortal bloodline. That is, if you were born into the Giovanni family, you cannot be bound by anyone else who was born a Giovanni, though you can still be bound by, say, a Pisanob of the Giovanni Clan, or by Kindred of any other Clan. Similarly, a Dunsirn with Consanguineous Resistance could not be bound by others who were born into the mortal Dunsirn family, but could be bound by a Milliner of the Giovanni Clan.The Giovanni are extremely suspicious of anyone known to manifest this quirk. Although this blood-borne aberration hasn’t been documented, a few savvy Giovanni have a rough idea of what it is and does. It’s generally associated with being a rebellious young smartass who needs to be put down. This is not as unfair as it sounds; by the time a bond resistance is really obvious, it’s likely because a punishment isn’t working. A character who is discovered to have this trait probably earns her sire’s hostility at the very least.

Mortuario (2 or 4pt. Merit)
You died. Perhaps you were murdered, or simply had a car accident. Whatever the cause, you were gone. But your sire found you too useful, or couldn’t let you go. You were Embraced using the Ferryman’s Recall ritual (see p. 109). The Embrace left you with the scars of your death, eternal tracework reminders of your trip to the other side. It also left you with the taut, pallid complexion of the dead. In addition to the traditional weakness of your Clan, you also suffer disfigurement from your time as a true corpse. While you are able to heal yourself just like any other vampire, the wounds do not heal cleanly. You retain the scars of every experience. Depending on the nature of the damage, this can make social dealings exceedingly difficult, and may decrease your Appearance dots over time (even to 0). However, your time across the Shroud also gave you a natural feel for necromantic blood magic. The difficulties of all Necromancy rolls are reduced by two. This trait costs 4 points for characters who already have an appearance of 0 (such as Samedi and the Harbingers of Skulls), or 2 points for any other Kindred. It is an incredibly rare condition even among the Giovanni, and essentially unknown outside the Clan.Giovanni with this Merit generally arouse the superstition of their Clan, and are treated with a definite wariness, particularly by Anziani. Characters with the Mortuario Merit may not also possess the Sanguine Incongruity Merit or similar flaws such as Monstrous.

Sanguine Incongruity (5pt. Merit)
Giovanni with this atavism are few and far between. Kindred possessing it do not bear the traditional Giovanni Clan weakness, the so-called Curse of Lamia; their Kiss causes no more damage than the blood loss itself. These vampires acquire a peculiar pallor upon their Embrace, however — they look like corpses, and no amount of blood ingestion can flush their features (as other vampires are able to do). Indeed, the bearer of this Merit more closely resembles the Clan’s Cappadocian ancestors, and they have a slightly unnerving air about them. As a result, all rolls involving a Social attribute (Charisma, Manipulation, or Appearance) are at +1 difficulty. Giovanni with this Merit are afforded wide berth, as the Giovanni tend to be quite superstitious about it. Characters with the Sanguine Incongruity Merit may not also possess the Mortuario Merit.

Inbred (1-5pt. Flaw)
Inbreeding, a common occurrence among the incestuous Giovanni Clan, can take many forms. The Inbred Flaw covers all manner of physical, mental, and emotional defects. A one-point Inbreeding is something simple and unobtrusive, such as eyes too close together or an underbite (+1 difficulty on Appearance rolls). A three-point Inbreeding is more severe: a congenital health condition (for mortals) or a crippling physical deformity (+2 difficulty on appropriate Strength, Dexterity, or Stamina rolls). Five-point Inbreedings are grossly disabling or emotionally crippling — everything from uselessly atrophied legs to a permanent Derangement — decided on mutually by the player and Storyteller. Inbred conditions may or may not be immediately discernible, though their point cost should be relative to their magnitude, as decided by the Storyteller.

Shadow Walker (6pt. Flaw)
The Giovanni Clan is by its 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 must interact with the world of the dead on a nightly basis. To shadow walkers, objects in the Underworld are as real as anything found in the physical world. Such vampires find that the ghosts of walls may impeded 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.The Storyteller may determine that certain Shadowlands topography interferes with you. Unless you have some ability 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. At the Storyteller’s discretion, immaterial walls or environmental effects may restrict you.

Lasombra Merits and Flaws

Court Favorite (1-5pt. Merit)
While the Courts of Blood are usually difficult to sway, you have become very good at shifting the balance. A mixture of experience and political empathy allow you to know just the right way to nudge the decision in your direction, or perhaps for that of your client. Any roll made that will affect the decision in a Court of Blood is granted a bonus or penalty (whichever is in your favor) in dice equal to the level you have of this Merit.

Eyes of Shadow (1-4pt. Merit)
There is something about your eyes that makes you look dark and dangerous. Making eye contact with you is like staring into the Abyss. It may not be obvious why, but anyone you talk to gets a chill when they meet your gaze. The difficulty for any Intimidation roll is reduced by the number of points in this Merit (to a minimum of 2).

Bigger Boys Came (2pt. Merit)
When someone uses their contacts to their advantage, you can try to use yours to overrule them. You might get an editor to quash a reporter’s story, or get a gang boss to stop his thugs taking down a rival. To do this you must make a roll using Manipulation + Contacts (difficulty 8). If you can get more successes than the Contacts rating of your opponent, their contacts fail to come through for them.

Call of the Sea (2pt. Merit)
There is something about the sea that makes you feel at home. You are in tune with the tides and rhythm of the ocean. When on a boat in the ocean or on a river, you may add a die to all your dice pools except for Disciplines.

Controllable Night Sight (2pt. Merit)
Your night vision is extraordinarily good, even for a vampire. The deepest shadows are like looking into a well-lit room for you. However, in normal light or bright conditions, you have to switch back to less-sensitive vision, or the weakest light quickly blinds you. While your night sight is active, you suffer no penalties for the dark and can see perfectly well. Should you use it in well-lit conditions; you suffer a penalty inversely proportional to the usual penalties for darkness.

Secret Stash (2-5pt. Merit)
You have several resources, sleeper agents, or followers hidden away for a rainy day. For each level of this Merit you have one unassigned background point “sitting in storage” (2 gives you one point, 3 gives you two points, and so on). At any time, you may spend as many of them as you like to increase your level in Allies, Contacts, Herd, Influence, Mentor, Resources, or Retainers. Once spent, the points remain assigned permanently, but until then they cannot be affected by anything. This allows the vampire to create a new resource in an instant, without requiring the expenditure of experience points or awaiting a downtime. The vampire is not really gaining new levels, but revealing levels he has had all along.

Aura of Command (3pt. Merit)
Whether you are good at barking orders or simply have a commanding tone, people tend to do what you tell them to do. You are not so much a natural leader as a born commander. When using the Leadership skill to get others to obey you, the difficulty is reduced by two.

King or Queen of Shadow (4pt. Merit)
It is hard to hold onto your Humanity within the Sabbat, or even simply as a vampire. Your ability to empathize with the kine makes it more difficult. However, you have found a way to draw strength from that empathy. Any degeneration checks you make while on Path of Humanity reduce their difficulty by two.


Long-Term Planning (4pt. Merit)
You never leave anything to chance; every action is a carefully considered stratagem. Once per session you may declare an action you are about to take is actually “all part of your plan” and reduce its difficulty by two points. The Storyteller may veto the use of this ability on particular rolls. The player and Storyteller should keep a note of each of these occasions and decide how they are linking together into a grand scheme.

Instrument of God (5pt. Merit)
Your self-confidence comes not from a belief in your own abilities, but due to a direct manifesto from the Lord. You have a divine purpose and He works through you, even though your goals may seem anything but holy. Whether it is because of you powerful will or an actual connection to the divine, you gain three additional dice to resist the powers of True Faith when they are used against you.

Uncontrollable Night Sight (2pt. Flaw)
Your night vision is good, but you can’t turn it off. While you can see easily into the deepest shadows, any light is almost blinding to you. You suffer penalties the brighter the area you are in is lit, inversely proportional to the standard penalties for darkness. Even just standing in a well-lit room is uncomfortable to you.

Insubordinate (3pt. Flaw)
You like to be in charge so much you have a hard time following anyone else’s orders. When given a plan or told to do something, you tend to do the opposite on principle. Whenever you are ordered to do something, you must make a Willpower roll with a difficulty depending on the importance of the superior and the danger of the task (difficulty 7 is typical for someone directly above the vampire assigning them a moderately dangerous task). If you fail, you will do anything except what you’ve been told to do.

Unproven (3pt. Flaw)
Somehow, you have failed to prove yourself worthy of the name Lasombra. Maybe your sire did not test you well enough, or an opportunity to prove yourself has not come up. Whatever the reason, you are not truly considered part of the Clan. All social dealings with other Lasombra suffer a -3 dice penalty. You may also not be chosen to sit in judgment in the Courts of Blood.

Malkavian Merits and Flaws

Distracting Aura (2pt. Merit)
Reading an aura using Auspex requires the viewer to focus on recurring patterns and colors to detect a target’s emotional state. Because of the unique state of your psyche, your aura is even harder to read than most. All uses of Aura Perception are at a +2 difficulty against you.

Prophetic Dreams (2pt. Merit)
You have dreams during your daylight sleep. Dreams you remember. Sometimes, they even come true. Rather than regain a point of Willpower when you rest during the day, you may choose to have the Storyteller give your character a lucid dream featuring foreshadowing about upcoming events, characters, and situations.Cold Read (3pt. Merit)Whenever you meet someone for the first time, you may spend a number of points of Willpower equal to your Perception. For each point spent, you may ask the Storyteller one question about the character. The Storyteller must either answer truthfully or let you take the Willpower point back to you to avoid answering the question.

Paper Trail (2pt. Flaw)
You’ve spent some time in state institutions like prisons or asylums, likely before your Embrace. Most people have some sort of information that relays date of birth and other bits of fact. This information is hard to eliminate, and may endanger the Masquerade. Enemies with the right influence may be able to track down the information and use it against you. It may lead to vulnerable targets or clue hunters to where your haven is located.

Stigmata (2 or 4pt. Flaw)
Oracles are often marked as messengers of the gods. Your markings come in the forms of phantom wounds that seep blood. The bleeding is slight but incessant, costing you an extra blood point every day just before you wake at dusk. The 2-point version of this Flaw means wounds that can be easily hidden from prying eyes, such as on the hands or the side. You gain a +1 difficulty to all Social rolls when dealing with someone aware of your condition. The 4-point version can’t be easily hidden, like bleeding eyes. The Social penalty increases to +2, and one of your Attributes also gains a +1 difficulty to all rolls because of the constant seeping blood.

Infectious (3pt. Flaw)
Madness flows within your blood, but your bite carries a taint as well. Mortals take a temporary derangement for every three points of blood you take from them. The derangements stay until the mortal restores the lost blood.

Overstimulated (3pt. Flaw)
Malkavians notice things that many others do not. That means keeping their eyes and ears open far longer than anyone else does. That makes you easily distracted when trying to focus. Take a +2 penalty to all rolls involving Perception.

Dead Inside (4pt. Flaw)
You feel nothing but pain and numbness. While others find ways to make their lives worth living, you sometimes don’t get that thrill. Once per session, the Storyteller may cancel any gain of Willpower you made by playing to your Nature or Demeanor.

 

Nosferatu Merits and Flaws

Foul Blood (1pt. Merit)
Your blood is vile; in fact, it tastes so disgusting it requires a Willpower roll (difficulty 6) just to avoid gagging and retching after tasting it. If someone is foolish enough to attempt diablerie on you, they need to succeed in three (difficulty 9) Willpower rolls to go through with it. The blood is so disgusting that no one can keep it down long enough to use it to become a ghoul, either.

Lizard Limbs (1pt. Merit)
Like a lizard, you are able to actually shed parts of your body. By spending a blood point and a little effort, you can detach a hand or foot, or even an arm or leg. This might be to escape bonds or a grapple. Unfortunately, the appendage will not reattach, and you will have to regrow that over time (usually a couple of days for a hand or foot, and a week for a limb). You also suffer a -3 dice pool penalty to actions that would require the use of more limbs.

Long Fingers (1pt. Merit)
You have been blessed with unusually long and graceful fingers. This means you have an easier time with fine manipulation as well as grappling tasks, gaining an extra die when attempting such actions.

Monstrous Maw (1pt. Merit)
You have either oversized tusks for fangs, or a huge mouth full of sharp teeth. Whatever form it takes, your mouth is that of a monster. When attacking with a bite you do an additional point of damage. You may also add a die to your Intimidation dice pool when you smile.

Piscine (1pt. Merit)
Water is a far more comfortable environment for you, be it the sea or sewer effluent. Rolls involving swimming or underwater movement have their difficulty reduced by 1.Slimy (1pt. Merit)You secrete an ooze, which is as disgusting as it sounds. The ooze covers your entire body and soaks into your clothes. It makes you slippery and difficult to hold, requiring opponents to gain two more successes to grapple you. The dampness also makes you a little fire resistant, reducing your difficulty to soak fire damage by 1.

Spawning Pool (1-3pt. Merit)
You have a spawning pool of your own (or possibly donate heavily to the Clan’s main pool). Creating such a pool takes time, and requires regular infusions of blood, at least six blood points a week for a year. The Merit grants its level as a dice pool bonus to the Nosferatu’s use of Animalism in their home city, but only with animals considered vermin, such as rats and cockroaches. Essentially the bonus is only available for creatures that might conceivably drink regularly from the tainted blood. Once established, the spawning pool requires twice its level in blood points each week to it. Without proper maintenance, its level will drop by one. It can be rebuilt by maintaining it at the new level and adding four additional blood points each week for six months. The Merit cannot be improved above its initial level, as this also represents the convenience of its location and the variety of creatures that might find it.

Tunnel Rat (1-5pt. Merit)
You are remarkably adept at moving through the underground tunnels that you call your home. When attempting to navigate, escape, or track through sewers and underground places you know, you gain an additional die for every point you have in this Merit.

Sleep Unseen (2pt. Merit)
The power of Obfuscate usually requires you to concentrate at least a little. However, you are able to lock the power on, allowing you to sleep while remaining hidden. To do so requires the expenditure of another blood point, but it will last throughout the day’s rest. Those with Auspex can still attempt to detect you, but mortals will be unaware of your sanctuary. This can be a useful trick for Kindred who like to travel.

Tough Hide (2pt. Merit)
Your skin is much tougher than usual, possibly like that of a rhino or a lizard. This hide protects you against most normal damage, granting you an extra die when making a soak roll. However, this bonus does not apply against fire and sunlight.

False Reflection (3pt. Merit)
Even when using their Obfuscate abilities, Nosferatu still show up in their true form when noticed by machines, such as cameras or video surveillance. With this ability, the Nosferatu can extend their power to recorded images and media. However, as with Mask of the Thousand Faces, the original image isn’t actually changed; it is just that people see it the way the Nosferatu wants it seen. Unfortunately, computers are not so easily fooled: if the image is used for facial recognition software (for instance), the computer will see the Nosferatu’s real face and fail to find a match. The Nosferatu has best take care how this power is used, as it may wear off in time. Some archived photos have given librarians a nasty surprise, years after going into storage.

Patagia (4pt. Merit)
Your arms and legs have leathery flaps of skin between them, similar to that of a flying squirrel. While they make finding clothes a nightmare, they also allow you to glide for short distances, given enough height and a decent wind. The Storyteller might require an Athletics roll when it comes to landing.

Rugged Bad Looks (5pt. Merit)
While you are still hideous, you are not quite as monstrous as most Nosferatu. You still have an appearance of 0, but you might pass for human in the right light. It is a still a good idea to cover up and stay in the shadows, but the sight of you (or even the smell of you) is not an instant breach of the Masquerade. Having said that, you are still ugly enough to unnerve the crap out of most people. Stench (1pt. Flaw)Most Nosferatu pick up a certain odor, but you stink so bad even your Clan-mates find you hard to be close to. Your presence is preceded by your stench, removing two die from all Stealth rolls.

Dangerous Secret (1-5pt. Flaw)
You have come to know something you really wish you hadn’t discovered. Worse yet, the people you have the dirt on know that you know. It might be that you have discovered the Prince’s haven, or that there are infernalists hiding in the diocese. Whatever it is, you are not sure whom you can tell, and if you do, you will only make the subjects of the secret more enthusiastic about getting rid of you. You may even be implicated in the secret and risk going down with them. The more potent the Flaw, the more powerful the people in question are, and the more they want it silenced.

Anosmia (2pt. Flaw)
Your life in the sewer has removed your sense of smell and taste. This means you are unperturbed by even the worst stench or most disgusting flavor. However, it also means you cannot ever succeed at any Perception rolls that rely of taste or smell. It also does not make you immune in any way to gas attacks or poisons; you just won’t be able to tell they are there.

Parasitic Infestation (2pt. Flaw)
Living in the dark has made you a home to all manner of creepy crawlies and bloodsuckers. Your skin is crawling with ticks, lice, and leeches of all descriptions. They constantly bite and burrow, and having fed on your vitae, they have become very hard to kill. Not only can you not command them, you have tried everything to get rid of them and still they persist. Whatever the reason, they find you so succulent they reduce your blood pool by the result of one die divided by 3 (round down) each time you rise. The constant itch also keeps you on edge, increasing the difficulty of any Self-Control or Instinct rolls by 1.

Bestial (3pt. Flaw)
You are closer to animals than humans, and it shows. In addition to the Nosferatu Clan weakness, you have an additional weakness: whenever you frenzy, you gain an animal feature, similar to the Gangrel Clan weakness. With Storyteller permission, permanently acquired animal features may be justification to acquire certain Merits after character creation, such as Lizard Limbs or Monstrous Maw. If so, the Storyteller can simply award them, or require an experience point expenditure (such as two times the Merit point value). Similar Flaws can also be taken, but cannot grant additional freebie or experience points.

Enemy Brood (3pt. Flaw)
You have made an enemy of another group of Nosferatu. Unlike your usual enemies, they know the places you like to go and aren’t too squeamish about following you there. They keep you on the move, hunting you from sanctuary to sanctuary. The sewers themselves might not even be safe for you anymore. If you move to a new city, they use their contacts to pass on the word to their allies to keep hounding you. Sooner or later, you are going to have to take them down to rid yourself of them.

Putrescent (4pt. Flaw)
The supernatural process that usually keeps a vampire’s form from rotting after death has failed to work on you. Your body has become putrescent and fragile as it gradually decays. All soak rolls you make have their dice pool reduced by 1. You may even lose body parts if you suffer a solid enough blow. Should this happen, make a Stamina roll (difficulty 6) and lose a part of your body (Storyteller’s choice) if you fail. Should you botch, you also receive a level of aggravated damage. These missing parts may regrow, but your body continues to rot.


Contagious (5pt. Flaw)
Your body has died on the inside, filling you with noxious bacteria, spores, and even fungi. Mortals that touch you or on whom you feed must make a Stamina roll (difficulty 9) not to fall ill. The illness puts them in bed with fever and sickness, and each week they may attempt the Stamina roll again. The Storyteller might reduce the difficulty if the target is receiving proper medical attention. On a success they recover, but if they fail, they remain feverish. At the end of each month the victim remains ill, they lose a point of Stamina; if they are reduced to zero Stamina they die. If the Nosferatu knows of their contagion and infects someone maliciously, the Storyteller might call for a Humanity (or appropriate Path of Morality) degeneration roll if they die. Supernatural creatures generally have the ability to heal or cure such sickness in themselves, and vampires are immune to these germs of the dead.

Incoherent (5pt. Flaw)
Human speech is impossible for you. It might be that your mouth is too misshapen after the Embrace, or that years of living in the sewers have made you forget how to communicate. While you can understand what is being said to you, you cannot respond. Telepathy works on you as normal, and you have no problem communicating with animals, but human speech is barred to you.

Ravnos Merits and Flaws

Antitoxin Blood (1pt. Merit)
Although vampires are typically immune to mortal drugs and poisons, there are supernatural venoms that can affect Kindred physiology. A Ravnos with this Merit is immune to all forms of drugs and poisons, including the venoms and toxins of supernatural creatures or those created by supernatural powers.


Brahmin (1pt. Merit)
As a member of the Brahmin jati, you are a priest, artist, teacher, or other pillar of society. Perhaps you keep the lore of the Clan, or perhaps you act as an advisor to other Ravnos in need of wisdom. Once per session, if you fail an Academics or Expression roll, you may immediately reroll it. You do not have to purchase this Merit to be a member of the Brahmin jati, but only members of the Brahmin jati may have this Merit.

Kshatriya (1pt. Merit)
You are a member of the Kshatriya jati; perhaps you are a warrior, a descendant of rulers, or a member of the military. Your role is to protect the Ravnos in war, and govern in peace. Once per session, you regain a Willpower when you successfully use a combat maneuver. You do not have to purchase this Merit to be a member of the Kshatriya jati, but only members of the Kshatriya jati may have this Merit.

Legerdemain (1pt. Merit)
You’re extremely good at sleight of hand and other physical tricks. Difficulties when using Subterfuge for physical trickery, shell games, card tricks, and so forth, are decreased by two.

Mute Devotion (1pt. Merit)
Your Animalism carries an unusual side effect: it lingers in the minds of the beasts you speak with or control, lending them a certain resistance to others. When someone else attempts to command a creature you have previously controlled with Animalism, their difficulty levels are at +2.

Vaishya (1pt. Merit)
The Vaishya jati are tasked with utilizing influence, maintaining the human herds, and keeping finances. They are often seen as traders and merchants, but to the Ravnos, they are also a critical part of maintaining the Masquerade that hides vampires from mortal hunters. Once per session, you may call on of your Backgrounds as if you had an extra dot in that Background (up to the normal maximum of 5). You do not have to purchase this Merit to be a member of the Vaishya jati, but only members of the Vaishya jati may have this Merit.

Critters (2pt. Merit)
You’re excellent with animals — so much so that they constantly seek to befriend you. Wherever you go, the animals are happy to see you, and more often than not, happy to help you when you ask for their aid. You receive a bonus die on Social rolls to affect small animals. Further, animal companions who have had continual interaction with you see you as something of a pet, and occasionally bring you small useful things. Once per game session, animals will bring you a useful piece of information or a small item relevant to events. This item might occasionally play into the individual Ravnos’ particular vice, as the animals quickly pick up on what pleases their friend.

Heart of Needles (3pt. Merit)
Your natural abilities with illusions have rendered you particularly jaded and unimpressible. How can anything be as perfect as your own imagination? Because of this, your heart is harder than most, and you have a significant resistance to emotion control. All powers and Social challenges that attempt to manipulate you emotionally are made at a +2 difficulty.

Chandala (1pt. Flaw)
Being a member of the lowest jati, the Chandala, is a mixed bag. You are responsible for the disposal of corpses, as well as many other foul tasks, but at the same time, you are often ignored. Your Social rolls against other Ravnos are made at a +2 difficulty. You do not have to take this Flaw to be a member of the Chandala jati, but only members of the Chandala jati may have this Flaw.

Flawed Reality (2pt. Flaw)
Your illusions always contain a notable flaw, and as such, are easier to disbelieve. The difficulties of all rolls to disbelieve your illusions are reduced by two.

Oathbreaker (2pt. Flaw)
Making an oath ties one person’s svadharma to another, linking the two spirits until the oath can be fulfilled. With this in mind, a Ravnos never breaks her word once given in good faith, and so long as it was done with proper ceremony. If the Ravnos spits into her palm and shakes on her word, then the oath cannot be broken without negatively impacting the vampire’s svadharma (or so Ravnos superstition dictates). The oathbreaker will lose her way, falling into vice and worthlessness, until the broken oath can be redeemed. Anyone who looks at your aura can see a sickly red slash indicating the broken oath. You may not spend Willpower to ignore your Ravnos vice, and you do not gain Willpower from fulfilling your Nature.

Lost Svadharma (3pt. Flaw)
You once knew your svadharma, but when the time came to fulfill it, you failed. Now that destiny has passed you by, and there may never be another chance to make it right. Other Ravnos know the tale, and hold your failure against you. You are scorned, and your confidence has been thrown into doubt. Your total Willpower score is permanently reduced by one and you may not spend Willpower when performing actions where other Ravnos are directly involved.

Toreador Merits and Flaws

Indelible (1 or 2pt. Merit)
Whereas other vampires’ bodies return to the state they were in at the Embrace each evening, any body modifications you get after the Embrace remain as they are until you actively spend a Willpower point to return your body to its tabula rasa state. This Merit applies to changes as simple as dying or cutting your hair to modifications as complicated as tattoos, piercings, or even small implants. If the Merit only allows for cosmetic alterations, it is worth 1 point. If it allows for more utilitarian alterations, such as RFID implants that activate certain electronic devices, then it is worth 2 points.

Impressive Restraint (2pt. Merit)
When you haven’t eaten, it can be torturous to be near mortals. The pounding thrum of blood through their veins does not leave you nearly as tempted as it might other Kindred. When opportunity presents itself, the difficulty of all Self-Control rolls to resist hunger are made against a -2 difficulty. Characters on Paths of Enlightenment that require Instinct cannot take this Merit.Master of the Masquerade (2pt. Merit)There are many small tics, nervous habits, and autonomous bodily functions (like breathing) that Kindred simply forget to do. They can be unnervingly still or forget to breathe, particularly when they think they’re alone. You never let down your guard. The act of breathing remains unconscious habit to you, and you never lapse into that eerie statue-like stillness, even when transfixed or concentrating. Consequently, the difficulties of all Social rolls are lowered by one when interacting with mortals. This Merit does not allow you to eat food or benefit from the blush of health — those Merits are still required to be a true master of the Masquerade.

Slowed Degeneration (5pt. Merit)
Your Humanity is strong and can more easily withstand the Beast’s assaults. You gain two additional dice on any Conscience roll. This degree of moral resilience allows a well-behaved vampire to lose Humanity at a much slower rate than would otherwise be possible. Only vampires following Humanity may take this Merit, and the Merit is lost forever in the event that the vampire takes up another Path of Enlightenment.

Tortured Artist (1pt. Flaw)
Nothing is ever good enough for your work. No matter how much praise is lavished upon you, you can only see the flaws and mistakes. This leads to long periods of ennui, which makes your artistic work irregular at best. Further, you throw yourself into business arrangements and social situations with intensity, which often leads to heartbreak, which leads to the pain and passion that fuels your next work. You are at +1 difficulty on Social rolls in which you are being praised, complimented, or treated with respect.

Private Life (3pt. Flaw)
You have a completely separate life that no other Kindred know about. It may be your mortal family that you have turned into ghouls, or a YouTube channel that you use to talk in metaphor about your frustrations with Kindred society. If discovered, this could risk other vampires accusing you of breaching the Masquerade (if Camarilla), consorting with humanity instead of being a superior vampire (if Sabbat), or just overall paranoia and suspicion on why you’re keeping such deep secrets.

Tremere Merits and Flaws

Embraced without the Cup (1pt. Merit)

For some reason you did not drink the blood of the elders when you were inducted into Clan Tremere. More dangerously, it may have had no effect on you. As a result, you are not bound to the Clan the way most Tremere are. Should it be discovered, it will usually be corrected, but one might almost believe there was some purpose to this lapse, as the Tremere don’t make mistakes. Perhaps the Clan has a special task in mind for you, one where you might be forced to act against the Clan to maintain a cover....

 

Secret Society Member (1pt. Merit)

You have found and joined one of the many secret societies in Clan Tremere. Your character must be suitable to join, such as having Necromancy to join the Covenant. You might pick one of the societies listed here or create one of your own. In most cases, your society membership should be kept secret, but your allegiance to it is not considered a crime. While your society expects you to uphold its tenets and agenda, they can also be counted upon to back you up and help you increase your power within the pyramid.

 

Keys to the Library (1-5pt. Merit)

You have one of the most sought after positions in the chantry: a librarian. It is one of your duties to catalogue and maintain the magical lore kept in your chantry. This means you have complete access to it, and get to decide who can see it and who can’t. A vast array of rituals and Thaumaturgical knowledge resides here, making it simple to learn many of the secrets of magic. No matter how restrictive your chantry, you have complete access to the library for research. The cost of this merit is the same as the chantry’s Library rating.

Outside Haven (2pt. Merit)

You maintain your own private haven outside the chantry and Tremere control. Most Tremere are expected to rest in the chantry, where the Clan can keep an eye on them. However, you have been trusted with a little more privacy. This might be because you have already proved your loyalty, or perhaps because they are testing it.

 

Unmarked Antitribu (2 or 5pt. Merit)

While you are part of the Sabbat and a traitor to House and Clan Tremere, somehow you remain unmarked by the antitribu curse. You are not easily recognized as a renegade Tremere, and the magic that burned so many of your brethren cannot target you. Further, other Sabbat members cannot judge you at a glance. Those of the Telyavelic bloodline can purchase this Merit at 2 points, while other Tremere pay 5 points.

 

Quartermaster (3pt. Merit)

You are one of the Kindred responsible for maintaining and organizing the chantry’s mundane supplies. You may take anything from the chantry’s stores as defined by the chantry’s Stores rating. While you will have to return or replace anything you borrow, you have access the whole range of equipment appropriate to the size of the chantry. This might range from assault weapons and explosives to advanced medical and scientific equipment.

 

Arcane Curse (1-5pt. Flaw)

Because of either your studies or someone else’s, you suffer from a magical curse. It might be an aversion or allergy, or even a strange magical effect. The level of the flaw depends on how debilitating the curse is. Curing the affliction may be impossible, or require some sort of quest or advanced research.

Flaw Value Example Curse

1 point A minor oddity, such as an animal feature or strange eye color

2 point A noticeable problem, such as your magic having a strange taint or pattern that makes it instantly recognizable, or that plants wither in your presence.

3 point Something problematic, such as people sickening in your presence or animals attacking you.

4 point Concerning handicap, such as developing another Clan’s weakness.

5 points Potentially deadly, such as moonlight being as dangerous to you as sunlight.

 

Cloistered (2pt. Flaw)

You have spent almost all of your undead existence in the halls of the chantry, making Kindred society rather new and confusing for you. You suffer a -2 dice penalty to any social interactions with those outside the Tremere.

 

Betrayer’s Mark (3pt. Flaw)

Even though you are loyal to House and Clan Tremere, for some reason you are branded with the mark of the antitribu. It might be that you have returned to the Clan after leaving the Sabbat or that you unwittingly or as part of an undercover operation took part in the Vaulderie. Whatever the reason, the mark makes other Tremere wary of you. You will have to go that extra mile to prove yourself, and few among the Clan will trust you with positions of power and responsibility.

 

Bound to the Clan (3pt. Flaw)

You have done more than just drink from the blood of the elders. Whether as punishment or by choice, you have become fully blood bound to Clan Tremere. You cannot act against the Clan, and find everything you do works in the service of the Tremere. You might not like it, but you can’t help yourself doing it. Of course, now you are bound to the Clan, you cannot be bound to another individual. Many older Tremere have this Flaw, as it has been common in the past to completely blood bind new Tremere.

 

Mage Blood (5pt. Flaw)

Your blood is so tied to magic that you find you are unable to use any Discipline apart from Thaumaturgy (and for Kindred who are not Tremere, it is still paid for at out-of-Clan rates). While no path or ritual is barred to you, you may not gain any dots in any other Discipline.

 

Thaumaturgically Inept (5pt. Flaw)

Something about you refuses to respond to Thaumaturgy. Magic just doesn’t work for you. You cannot take any ability in the Thaumaturgy Discipline or any of its paths or rituals. For a Tremere this is doubly difficult, as skill in Thaumaturgy is often the key to position within the Clan. While some willingly choose to ignore their thaumatugical studies and serve in other ways, ineptitude is never excused. Only Tremere can take this Flaw.

Tzimisce Merits and Flaws

Bioluminescence (1pt. Merit)
Perhaps through biological expertise, or perhaps by unlocking something primordial within, you have accessed the secrets of bioluminescence. Using the Vicissitude, you may grant yourself (through Malleable Visage) or others the ability to emit a soft glow. With muscle control and practice, you can control the color and pattern of the illumination. This can light a soft glow in the dark, create beautiful displays, or even act as a primal form of communication. Some Fiends grant their ghouls or childer bioluminescence, developing an eerily nuanced and wordless language with their thralls and broods. Only characters with at least one dot of Vicissitude may purchase this Merit.

Pain Tolerance (2pt. Merit)
Maybe you are a badass or shut off your nerves through Vicissitude. Maybe your sire put you through so many intricate hells that it would be tough for anyone else to compete. Maybe it just turns you on. Regardless, at Hurt or Injured, you suffer no wound penalties, though you still suffer full penalties at Wounded and below. You must have a Conviction or Courage rating of 3 or more to take this Merit.

Dracon’s Temperament (3pt. Merit)
You emulate the ideal of Azi Dahaka within and without, to levels visceral and abstract. Your psyche flows with the permutable nature of change. Like the protean Dracon, you are a whirlwind of temperaments. This is not multiple personalities. You are one identity shown through the prism of ever-shifting Natures. No anchor fetters your sense of self. You can be any you. At the start of each story, you may choose one Personality Archetype to function as your Nature, spending the rest of the story perceiving the world through that perspective. 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 (3pt. Merit)
You are the land. The land is you. The home soil calls to you. You give to it, and it gives to you. Your connection to the earth of your prime haven grants you an extra die to all dice pools when operating there. It also acts as a mystic beacon, allowing you to home in on its location with a standard Perception + Survival roll (difficulty 6), +1 difficulty when a state or country separates you; +2 if you’re halfway across the globe. This applies only to your primary haven.

Revenant Disciplines (3pt. Merit)
The blood of your revenant family runs deep, deeper than the Embrace. 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 Animalism, Auspex, and Vicissitude, you draw from your three family Disciplines for your starting allocation (though you may buy other Disciplines with freebies, as normal). You trade in the entire set of Tzimisce Clan Disciplines for the set of revenant family Disciplines, for the purposes of in-Clan Experience cost.

Promethean Clay (5pt. Merit)
Your flesh ripples and molds itself to your preternatural will, almost before you consciously invoke the change. The difficulty to use any Vicissitude power on yourself is two less than normal, and you may activate Vicissitude powers reflexively at your full dice pool while taking other actions. Powers that require multiple turns to activate still require the usual duration. The change simply occurs without conscious direction. As a final benefit, you need no physical sculpting to use the first three levels of Vicissitude on yourself, as your flesh undulates and extrudes to its desired shape. Only characters with at least one dot of Vicissitude may purchase this Merit.

Unblinking (1pt. Flaw)
Your eyes do not close. Ever. Perhaps you have left your humanity too far behind to upkeep such habits, or perhaps you fleshcrafted some form of transparent eye-scale or nictitating membrane. Your quirk probably makes astute observers uncomfortable, adding +1 to the difficulty of friendly social interactions with humans, Kindred on Humanity, and others with mortal sensibilities.

Ancestral Soil Dependence (2pt. Flaw)
Your flesh yearns for a homeland you have never seen. The voice of Kupala punishes your day sleep if this yearning is not met. The soil from a place important to you as a mortal will not suffice; in addition, you require two handfuls of the tainted Eastern European soil of the ancestral Tzimisce homeland. This Trait mostly commonly manifests in the childer of koldun and the branch of the Clan thought to be descended from Yorak. It can even manifest in childer sired generations after their ancestors relocated. Characters Embraced in Eastern Europe can’t take this Flaw (they’re already dependent on the local soil).

Faceless (3pt. Flaw)
You have escaped the tyranny of physical self-identity. Call no face your own. Every sunset, you awaken to a new visage, an amalgam pieced together from memory and dream. Your features, ethnicity, even gender become fluid things while you sleep. While this Flaw exemplifies the extreme ideals of Azi Dahaka (and should impress most Metamorphosists), it can cause complications for vampire concerned with maintaining recognition, reputation, or a mortal alias.
Every sundown, the player rolls one die and is subject to the results on the following table:
Roll Result 1  No change.
2-3 Minor changes, somewhat recognizable.
4-8 Unrecognizable by even those closest to the character (such as her packmates or sire). Ethnicity and gender may change.
9-10 Total metamorphosis. Tentacles, bone spikes, or other inhuman features may appear.

This Flaw affects some Backgrounds. Without a stable face, Alternate Identity and Fame cannot be maintained. Backgrounds like Allies, Contacts, Influence, and Status might be complicated by the lack of a solid identity as well. The vampire can use Malleable Visage and a mirror to reconstruct her true face from memory, but this requires at least three successes at difficulty 8 to make her recognizable, and five successes for a flawless copy. The Mistaken Identity Flaw cannot be taken. Other Merits/Flaws may be affected, at the Storyteller’s discretion. Characters must have at least one dot of Vicissitude to take this Flaw.

Privacy Obsession (3pt. Flaw)
Perhaps it is a trait carried in the blood. Perhaps your strict sire carved this lesson into your mind and flesh. Either way, 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 can go to fiendishly clever lengths to garner an unwitting invitation. When disturbed in your haven by an uninvited guest, you must make a Self-Control or Instincts roll (difficulty 7) to avoid frenzy.

Revenant Weakness (3pt. Flaw)
You were once part of a revenant family. Following the Embrace, you suffered both your Clan’s weakness and your revenant family’s limitation. The Storyteller might 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, certainly making you a curiosity to the Romanian Legacy Foundation.

Consumption (5pt. Flaw)
There is something hungry inside of you. But what is it? Portions of the Antediluvian? Your Vicissitude gone horribly wrong? Whatever it is, it is active, acting like a cancer, devouring you from the inside out. Your very blood is wrought with corrosive, flesh-eating bacteria. At the beginning of each evening, you suffer one health level of lethal 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.

Ventrue Merits and Flaws

Connoisseur (2pt. Merit)
Your study of the Auspex Discipline, combined with your rarified tastes, allows you powerful insights into the character of any whose blood you taste.System: The character tastes another’s blood (potentially risking blood bond), and player rolls Perception + Empathy (difficulty 6 for mortals or 8 for Kindred). If the blood came from a mortal, each success allows him to learn one of the following: the mortal’s Nature, her Demeanor, any Derangements she may possess, whether she is blood bonded, and whether she carries any blood-borne diseases. If the vitae came from a vampire, he can learn all of the previous information, plus anything discoverable with the first level of the Path of Blood. The Ventrue may taste the blood of a mortal who does not fit within his feeding restriction long enough to use this ability, but he must immediately spit it out afterwards.
Vampires that do not have Auspex •• cannot take this Merit.

Blessed by St. Gustav (4pt. Merit)
Many Ventrue antitribu replace their traditional affinity for Presence with an aptitude for Auspex by means of the ignobilis ritus known as the Prayer to St. Gustav For your piety and devotion to the Sabbat cause, you have been especially blessed and have an affinity for both Disciplines. System: This Merit is identical to Additional Discipline Merit, except that it can only be used to add Auspex as a fourth in-Clan discipline. Only Ventrue antitribu can take this Merit.


Uncommon Vitae Preference (2pt. Flaw)
Your preferred source for vitae is rarified even by the standards of your Clan, such as “only Korean War vets,” “only Federal Court Judges,” or “only virgins over the age of 40.” The difficulty of all hunting rolls for your character is increased by +2, to a maximum of 9.

Caitiff Merits and Flaws

Personal Masquerade (3pt. Merit)

Thorough charm, manipulation, or just plain luck, you have managed to convince other vampires that you are a member of one of the Clans. Any social interactions with vampires ignorant of your true nature ignore your usual penalty for being Caitiff. However, you must constantly be vigilant of your ruse. Should anyone come to realize you have been playing them for fools, their vengeance will be swift. The higher you climb in Kindred politics, the more likely this becomes. The Clan Weakness Flaw can actually prove to be a boon in supporting your Masquerade. Others, however, must be that much more careful.

 

Clan Weakness (2pt. Flaw)

Despite your failure to adopt your original Clan’s other abilities, you did inherit their weakness. While this can be deadly to the unprepared vampire, a canny Caitiff might turn this to their advantage to better blend among the parent Clan. Some Nosferatu, for example, would likely never notice, and might even stand up for the Caitiff even amidst accusations from outsiders.

 

Fangless (2pt. Flaw)

Considered the mark of a true mongrel, you never developed your fangs, or you lacked teeth before the Embrace. Either way, you have to use a knife or otherwise drink from bleeding wounds. You have no natural way beyond Disciplines to inflict aggravated damage.

Ignorance (2pt. Flaw)

Many sires abandon their Caitiff progeny without a word of instruction or warning about their new nature. For most Princes, ignorance is no excuse for a breach of the Masquerade, and Sabbat packs are quick to notice weakness. The character starts with no knowledge of the abilities, customs, or politics of the undead, and must learn from their mistakes or find a mentor. Of course, any vampire willing to take on a Caitiff will most likely blood bond the poor wretch, leading to a completely new set of problems. Ignorance is deadly for a vampire, and doubly so for the Clanless.

 

Bulimia (4pt. Flaw)

You hunger for blood, and like all vampires, you will eventually feed, but the thought of it still makes you sick. Maybe you’re just not cut out for an eternity of bloodsucking, or you had an eating disorder in life that has followed you to the other side of mortality. Whatever the reason, you can’t hold your blood. Whenever you feed, make a Stamina roll with a difficulty 8. If you fail, you vomit out the fresh blood before it can be absorbed into your body, spraying it everywhere (embarrassing at best, a breach of the Masquerade at worst). Note that blood taken in frenzy is absorbed normally, though this carries its own risks.Combination D

bottom of page