
MERITS AND FLAWS
Here you will find a listing of Merits and Flaws. If you want a merit or flaw that is not listed here. Please let the ST staff know. ST's also have the right to deny any merit or flaw (even those listed below).

Restricted
Below are a list of restricted Merits and Flaws
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Iron Will
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Dark Fate
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Child

Mental Merits
Berserker (2) GAROU
You control your rage instead of it controlling you.
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You can enter a berserk frenzy at will.
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You still need to make a standard roll to see if you enter a regular frenzy when the situation may rise.
Calm Heart (3) ALL
You're cool and collected. +2 dice when attempting to resist frenzy.
Code of Honor (2) ALL
You follow a strict personal code.
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2 additiona dice to Willpower or Virtue rolls when following your code or avoiding situation which will tempt them to break it.
Coldly Logical (1) VAMPIRE
You can separate your emotions from logic and can see when others try to hide the facts with their own emotions.
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-1 difficulty on all related rolls.
Common Sense (1) ALL
You have something a lot of people lack. The ST may give you hints or suggestions about what your actions may cause.
Note: A great merit for starting characters, as you may receive advice from the Storyteller regarding how to handle certain situations. If you do not take this merit, STs can and will deny helping you when your character is in over their head.
Computer Aptitude (1 for Garou, 2 for Vampire) ALL
Computers are your friend.
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-2 difficulty on all rolls involving computers.
Concentration (1) ALL
You can focus better than most. You're unaffected by distracting circumstances.
Eidetic Memory (2) ALL
You have a photographic memory.
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If stressed you can make a perception + alertness, difficulty 6 to remember what you're experiencing.
Expert Driver (1) GAROU
You are a kickass driver.
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-2 difficulty on driving related rolls.
Gall (2) GAROU KIN
You've got more moxy than is probably good for your health.
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+1 die on social rolls involving showing backbone.
Inner Strength (2) GAROU
You are a real survivor. Willpower rolls are
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-2 difficulty if struggling against overwhelming odds.
Introspection (1) VAMPIRE
You have a good insight into people and their actions.
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+2 dice to Perception rolls when you take an action against someone with the same nature or demeanor as you.
Jack-of-all-Trades (3) GAROU
You know a little about a lot.
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You can roll on a knowledge you don't possess at a +2 difficulty.
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Only Metis and Homid characters can take this.
Language (1) ALL
You know a human language.
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You must take this for each language you know.
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It can be combined with Natural Linguist.
Light Sleeper (2) VAMPIRE
You sleep so lightly that there's any sign of trouble or danger, you're wide awake.
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You ignore humanity or morality path restrictions on how many dice are available to you during the day.
Lightning Calculator (1) GAROU
You're good with numbers.
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-2 difficulty when it comes to mental math problems.
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You may also be able to figure out the odds of success or failure.
Mechanical Aptitude (1) GAROU
You're good with your hands, a mister or miss fix-it. This does not include electronics or computers, though.
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-2 difficulty to understand, repair, or operate any kind of mechanical device.
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It does not help you know how to drive it.
Natural Linguist (2) ALL
You're particularly good with languages.
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Learn 2 languages for every purchase of the Language merit.
Precocious (3) VAMPIRE
You're a quick learner.
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The time spent learning a new ability takes half the time, as is the experience cost.
Recognize Garou (3) GAROU KIN
Either you grew up around them, or something in you just knows, but you can recognize Garou by their actions and mannerisms.
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-2 difficulty to Perception attempts to figure out if someone is Garou or not.
Seldom Sleeps (2) GAROU
You can go a long time without much sleep.
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One hour a night to every three days will cause you no penalties.
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You might not be the life of the party, but you're up and working.
Self-Confident (5) GAROU
You're very sure of yourself.
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When you spend a Willpower for an automatic success, you do not lose it unless it's the only success the roll gave you.
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It may only be used in challenging situations when the difficulty is 6 or higher.
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If it's used when the difficulty is 5 or lower, the willpower will be lost no matter the outcome of the roll.
Time Sense (1) ALL
Your internal clock is completely accurate.
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You can judge the passage of time.
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You can also know what phase the moon is in.
Untamable (5) GAROU
Your will is too strong to be manipulated easily.
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Immune to Domination attempts (but not emotional control via Presence) and immune to the gifts "Roll Over," "Obedience," and "Mastery."
Useful Knowledge (1) VAMPIRE
You know something so interesting that it's in an older Kindred's best interest to keep you around. Once he's learned everything about it, though, something might just not go so right.
Wolf-Sense (1) GAROU KIN
You have a "spidey-sense" for yourself and actions.
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With a successful wits roll, an ST can tell you if you're about to do something Garou will see as stupid.

Mental Flaws
Ability Deficit (5) GAROU
You didn't learn everything you should have.
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You have 5 fewer points to use in Talent, Skills, or Knowledge.
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That means you can take 8/9/5, 13/4/5, or 13/9/0.
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It's up to you where you want to put them.
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You can use freebies to up the abilities in your choosen category but you cannot have any ability at 3 dots or higher at the start of the game.
Absent-Minded (3) GAROU
You're forgetful.
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To remember specific details about anything, other than your name, you have to pass an Intelligence roll, diff set by the ST.
Amnesia (2) ALL
You've forgotten your past though it may come back to you.
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You can take up to 5 points in other flaws that are unknown to you.
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The storyteller can pick them for you and use them against you.
Compulsion (1) GAROU
You have something you just have to do. Think of it like OCD.
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You can spend a willpower to avoid your compulsion temporarily.
Conspicuous Consumption (4) VAMPIRE
You've never wanted to be on a liquid diet, some blood-rich organ must also be consumed.
You should also purchase Eat Food with this one.
Curiosity (2) GAROU
You are deeply curious about everything. You know that saying about the cat, right?
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You must succeed a Wits roll or you'll investigate the unkown.
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The difficulty to resist varies, depending on the situation.
Deep Sleeper (1) VAMPIRE
It's very hard to wake you up.
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+2 difficulty to wake up during the day.
Deranged (3) GAROU
You're a bit insane.
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Pick a derangement.
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Willpower may give you a break from it, but only for a little while.
Driving Goal (3) GAROU
You have a deep-seeded goal that you must accomplish but will never be able to.
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You can deviate from this goal, temporarily, by spending a willpower.
Flashbacks (6) ALL
Your first change was so horrible that sometimes something sends you into a different state of mind.
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At the beginning of each story, roll your Willpower.
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If you succeed then you can participate as normal.
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If you fail, you have 1 Willpower for that story until the next session.
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Willpower can not be spent to automatically succeed the roll.
Guilt-Wracked (4) VAMPIRE
You're haunted by the very thing that keeps you alive, feeding.
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You must roll Conscience, difficulty 7 to avoid frenzy.
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You tend to not feed as often as you need to, leaving you with less blood than you should in your system.
Hatred (3) GAROU
Some person, thing, or situation has caused you to hate it wholeheartedly.
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As a Garou, you already hate the Wyrm and cannot pick that.
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You can spend a Willpower to ignore that hatred for a short time.
Impatient (1) ALL
You hate waiting. You want things NOW NOW NOW!
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You must succeed a Willpower roll, difficulty 6, anytime you're made to wait for something.
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If you fail, you'll go off on your own to get whatever the job is done.
Inferiority Complex (1) GAROU KIN
You're not worthy.
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If you're put in charge or are responsible for something, your difficulties are raised by 1.
Intolerance (1) GAROU
You very much dislike a thing, person, animal, something.
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You have a +2 difficulty involving the object of that dislike.
Lunacy (2) VAMPIRE
Moonphases affect your chance to Frenzy.
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Crescent moons will raise your difficulty to avoid +1.
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Half or Gibbous moons raise it by +2.
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Full moon raises your difficulty by +3.
Nightmares (1) ALL
Your sleep is never peaceful. Nightmares plague your dreams.
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Make a willpower, difficulty 7, or lose a die on all actions for the night.
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If you botch, you believe you're still locked in your nightmare.
Overconfident (1) ALL
You believe you can do anything you want, no matter if it's too large for you to take on. You'll never back down from being outgunned or outnumbered.
Pack Mentality (2) GAROU
Your pack is everything.
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When you're not with them, you are totally alone.
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+2 difficulty on any task when you're not with at least 1 member of your pack.
Phobia (2 for Vampire, 2 or 3 for Garou) ALL
Something is very scary to you.
VAMPIRE
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You must make a courage roll everytime you encounter the object of your fear.
GAROU
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2 points is a minor fear.
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You must succeed on a willpower roll or run away.
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3 points is a major fear.
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You must roll a frenzy check, difficulty 6.
Prey Exclusion (1) VAMPIRE
There's a certain type of person you can't feed from.
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If you do it accidently, you must make roll to prevent Humanity or path loss, difficulty 7.
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Seeing that type of person being fed upon might cause a frenzy at the ST's discretion.
Short Fuse (2) ALL
You should be in anger management classes.
Brujah cannot take this flaw, they already have something similar.
Shy (1) ALL
You are not a social butterfly.
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Social interactions with strangers come at a difficulty +2 for you.
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If you become the center of attention, the difficulty increases by +3.
Soft-hearted (1) ALL
Suffering touches your heart more than most. You can't stand to see it.
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You must succeed in a willpower, difficulty 8, roll to avoid a situation where you might cause pain.
VAMPIRE
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You must have a Humanity 7 to take this flaw.
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If you're on the Path of Enlightenment, ST approval is needed.
Speech Impediment (1) ALL
You have a stutter or something else that makes it hard for you to speak properly.
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It spreads to any languages you may know.
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Verbal communication rolls are at a +2 difficulty.
Stereotype (2) VAMPIRE
You've watched so much mainstream vampire lore that you believe it so much you embody it now.
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Your difficulty for social rolls in Vampire Society are at +2 difficulty.
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You stand out to hunters.
Territorial (2) ALL
What's your's is your's and no one else can have it!
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If another enters your territory, you must make a frenzy roll.
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If you fail, you immediately attack the intruder.
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You are reluctant to leave your territory except in dire circumstances.
Thirst for Innocence (2) VAMPIRE
Your bloodlust is kicked into overdrive when you're around any sort of innocence.
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Roll Self-Control or Instincts to avoid a frenzy to attack the source.
Ulterior Motive (2) GAROU KIN
You may love and respect your Garou kin, but you're there for something else.
Unconvinced (1) VAMPIRE
You don't see eye to eye with your clan or sect. They haven't made you a believer yet. You are suspect because of this.
Vengeful (2) ALL
Someone wronged you and you will make it right.
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You can spend a willpower to temporarily put aside your vengeful nature.
Victim of the Masquerade (2) VAMPIRE
You're not convinced you're even really a vampire. Science can explain what happened to you and you spend your time trying to find the solution.
Weak-Willed (3) ALL
Dominate, Stare-down, Roll Over and intimidation work incredibly well on you.
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The diff to resist social abilities such as Intimidation or Leadership, as well as spells or magic are increased by 2.
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Your willpower may never raise above 4.

Physical Merits
Acute Senses (1) ALL
One of your five senses is incredibly sharp.
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-2 difficulty for detection with that sense.
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You must buy this merit separately for each sense.
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For Garou - The reduction is cumulative with other difficulty reductions, but only one reduction for Acute Senses is allowed. Ex: Hearing and Sight are being used. You only get -2 diff instead of -4 for the roll.
Alcohol Tolerance (1) GAROU
You can hold your liquor better than others.
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Stamina (diff 7) lets you shrug the effects of if needed.
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Works with all natural drugs.
Ambidextrous (1) ALL
You are equally dextrous, or nearly so, with both hands, and use your "off" hand at no penalty.
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Difficulties to do two different tasks at once (one with each hand) are at +1 for both rolls, rather than +1 for the "right" hand and +3 for the other.
Bad Taste (2) GAROU
You leave a bad taste in other people's mouths, literally. You would not make a fine 3rd course. People are nauseated when they bite you.
Blush of Health (2) VAMPIRE
Unlike the rest of your kind, you kept your healthy skin tone. You also feel warmer than other undead of the night.
Bruiser (1) VAMPIRE
If you were being type-cast in a movie, you'd always play the thug.
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Intimidation rolls are -1 difficulty for you against others who haven't already bested you.
Catlike Balance (1) VAMPIRE
You have excellent balance.
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-2 difficulty to rolls relating to balance.
Daredevil (3) ALL
You love to take risks, and are damn good at living through them.
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Add 3 additional die to the roll, negate a single botch. Generally the action must be at least diff 8 with potential to inflict at least 3 health levels of damage if failed to qualify.
Double-Jointed (1) ALL
-2 difficulty on any roll involving flexibility.
Early Riser (1) VAMPIRE
Your internal alarm clock is always on. You wake up at the crack of sunset and go to bed at the crack of dawn.
Eat Food (1) VAMPIRE
You somehow retained your ability to eat food and keep it down. It has no nutrional value to you. What goes in must come out, and without a working stomach, it will come back up when you choose to later in the night.
Efficient Digestion (3) VAMPIRE
Blood does your body extra good.
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You gain an additional blood point for every two you consume.
Enchanting Voice (2) VAMPIRE
Your voice demands attention. Calming and persuading come easier for you.
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Difficulties on rolls involving your voice like persuade, charm, or command are reduced by 2.
Fair Glabro (2) GAROU
You can almost pass for human when in glabro. No social penalties apply.
Feral Appearance (1) GAROU KIN
You may be human kin but the wolves seem more at eas around. Something about you reminds them of themselves.
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You gain an extra die on Appearance rolls when dealing with Garou.
Friendly Face (1) VAMPIRE
You have "one of those faces." People like you even if they realize their mistake.
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Social roll difficulties are reduced by 1.
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It only works the first time.
Huge Size (4) ALL
You are not a girly-man (or woman), and may be as tall as seven feet and weigh as much as 400lbs. You have an extra Bruised Health Level.
Lack of Scent (2) GAROU
You don't have much of a smell, if any at all.
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Difficulties to find you by scent increase by 2.
Long-Distance Runner (3) GAROU
You've trained hard or were born with the ability to run long distances very fast.
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Your normal running speed is doubled for one hour per dot in stamina.
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You must have at least Stamina 4 to take this merit.
Metamorph (7) GAROU
You're so skilled at shifting you no longer need to roll or spend rage to shift.
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If you are knocked unconsious, you can roll wits + primal urge, diff 8, to pick which form you remain in.
Mixed-morph (1 or 5) GAROU
Partial transformation is easy.
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You just need to roll Dex + Primal Urge at diff 6 instead of 9 and do not need to spend a Willpower.
Natural Weapons (3 or 4) GAROU
You're more intune with your natural weapons.
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You subtract one from the difficulty of an attack roll in Lupus but add one when making the same attack in homid.
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Lupus and Metis born characters spend 3 points on this merit while Homid born characters spend 4.
Perfect Balance (1) GAROU
Your balance is like no other.
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Balance-related tests (like Dex + Athletics) are -2 difficulty.
Physically Impressive (2) GAROU
Your physical demeanor and bearing are dangerous and confident.
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Add a die to all social rolls for intimidation.
Wolf Sight (1) GAROU
You see as a wolf does. Your color vision isn't as good though you do see all colors. Your nightvision is far superior to humans.
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Add an extra die to visual based rolls at night or when they involve movement.

Physical Flaws
Addiction (3) VAMPIRE
You're addicted to something and now that substance must be present in the blood you ingest or you automatically frenzy.
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The substance will always impair you in some way.
Animal Musk (1) GAROU
You smell like an animal in all forms.
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Indoor situations call for +2 difficulty to social rolls.
Anosmia (1) GAROU
You can't taste or smell things.
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You fail any roll inovlving those senses.
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This cancels out the -2 diff to Perception in lupus as well.
Bad Sight (1 or 3) VAMPIRE (3) GAROU
You can't see very well.
VAMPIRES:
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1 point with this flaw can be corrected by glasses or contacts.
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3 points with this flaw is too severe to be corrected.
GAROU
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Difficulties for all sight-based dice are increased by two.
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Your lupus form does not get the bonus for sight-based Perception checks.
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This cannot be corrected.
Barren/Sterile (4) GAROU KIN
You are unable to have or sire children.
Blind (6) ALL
You can't see. This obviously hinders certain perception attempts.
VAMPIRES
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Dextiry-based rolls have an increased difficulty of +2.
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Disciplines that require eye contact, like Dominate, are at a penalty.
GAROU
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+1 difficulty to step side ways.
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Metis can take this as their deformity with no freebie points.
Deaf (4) ALL
You can't hear. Hinders certian perception checks.
VAMPIRE
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+3 difficulty for hearing-based Perception checks
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May be more resistant to some Dominate commands.
GAROU
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+3 difficulty for hearing-based Perception checks.
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Metis can take this as their deformity but get no freebies from it.
Deformity (3) ALL
You have a withered limb, hunchback, or other physical defect which causes you difficulty in movement, as well as in some social interactions.
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Penalties are dependent on the deformity
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A withered arm might reduce Dex by 2 for all manual manipulation attempts and reduce run speed in 4-legged forms for Garou.
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A hunchback may reduce Dex by 2 and increase difficulty by 1 for all social interactions.
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Penalties are at the ST's discretion.
Disease Carrier (4) VAMPIRE
You have some horrible disease in your blood.
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You must spend a bloodpoint when waking or you will start to have symptoms.
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Mortals may contract that disease and kindred who drink your blood have a 10% chance of becoming a carrier as well.
Disfigured (2) VAMPIRE
You have an injury or physical defect which makes you perfectly hideous.
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Appearance trait cannot be greater than 2.
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Difficulties for social interactions are increased by 2.
Note: Nosferatu may NOT take this flaw.
Double Jeopardy (3) GAROU
Gaia really hated what your parents did.
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You have two metis deformities.
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Can only be taken by Metis.
Dulled Bite (2) VAMPIRE
Your fangs either didn't form at all or didn't form properly when you were embraced. You'll have to get the blood some other way. If you can't, you need double the successes of a normal bite roll to be successful.
Fifteenth Generation (4) VAMPIRE
Only 6 of your 10 blood points can be used for disciplines, healing, and the like.
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You must spend 2 blood points as opposed to 1 for the same effects except for rising, that's still 1.
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You cannot create or sustain ghouls.
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No discipline can be raised above 3 dots.
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Sunlight only does lethal instead of agg damage to you.
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You can eat and drink mortal food, keeping it down for about an hour without Eat Food.
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You may be able to concieve and carry a child, though it wouldn't be human.
Flesh of the Corpse (5) VAMPIRE
You can heal to full health but you will always have the cuts from knives and holes from guns. Keeping those ugly wounds may make social situations awkward and may decrease your appearance all the way down to 0.
Fourteenth Generation (2) VAMPIRE
Your blood is too thin for even a clan to claim you.
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You can only use 8 of your 10 blood points for things like disciplines, healing, and the like.
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You can create and sustain ghouls.
Thin Blood is a good accompanying flaw with this one.
Glowing Eyes (3) VAMPIRE
Your eyes glow.
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-1 difficulty on Intimidation rolls when dealing with mortals.
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+1 difficulty on sight-based rolls.
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+2 difficulty on stealth rolls.
Hard of Hearing (1) ALL
You don't hear so well.
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+2 difficulty on hearing-based rolls
Infectious Bite (2) VAMPIRE
You cannot heal your bite with a lick like most kindred. It's so bad that your victim has a 1 in 5 chance of becoming seriously ill from your bite.
Infertile Vitae (5) VAMPIRE
You cannot embrace anyone.
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Your blood is too alien and any you attempt to embrace will die.
Lame (3) ALL
Your legs are somehow permanently injured. You walk with a limp.
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Your walking speed is 1/4 that of normal and running is impossible.
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Metis can take this as their deformity but gain no freebie points for it.
Lazy (3) VAMPIRE
You are a very lazy person.
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Any spontaneous physical activity is done at a +1 difficulty.
Monochrome Vision (1) GAROU
You literally see in only black and white (and various shades of grey too.)
Monstrous (3) ALL
You look like the very devil, maybe literally. Some people may take your appearance to believe you're connected to some horrible yucky evil thing.
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Appearance automatically 0
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Metis can take this as their deformity but gain no freebie points from it.
Note: Nosferatu may NOT take this flaw.
Mute (4) ALL
You are physically unable to speak, and must communicate through writing or sign language (or perhaps telepathy, if you are capable of the skill and are in appropriate company).
No Partial Transformation (1) GAROU
You can't change just a part of you. It's all or nothing.
One Arm (3) GAROU
Due to an unfortunate injury or birth-defect.
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You suffer a -2 dice penalty to rolls where an action would usually require two hands.
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Your running speed is 1/2 normal in Hispo and Lupus.
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Metis can take this as their deformity but gain no freebie points from it.
One Eye (2) ALL
You lack peripheral vision on one side.
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Difficulty for sight-based Perception rolls increase by 2.
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If it involves depth perception, the difficulty is increase by 1 again for a total of 3.
Note: You cannot take this flaw twice.
Open Wound (2 or 4) VAMPIRE
One or more of your wounds refuses to heal and constantly ooze, costing you a blood point per evening.
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If the would is visible you gain +1 difficulty for social based rolls.
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The 2 point version the wound is a bit gross.
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The 4 point version is more gross or disfiguring and includes the effect of the flaw Permanent Wound.
Permanent Fangs (3) VAMPIRE
Your fangs are always there. It's hard to hide them.
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Your appearance may never go above 3.
Permanent Wound (3) VAMPIRE
For some reason, you have a wound that never heals.
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You wake at the Wounded level each night.
Short (1) ALL
You are well below average height, about 4 1/2 feet tall or less.
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Your running speed is halved of normal.
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You have trouble reaching things or manipulating things designed for an adult of normal height.
Slow Healing (3) VAMPIRE
For some reason, your healing processes are slow.
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You spend 2 bloodpoints to heal 1 level of bashing or lethal.
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You heal 1 level of agg damage every 5 days, plus the usual five bloodpoints and Willpower spending.
Smell of the Grave (1) VAMPIRE
You smell like fresh, moist earth. Humans don't generally like that.
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You gain +1 difficulty on all social rolls with mortals.
Strict Carnivore (1) GAROU
You are the opposite of Vegan. Only meat for you! You can eat other things if you want, but you gain no nutrion from them.
Thin Blood (4) VAMPIRE
Your blood is so weak that it costs double the amount to accomplish anything except waking. That still only costs one.
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You cannot blood-bond anyone. You can only successfully embrace someone 1 out of 5 attempts.
Tic/Twitch (1) VAMPIRE
When you're stressed you have a tic or a twitch, being a blinky eye or cough, or even wringing your hands.
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Spending a willpower will stop it for a while.
Vulnerability to Silver (2) VAMPIRE
Silver causes agg wounds to you and touching it causes you discomfort.

Social Merits
Animal Magnetism (2) GAROU
You are especially attractive to others of your breed form.
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Rolls to attract, persuade, charm, or seduce those people are at
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-2 difficulty. This does not apply to threatening or intimidation.
-
Metis must choose either pick wolves or humans for what they attract.
Boon (1-6) VAMPIRE
You are owed a favor. The amount you put into it denotes what type of boon it is.
Broken Bond (4) VAMPIRE
You've somehow broken your bloodbond and your Regent has no idea.
Bullyboy (2) VAMPIRE
You're the muscle that is called in when bullies are needed.
Camp Goodwill (1) GAROU
One of the Garou Camps have taken notice of you and like what you do.
You can take this Merit multiple times for different camps.
Clan Friendship (4) VAMPIRE
A clan not your own is friends with you. Maybe you've done a favor or something else to earn this friendship.
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-2 difficulty on Social rolls when dealing with members of that clan.
Elysium Regular (1) VAMPIRE
You're known in the Elysium.
Family Support (1) GAROU
You're one of the lucky ones. Your family knows what you are and support it. They'll lend their support and understanding to you when you need it.
Favor (1-3) GAROU
You did something good for someone more powerful than you are. They owe you a favor for it.
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The 1 point version gives a minor service.
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2 points means you've done something significant.
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3 points means that you probably saved their life and can ask for something equal in return.
Former Ghoul (1) VAMPIRE
You were a ghoul before you were embraced. You've had time to learn about vampire life.
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Social rolls when around other neonates are at -1 difficulty.
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You also have a -1 difficulty for rolls related to vampire knowledge.
Friend of the Underground (3) VAMPIRE
Whatever clan you are, you've studied the sewers and underground of the city.
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-1 difficulty when sneaking around the subterranean world.
Nosferatu cannot purchase this merit.
Good Old Boy/Girl (2) GAROU KIN
You're just a nice person and people want to be around you.
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+1 dice on Social rolls involving interactions with Garou or Kinfolk.
Harmless (1) VAMPIRE
Everyone knows you and that you wouldn't hurt their plans. If you start acting contrary to that, their opinions of you may change though.
Lawman's Friend (2) VAMPIRE
Sheriffs or Bishops just like the way you carry yourself. They may overlook minor missteps and let you in on certain things.
Mole (3) VAMPIRE
You have someone on the inside of the opposite sect. They can send info your way sometimes.
Natural Leader (1) VAMPIRE (2) GAROU
Your personality makes people want to follow you.
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Your charisma must be 3 or higher to take this merit.
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You get 2 extra dice when making Leadership rolls.
Notable Heritage (2) GAROU
Your family line can be traced back to many people of great renown.
-
-1 difficulty to all social rolls when in the appropriate society.
-
You are expected to live up to your heritage.
Bone Gnawers may not take this merit.
Noted Messenger (3) GAROU
Legends and Elders use you as their gopher and errand person. You might even carry messages or war or peace between the Garou and others. Because of this, other Garou don't often mind you moving through their territory as long as you have a message for someone there. If you're rude to the people you are delivering your messages to, the good name you've made for yourself may fall out of favor.
Old Pal (2) VAMPIRE
You and a good friend were embraced at the same time and the friendship has lasted even until now. You can call on them for help if needed.
Open Road (2) VAMPIRE
You're a traveler. You know how to get places, which way is the safest. You can usually move between cities without the local lupines troubling you.
Pitiable (1) GAROU
You look like someone people want to take pity on.
-
You get 1 die on all Social rolls when actively playing this aspect up.
Prestigious Sire (1) VAMPIRE
Your sire is well known and has a lot of status in the sect or clan. This may cause others to think highly of you but may also spur jealousy or contempt as well.
Primogen/Bishop Friendship (4) VAMPIRE
Your opinions are valued in your sect. Your words can carry weight as well.
Protege (1) VAMPIRE
You were watched before being embraced. Your sire has given you a reputation for being the brightest there is.
-
-1 difficulty to social rolls with those that have heard these good things.
Rep (1) VAMPIRE
Your fame is wide spread. Everyone knows you and knows what you do, whether good or bad. Some may have only heard about you by name but never have seen your face.
Reputation (2) GAROU
You have a good reputation and a good name too.
-
+3 dice to your social rolls when dealing with the Garou of your sept.
-
Reputation and Renown are not the same, don't get them confused.
You may not take the Flaw - Notoriety.
Rising Star (3) VAMPIRE
You've surpassed what your sire thought you would, and quickly.
-
-1 difficulty on social rolls against vampires in your sect who aren't opposing your rise to glory.
Sabbat Survivor (1) VAMPIRE
The Sabbat attack for various reasons. You were present during one of them or they tried to recruit you. You can anticipate situations that may be Sabbat related.
-
-1 difficulty on Perception rolls related to Sabbat matters.
Sanctity (2) VAMPIRE
You are saintly, trusted, may be considered pure or innocent as well. People look favoribly on that.
Scholar of Enemies (2) VAMPIRE
You've learned about a specific enemy of your sect.
-
You get -2 difficulties on non-combat rolls pertaining to that subject.
-
Your difficulty is +1 when dealing with other enemies.
Scholar of Others (2) VAMPIRE
Just like Scholar of Enemies though it's focused on a group that may have nothing to do with your Sect.
Supernatural Companion (3) GAROU
Be it Vampire, Mage, Wraith, Changeling, or other supernatural creatuer, they're your companion. You both have the right to call on each other in times of need though the two of you do not have to like what each other is or where they live. It can be detrimental to you, especially if this friend is Wyrm-tainted.
Supporter (2) GAROU
You support those around you with actions or words.
-
-2 difficulty on Social rolls and any group effort you're involved with gets +1 dice to it's total pool.

Social Flaws
Blood Hunted (4 or 6) VAMPIRE
You've done something very bad in another city and that Prince has called a blood hunt on you.
-
4 points means you can't go back to your home city.
-
6 points means the Camarilla, as a whole, wants you dead.
Can only be taken by Camarilla vampires.
Botched Presentation (1) VAMPIRE
You messed up when being presented to the Prince.
-
Willpower roll, difficulty 7, must be succeeded just to stand in the presence of the prince or one of his representatives without running, blubbering, or something just as embarassing.
Bound (2) VAMPIRE
You're bound to another vampire. Your regnant may not know about it.
Sabbat vampires cannot take this flaw.
Camp Enmity (1) GAROU
You've made an enemy of one of the Garou camps.
-
Social rolls when dealing with that camp are at +1 difficulty.
You can take this merit multiple times for different camps.
Catspaw (2) VAMPIRE
You did something for someone in power, but now they hold it over you instead of giving you favor they want to keep you quiet, or get rid of you all together.
Clan Enmity (4) VAMPIRE
You've done something to anger a clan. They want you dead.
-
+2 difficulty on Social rolls relating to members of that clan.
Conniver (1) GAROU
Your word can't be trusted.
-
-1 die from Social rolls involving extending trust, truth, or believing what you say
Dark Secret (1) ALL
Something in your past is so dark you've kept it hidden. It could cause you a lot of hard times if it were revealed. If it's revealed and is no longer something that looms over you, you must buy this fall off with experience points.
Disgrace to the Blood (3) VAMPIRE
Your sire made a mistake in embracing you. Not only are you not worthy, you've been mocked, taunted, and despised by your peers and sire.
Enemy (1) VAMPIRE (1-5) GAROU
You've made someone very angry.
GAROU
-
The amount you put into this is how strong your enemy is.
-
1 point could be another Garou of the same rank while 5 points could be a Legendary Garou or elder vampire.
Escaped Target (2) VAMPIRE
You were going to embrace someone but they've managed to get away from you.
-
+2 difficulty to avoid frenzy when you see that person.
-
Because of the behavior this may cause from you, +1 difficulty on Charisma rolls until the situation has been resolved.
Expendable (1) VAMPIRE
You're a red shirt and are treated as such.
Failure (2) VAMPIRE
You used to be somebody but you failed so hard that now you're not just nobody, you're an incompetent nobody.
Former Prince (3) VAMPIRE
You were once great but you've fallen or stepped down. The Prince of your new city is very wary of you, watching you constantly to make sure you don't take his place.
This can only be taken by Camarilla vampires.
Gullible (2) GAROU
You'd believe anything you're told.
-
-3 dice on rolls relating to guile and subterfuge (not stealth).
Hunted (4) ALL
Some hunter has found you out and wants to take you out. They won't stop.
GAROU
-
Delirium doesn't work on your pursuer.
Hunted Like a Dog (3) VAMPIRE
You've been targeted for elimination and they won't stop at anything to take you down.
Incomplete Understanding (1) VAMPIRE
You've been taught everything you need you just don't comprehend it. The lack of understanding of the rules could come back to bite you.
Infamous Sire (1) VAMPIRE
Your sire was well known but not for good things. His bad deeds may reflect on you as well.
Laughing Stock (5) VAMPIRE
The harpies have made you their favored target.
-
+2 difficulties on all Social rolls in Elysium.
-
+1 difficulty anywhere else in the city.
-
+2 difficulty to use Intimidation or any Dominate power on anyone who has heard the stories mocking you.
This can only be taken by Camarilla vampires.
Loathsome Regnant (4) VAMPIRE
The vampire you're bound and enthralled to hates and mistreats you.
Sabbat vampires cannot take this flaw.
Masquerade Breaker (2) VAMPIRE
Shortly after your embrace you broke the Masquerade. It's been covered up but it may come back to bite you in the future.
This can only be taken by clans/Sects that respect the Masquerade.
Metis Child (4) GAROU
You have a metis child.
-
-2 dice to Social rolls made against Garou who know of your child.
Mistaken Identity (1) ALL
You look like someone else so much so that people often get you two mixed up.
Note: This has to be someone famous or someone who is already in play in the channel.
Naive (1) GAROU
You don't want to just look on the sunny side, you live on it.
-
+2 difficulty to detect ill-intent and from Sense Wyrm to Empanty rolls.
Narc (3) VAMPIRE
You're a snitch and people know it.
-
+1 difficulty on Social rolls against those who don't agree with your policies.
New Arrival (1) VAMPIRE
You're brand new to the city. You may be recruited or hunted because of it.
New Kid (1) VAMPIRE
You're the new kid on the block. You were recently embraced or you haven't done anything to get yourself any kind of reputation.
-
Social related rolls are at a +1 difficulty when dealing with other neonates.
Notoriety (3) GAROU
You are well known and not for good things.
-
-2 dice on Social rolls involving Garou of your sept other than your own pack.
Old Flame (2) VAMPIRE
Your love is now your enemy and may try to tug at your heart strings while plotting your downfall.
-
You cannot act against this person unless you win a contested Manipulation + Empathy roll unless the situation is life threatening.
Outsider (2) GAROU KIN
Garou and their kin don't like you for something you've done in the past.
-
Social rolls with Garou and Kin are at +2 difficulty.
Overextended (4) VAMPIRE
You're trying to do far too much than you actually can. People want your operations cut back and will do what they can to make sure it happens.
Persistent Parents (2) GAROU
Your parents have no idea what you are or where you are and still spend time and effort looking for you in your new life.
Only homids may take this flaw.
Probationary Sect Member (4) VAMPIRE
You haven't proven yourself yet. You may be distrusted or even hated.
Recruitment Target (1) VAMPIRE
Someone wants you to be part of their group really badly. They don't like to take no for an answer and may stalk you.
Red List (7) VAMPIRE
You've done something so atrocious that you're on the Red List and the Camarilla want you dead so badly they may call in a lot of help to get it done.
Rival Sires (2) VAMPIRE
You weren't only wanted, but wanted by two different kindred. Only one succeeded.
-
The one that failed is at a +2 difficulty to not frenzy ahen in your presence.
Sire's Resentment (1) VAMPIRE
Your sire didn't want you after you were embraced. You're a mistake they want eliminated.
Sleeping With the Enemy (3) VAMPIRE
You and someone of an enemy sect are too close for comfort. If you're discovered it could mean your final death.
Special Responsibility (1) VAMPIRE
To prove yourself, you volunteered for something shortly after your final breath. That's come back to haunt you now.
Sympathizer (1) VAMPIRE
You've spoken too loudly and often about plight of the enemies of your Sect. You sympathize with them. It's made you suspect in some eyes.
Twisted Upbringing (1) GAROU
You weren't taught the Garou ways properly. It can cause you problems. You may spend experience points to buy this flaw off later, once you've re-learned things.
Uppity (2) VAMPIRE
You love flaunting your new status. To everyone, and you've made some enemies because of it.
-
You are at +2 difficulty on Social rolls against vampires you've put off with your bragging.
-
The ST may require a Willpower roll, difficulty 6, for you to keep your mouth shut as well.
Ward (3) GAROU
You have someone you watch over. If they are in danger, you'll rush to their rescue.

Supernatural Merits
Additional Discipline (5) VAMPIRE
You gain an additional discipline as if it were your clan disciplines.
-
You can only take this merit once.
Caitiff cannot take this merit.
Ancestor Ally (1) GAROU
One of your ancestors, though a spirit, still watches over you.
-
-2 difficulty to contact this spirit via the Ancestors Background.
-
Give this spirit a name, personality, and outline significant abilities and powers.
-
You must have Ancestors as a background to purchase this merit.
Danger Sense (3) GAROU
Your spidey sense works very well.
-
The ST will make a secret Perception + Alertness roll, difficulty depends on the situation, when you are in danger but don't know it.
-
If the roll succeeds then you'll be notified.
-
Multiple successes give you a better picture of what's about to happen.
Deceptive Aura (1) VAMPIRE
You read as human/mortal when someone views your aura.
Fetish (5-7) GAROU KIN
You have a fetish either inherited or found.
-
5 points is a level 1 fetish.
-
6 points is a level 2 fetish.
-
7 points is a lvl 3 fetish.
-
If you do not have Gnosis as well then you may not be able to attune or use it.
Gnosis (5-7) GAROU KIN
Gaia blessed your kin heart with Gnosis.
-
5 points is 1 point of Gnosis.
-
6 points is 2 points of Gnosis.
-
7 points is 3 points of Gnosis.
Healing Touch (1) VAMPIRE
You don't have to lick the wounds you cause by feeding, you can just touch them to heal them.
Hidden Diablerie (3) VAMPIRE
Your aura isn't tainted with the black streaks common to diablerists.
Immune to Wyrm Emanations (6) GAROU
The poisons of the Wyrm have a harder time affecting you. You still receive damage from balefire, supernaturally-caused radition and Wyrm elementals or other forms of Wyrm toxins but you don't suffer any dice penalties because of them.
Inoffensive to Animals (1) VAMPIRE
Animals generally dislike the undead, but you must be carrying treats in your pocket. They're calmer around you.
Lucky (3) ALL
You're pretty lucky.
-
Reroll three failed rolls per story, including botches.
-
You can only try once per fail.
Magic Resistance (2) VAMPIRE
The Tremere have a harder time afecting you, as do the magic users of other clans.
-
The difficulty to use magic against you is +2 for the caster.
-
You cannot learn magical disciplines like Thaumaturgy and Necromancy.
Medium (2) VAMPIRE
You can hear and sense spirits, ghosts, and the like. You can call on them for advice at a price.
Moon-bound (1) GAROU
You and Luna are best buds.
-
When the moon is in your Auspice, you recieve one extra die for each roll.
-
When she is opposite your Auspice, you lose one die for each roll.
Natural Channel (3) GAROU
Crossing into the Umbra is easier for you.
-
-1 difficulty to step sideways.
Nine Lives (6) VAMPIRE
Like a cat you somehow survive impossible situations.
-
If a roll would result in your Final Death, the roll is made again.
-
If the next roll succeeds, you live and one of your nine lives is used up.
-
If the roll fails, then another reroll is made until a successful one or all nine lives have been used.
Oracular Ability (3) VAMPIRE
Others see entrails and birds you see signs and omens and may gain advice from these.
-
Roll Perception + Awaremenss, difficulty set by the ST.
-
If you're successful then roll Intelligence + Occult to understand the omen you've seen.
Silver Tolerance (7) GAROU
You're more tolerant of silver in all of your forms than most Garou.
-
You can soak silver damage at difficulty 8 though it doesn't change the type of damage silver does to you.
Spirit Magnet (1) GAROU
Spirits love talking to you when you are in the Umbra. Banes also are attracted to you. You cannot command these spirits that gather around you unless you have a gift that allows you to do so.
Spirit Mentor (3) VAMPIRE
Ghost dad won't leave you alone, but at least he gives better advice than when you were alive. You can call upon a ghost that's taken a liking to you for help or advice in hard situations.
True Faith (7) VAMPIRE - HIGHLY RESTRICTED
You may be undead and cursed by God but you haven't lost your faith in Him.
-
This adds one dot to Willpower and all Virtue rolls.
-
You must have Humanity 9 to take this merit.
-
If you lose even a single point, all of your faith points are lost and may only be regained when the lost humanity is recovered.
-
People with True Faith may be able to do magical acts similar to miracles, the ST will decide if they can or can't.
True Love (4) ALL
You've found someone that you would do anything for. They may be of your society or someone completely unaware.
-
Gain an automatic success on one Willpower roll per story if you're actively trying to reach your True Love.
-
Be cautious, some relationships are forbidden and may come back to you in a bad way.
Unbondable (5) ALL
You cannot be blood bound.
Tremere cannot take this merit.

Supernatural Flaws
Banned Transformation (1-6) GAROU
Some situations are so bad that you can't even change forms.
-
You must spend a Willpower and succeed on a Willpower roll, difficulty 8, to bypass this.
-
Relaxing Music is 1 point worth.
-
In the Vicinity of wolfsbane is 2 points.
-
Unless you spend a Rage point is 3 points.
-
When around silver is 4 points.
-
During the day or during the night is 5 points.
-
When you cannot see the moon is 6 points.
Beacon of the Unholy (2) VAMPIRE
You are evil made flesh. Those in with God know something is unholy about you.
Can't Cross Running Water (3) VAMPIRE
The old lore is too ingrained in you. You can't cross any running water unless you are at least 50 feet (15 meters) above it.
Cast No Reflection (1) VAMPIRE
You have no reflection.
Lasombra cannot take this flaw.
Cold Breeze (1) VAMPIRE
Cold wind follows in your path.
-
+1 difficulty on Social rolls around mortals.
-
You are obviously supernatural.
Cursed (1-5) ALL
Someone dislikes you enough to have put a curse on you.
-
1 your betrayal will come back if you pass on a secret.
-
2 points would mean things you cherish tend to disappear.
-
3 points could mean that your tools break or just stop using them when you need them most.
-
4 points cause relationships to go south the moment you finally open up to the other person.
-
5 points brings about horrible failures when you need something to work in a life or death situation.
Deathsight (2) VAMPIRE
Everything looks like death. Vibrant flowers are wilted and grey, buildings are crumbling and cracked. Even other Kindred look like the walking corpses they are.
-
-2 difficulty to resist rolls based on Appearance. +2 difficulty on Perception Based Rolls.
-
Social interactions are +1 difficulty.
Docile (1-3) GAROU
Your inner wolf is so far from you that your Rage is soothed.
-
Every point of Docile reduces your maximum Rage rating by 2 and can never be bought above that level.
Eerie Presence (2) VAMPIRE
The heebee jeebees follow you around.
-
+2 difficulty on all social interaction rolls with mortals.
Foe from the Past (1-3) GAROU
Your family made an enemy and they're coming after you.
-
A werewolf hunter has followed your line for 1 point.
-
2 points gained the attention of a mage.
-
A vampire or spirit swore a vendetta against your family line for 3 points.
Forced Transformation (1-2) GAROU
A certain situation causes you to shift.
-
You shift to crinos during the full moon would be 2 points worth.
-
Crinos comes about when the moon waxes to your auspice is also 2 points.
-
1 point would be sexual stimulation causes you to shift to glabro.
-
Take 2 points and you would shift to crinos or homid (if you are lupus born)
Grip of the Damned (4) VAMPIRE
Unlike other vampires, your bite hurts. If you have high humanity, this may cause problems.
Harano Prone (4) GAROU
You're depressed and suffer moodswings.
-
Every scene you suffer some set back you must roll your Willpower.
-
If it fails then you fall into a temporary harano.
-
If you botch the roll then you gain a temporary derangement.
-
You can delay this effect by spending a Willpower.
Haunted (3) VAMPIRE
Some angry spirit tries to hinder your progress.
Insane Ancestor (1) GAROU
Not everyone has a sane family. When you use your Ancestors background for guidance you may just reach Crazy Uncle Charlie instead.
-
Roll your Ancestor background, difficulty 6.
-
If you succeed, your ancestor takes control for the scene or until someone realizes what's happening and convince him to let you go.
You must have Ancestors background to take this flaw.
Light-Sensitive (5) VAMPIRE
Light hurts you more than other vampires. Sunlight does double damage. Light of the moon can be lethal. Bright lights hurt your eyes.
Followers of Set and related bloodlines can't take this Flaw.
Lord of the Flies (2) VAMPIRE
Flies just love to follow you around.
-
+1 difficulty on social interactions when appropriate.
-
+2 difficulty on stealth rolls because it's hard to sneak with all that buzzing.
Mark of the Predator (2) GAROU
Something about you screams predator.
-
You may not have any dots in Animal Ken.
Pierced Veil (3) GAROU
You do not cause delirium in your Crinos form.
Repelled by Crosses (3) VAMPIRE
Crosses will turn you away.
-
Succeed in a Willpower, difficulty 9, to not flee.
-
If you botch, not only do you attempt to flee but touching the cross will cause unsoakable agg damage.
Repulsed by Garlic (1) VAMPIRE
You hate garlic.
-
Make a Willpower, difficulty depends on the strength of the odor, to not leave the room.
Sign of the Wolf (2) GAROU
Even in your homid form you have some feature that the tattles about what you are. Bushy unibrown, hairy palms, 2nd and 3rd fingers of your hands are the same length. Normal humans might just be a little curious, but hunters know what it means.
Slip Sideways (1) GAROU
Some people nervously chew their lip or nails, you nervously slip sideways into the umbra when you're stressed and near a reflective surface.
-
Roll Wits + Occult, difficulty 7, to avoid this accidental side step.
-
You still need to roll Gnosis to overcome the Gauntlet, but the difficulty is reduced by 1.
Taint of Corruption (7) GAROU
The wyrm has left it's mark on you. It cannot be cleansed with the Rite of Cleansing, that just makes you sick and sore. Your dreams are haunted by wyrmthings, attempting to corrupt you.
-
+2 difficulty on rolls made to resist powers of other Wyrmspawn, fomori powers, BSD Gifts, Bane Charms, Vampiric Disciplines, or the like.
To get rid of this flaw, you'll need to go on a major quest of some nature.
Touch of Frost (1) VAMPIRE
Your touch sucks the heat out of things and withers plants.
Veiled (5) GAROU KIN
You aren't immune to the delirium like most kin.
-
+1 bonus on the delirium chart and retain all memories of what you see, but seeing a Garou in Crinos will still cause you to want to run and hide.