top of page

VAMPIRE 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

  • Iron Will

  • Dark Fate

  • Child

Mental Merits

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.

 

  • 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.

 

  • -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.

 

  • -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.

 

  • If stressed you can make a perception + alertness, difficulty 6 to remember what you're experiencing.

Introspection (1) VAMPIRE

You have a good insight into people and their actions.

 

  • +2 dice to Perception rolls when you take an action against someone with the same nature or demeanor as you.

Language (1) ALL

You know a human language.

 

  • You must take this for each language you know.

  • 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.

 

  • You ignore humanity or morality path restrictions on how many dice are available to you during the day.

Natural Linguist (2) ALL

You're particularly good with languages.

 

  • Learn 2 languages for every purchase of the Language merit.

Precocious (3) VAMPIRE

You're a quick learner.

 

  • The time spent learning a new ability takes half the time, as is the experience cost.

Time Sense (1) ALL

Your internal clock is completely accurate.

 

  • You can judge the passage of time.

  • You can also know what phase the moon is in.

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.

Mental Flaws

Amnesia (2) ALL

You've forgotten your past though it may come back to you.

 

  • You can take up to 5 points in other flaws that are unknown to you.

  • The storyteller can pick them for you and use them against you. 

 

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.

Deep Sleeper (1) VAMPIRE

It's very hard to wake you up.

 

  • +2 difficulty to wake up during the day.

Flashbacks (6) ALL

Your first change was so horrible that sometimes something sends you into a different state of mind.

 

  • At the beginning of each story, roll your Willpower.

  • If you succeed then you can participate as normal.

  • If you fail, you have 1 Willpower for that story until the next session.

  • 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.

 

  • You must roll Conscience, difficulty 7 to avoid frenzy.

  • You tend to not feed as often as you need to, leaving you with less blood than you should in your system. 

Impatient (1) ALL

You hate waiting. You want things NOW NOW NOW!

 

  • You must succeed a Willpower roll, difficulty 6, anytime you're made to wait for something.

  • If you fail, you'll go off on your own to get whatever the job is done.

Lunacy (2) VAMPIRE

Moonphases affect your chance to Frenzy.

 

  • Crescent moons will raise your difficulty to avoid +1.

  • Half or Gibbous moons raise it by +2.

  • Full moon raises your difficulty by +3.

Nightmares (1) ALL

Your sleep is never peaceful. Nightmares plague your dreams.

 

  • Make a willpower, difficulty 7, or lose a die on all actions for the night.

  • 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.

Phobia (2 for Vampire, 2 or 3 for Garou) ALL

Something is very scary to you.

 

VAMPIRE

  • You must make a courage roll everytime you encounter the object of your fear.

 

GAROU

  • 2 points is a minor fear.

  • You must succeed on a willpower roll or run away.

  • 3 points is a major fear.

  • You must roll a frenzy check, difficulty 6.

Prey Exclusion (1) VAMPIRE

There's a certain type of person you can't feed from.

 

  • If you do it accidently, you must make roll to prevent Humanity or path loss, difficulty 7.

  • 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.

 

  • Social interactions with strangers come at a difficulty +2 for you.

  • 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.

 

  • You must succeed in a willpower, difficulty 8, roll to avoid a situation where you might cause pain.

 

VAMPIRE

  • You must have a Humanity 7 to take this flaw.

  • 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.

 

  • It spreads to any languages you may know.

  • 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.

 

  • Your difficulty for social rolls in Vampire Society are at +2 difficulty.

  • You stand out to hunters.

Territorial (2) ALL

What's your's is your's and no one else can have it!

 

  • If another enters your territory, you must make a frenzy roll.

  • If you fail, you immediately attack the intruder.

  • 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.

 

  • Roll Self-Control or Instincts to avoid a frenzy to attack the source.

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.

 

  • 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.

 

  • The diff to resist social abilities such as Intimidation or Leadership, as well as spells or magic are increased by 2.

  • Your willpower may never raise above 4.

Physical Merits

Acute Senses (1) ALL

One of your five senses is incredibly sharp.

 

  • -2 difficulty for detection with that sense. 

  • You must buy this merit separately for each sense.

  • 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.

Ambidextrous (1) ALL

You are equally dextrous, or nearly so, with both hands, and use your "off" hand at no penalty.

 

  • 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.

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.

Catlike Balance (1) VAMPIRE

You have excellent balance.

 

  • -2 difficulty to rolls relating to balance.

Daredevil (3) ALL

You love to take risks, and are damn good at living through them.

 

  • 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.

 

  • 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.

 

  • Difficulties on rolls involving your voice like persuade, charm, or command are reduced by 2.

Friendly Face (1) VAMPIRE

You have "one of those faces." People like you even if they realize their mistake.

 

  • Social roll difficulties are reduced by 1.

  • 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.

Bruiser (1) VAMPIRE

If you were being type-cast in a movie, you'd always play the thug.

 

  • Intimidation rolls are -1 difficulty for you against others who haven't already bested you.

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.

 

  • The substance will always impair you in some way.

Bad Sight (1 or 3) VAMPIRE (3) GAROU

You can't see very well.

 

VAMPIRES:

  • 1 point with this flaw can be corrected by glasses or contacts.

  • 3 points with this flaw is too severe to be corrected.

 

GAROU

  • Difficulties for all sight-based dice are increased by two.

  • Your lupus form does not get the bonus for sight-based Perception checks.

  • This cannot be corrected.

Blind (6) ALL

You can't see. This obviously hinders certain perception attempts.

 

VAMPIRES

  • Dextiry-based rolls have an increased difficulty of +2.

  • Disciplines that require eye contact, like Dominate, are at a penalty.

 

GAROU

  • +1 difficulty to step side ways.

  • Metis can take this as their deformity with no freebie points.

Deaf (4) ALL

You can't hear. Hinders certian perception checks.

 

VAMPIRE

  • +3 difficulty for hearing-based Perception checks

  • May be more resistant to some Dominate commands.

 

GAROU

  • +3 difficulty for hearing-based Perception checks.

  • 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.

 

  • Penalties are dependent on the deformity

  • A withered arm might reduce Dex by 2 for all manual manipulation attempts and reduce run speed in 4-legged forms for Garou.

  • A hunchback may reduce Dex by 2 and increase difficulty by 1 for all social interactions.

  • Penalties are at the ST's discretion.

Disease Carrier (4) VAMPIRE

You have some horrible disease in your blood.

 

  • You must spend a bloodpoint when waking or you will start to have symptoms.

  • 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.

 

  • Appearance trait cannot be greater than 2.

  • Difficulties for social interactions are increased by 2.

Note: Nosferatu may NOT take this flaw.

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.

 

  • You must spend 2 blood points as opposed to 1 for the same effects except for rising, that's still 1.

  • You cannot create or sustain ghouls.

  • No discipline can be raised above 3 dots.

  • Sunlight only does lethal instead of agg damage to you.

  • You can eat and drink mortal food, keeping it down for about an hour without Eat Food.

  • 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.

 

  • You can only use 8 of your 10 blood points for things like disciplines, healing, and the like.

  • You can create and sustain ghouls.

 

Thin Blood is a good accompanying flaw with this one.

Glowing Eyes (3) VAMPIRE

Your eyes glow.

 

  • -1 difficulty on Intimidation rolls when dealing with mortals.

  • +1 difficulty on sight-based rolls.

  • +2 difficulty on stealth rolls.

Hard of Hearing (1) ALL

You don't hear so well.

 

  • +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.

 

  • 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.

 

  • Your walking speed is 1/4 that of normal and running is impossible.

  • Metis can take this as their deformity but gain no freebie points for it.

Lazy (3) VAMPIRE

You are a very lazy person.

 

  • Any spontaneous physical activity is done at a +1 difficulty.

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.

 

  • Appearance automatically 0

  • 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).

One Eye (2) ALL

You lack peripheral vision on one side.

 

  • Difficulty for sight-based Perception rolls increase by 2.

  • 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.

 

  • If the would is visible you gain +1 difficulty for social based rolls.

  • The 2 point version the wound is a bit gross.

  • 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.

 

  • Your appearance may never go above 3.

Permanent Wound (3) VAMPIRE

For some reason, you have a wound that never heals.

 

  • 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.

 

  • Your running speed is halved of normal.

  • 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.

 

  • You spend 2 bloodpoints to heal 1 level of bashing or lethal.

  • 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.

 

  • You gain +1 difficulty on all social rolls with mortals.

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.

 

  • 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.

 

  • 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

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.

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.

 

  • -2 difficulty on Social rolls when dealing with members of that clan.

Elysium Regular (1) VAMPIRE

You're known in the Elysium.

Former Ghoul (1) VAMPIRE

You were a ghoul before you were embraced. You've had time to learn about vampire life.

 

  • Social rolls when around other neonates are at -1 difficulty.

  • 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.

 

  • -1 difficulty when sneaking around the subterranean world.

 

Nosferatu cannot purchase this merit.

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.

 

  • Your charisma must be 3 or higher to take this merit.

  • You get 2 extra dice when making Leadership rolls.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

Deceptive Aura (1) VAMPIRE

You read as human/mortal when someone views your aura.

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.

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.

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.

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.

Inoffensive to Animals (1) VAMPIRE

Animals generally dislike the undead, but you must be carrying treats in your pocket. They're calmer around you.

Supernatural Flaws

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.

Eerie Presence (2) VAMPIRE

The heebee jeebees follow you around.

 

  • +2 difficulty on all social interaction rolls with mortals.

Grip of the Damned (4) VAMPIRE

Unlike other vampires, your bite hurts. If you have high humanity, this may cause problems.

Haunted (3) VAMPIRE

Some angry spirit tries to hinder your progress.

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.

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.

Touch of Frost (1) VAMPIRE

Your touch sucks the heat out of things and withers plants.

Beacon of the Unholy (2) VAMPIRE

You are evil made flesh. Those in with God know something is unholy about you.

Please reload

Setting © Copyright 2011-2016 Ossory Staff.

​WoD and Related © Copyright White Wolf Publishing

All images found within © Copyright their creators/photographers.

bottom of page