Vampire the Masquerade: Endless Night
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Vampire the Masquerade: Endless Night

A Vampire the Masquerade RPG set in modern day in the fictional metropolis of December City, Virginia.
 
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 Merits and Flaws

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Margifish
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Posts : 30
Join date : 2015-06-26
Age : 44
Location : North Carolina

Merits and Flaws Empty
PostSubject: Merits and Flaws   Merits and Flaws EmptySun Jul 05, 2015 6:29 pm

Merits and flaws are completely optional, but can help to make a character more unique and be an aid in role-playing. If you decide to use them for your character(s) these are purchased during character creation with freebie points. A merit is a straight freebie point cost, a flaw if chosen grants additional freebie points (a 5 point flaw, for example, gives you 5 extra freebie points). Note that if you choose a flaw I expect to actually see it reflected in-game, and no character can pick more than 7 points of flaws. Obviously a human character can't choose a vampire merit or flaw. I'm not going to forbid 'iron will' or 'unbondable', but I'd rather no more than 2-3 characters have them, so first come, first served.

MERITS

Acute Hearing: (1 pt)
You have exceptionally sharp hearing, even for a vampire.

Acute Sense (1pt)
One of your senses in exceptionally sharp.

Acute Sense of Smell: (1 pt)
You have an exceptionally keen sense of smell. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman olfactory acuity.

Acute Sense of Taste: (1 pt)
You have an exceptionally keen sense of taste. To spot the taint of poison in blood or another substance are You are able to make precise distinctions in taste. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman taste acuity.

Acute Vision: (1 pt)
You have exceptionally keen eyesight. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman visual acuity.

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

Ambidextrous: (1 pt)
You have a high degree of off-hand dexterity and can perform tasks with the 'wrong' hand. Can use both hands at the same time.

Alternate Identity (3 pt)
In addition to your normal identity, you've taken up an alternate role that allows you to run with another group or sect of vampires. This other self has a believable history and backstory that can stand up to at least cursory checks, and he is accepted at face value (more or less) by his associates. However, your sire, Allies, Contacts, etc. don't know that you maintain this second identity, and treat this "stranger" accordingly.

Attuned Taste (2) (Tremere only)
For whatever reason, your character finds blood magic instinctive--more so than for most Tremere. When your Tremere tastes blood, she naturally tastes the subtle current and occult correspondences in the vitae. To her, its not even magic; it's just a heightened sense of taste. The character automatically gleans one fact about the source of the blood. This affinity is not always beneficial--your character may accidentally taste undercurrents of fear, extraordinary power or poison in vitae, and such tastes can cause nausea or incapacitation.

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

Berserker: (2pt)
The Beast is in you, but you know how to direct and make use of it. You have the capacity to frenzy at will.

Blush of Health (2pt)
You look more healthy and hale in appearance then other vampires. Although you have the skin-color of a mortal, you are still cold to the touch.

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

Broken Bond (4)
You were once blood bound but have secretly slipped the leash, and you are free to act as you will once more. Your regnant has no idea that you are not in fact bound, and continues to treat you as if you were.

Bruiser (1)
Your appearance is sufficiently thug-like to inspire fear or at disquiet in those who see you. While you're not necessarily terrifying per se, you do radiate a sort of quiet menace, to the point where people cross the street to avoid passing near you.

Bullyboy (2)
You're part of the brute squad the local sheriff calls on when he needs some muscle. As a result, you get in on action that others miss entirely, score points with those in power, and occasionally get to act outside the law. How far outside the law the sheriff is willing to let you go depends on circumstances and how much the sheriff likes you.

Calm Heart: (3pt)
You are naturally calm and well-composed, and do not easily fly off the handle.

Charmed Existence: (5pt)
Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky.

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

Clan Friendship: (4 pt)
For any number of different reasons, your appearance, bearing, background or demeanor or something about you appeals to members of a clan other than your own (your choice ). This can be a two-edged sword; you are also marked by others as a sympathizer with that clan, whether you like it (or deny it! ) or not.

Code of Honor: (1 pt)
You have a personal code of ethics to which you strictly adhere. Even when you are in frenzy, you will attempt to obey it. You can automatically resist most temptations that would bring you in conflict with your code.

Coldly Logical (1)
While some might refer to you as a "cold fish," you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings.

Common Sense: (1pt)
You have a significant amount of practical everyday wisdom.

Computer Aptitude (2pt):
You have a natural affinity with computers.

Concentration: (1pt)
You have the ability to focus your mind and shut out any distractions or annoyances.

Controllable Night Sight (2) (Lasombra only)
You can choose to invert the effects of light and darkness on yourself. While Night Sight is active, pitch-black darkness seems brightly and uniformly lit to you. Any light brighter than a hundred-watt bulb creates a zone of pure darkness. This Merit doesn't allow you to see through Obtenebration-created darkness, which glows with pure white light that obscures all details.

Corporation CEO: (5pt)
You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer. Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place in the corporate community, and have the means to wage economic warfare.

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

Crack Driver: (1pt)
You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors.

Danger Sense: (2pt)
You have a sixth sense that warns you of danger. This Merit is more reliable and specific than the Level One Auspex power; the two can be combined to create an even more potent warning system.

Daredevil: (3 pt)
You are good at taking risks, and are even better at surviving them.

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

Destiny: (4pt)
You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the chronicle continues. Prophecies and dreams guide your way, and grant you clues to your ultimate goal. The sense of direction and security granted by this feeling of destiny helps you overcome fear, depression and discouragement caused by anything not relevant to your destiny. Until your destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently.

Domain (2-4)
The prince has given (or had given) you exclusive rights to a piece of territory. The size and importance of that territory are in direct proportion to the cost of the Merit. A few blocks' worth of rowhouses might be worth two points, while four blocks in the city's financial district could be worth four. While the rights to this territory are yours, there are responsibilities that come along with it. If those responsibilities are not met, the prince may well strip you of your holding.

Double-Jointed (1pt)
You are unusually supple. Squeezing through a tiny space is one example of a use for this Merit.

Dual Nature: (2pt)
You have two distinct Natures, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia (that is a Derangement).

Dynamic Personality (5pt)
People are drawn to you, due to some characteristic appeal you exude.

Eat Food: (1 pt)
You have the capacity to eat food. It's an ability you developed at an early point in your undead existence, or perhaps it has been a latent ability all along. This is considered disgusting by other Kindred, but can be of great assistance in maintaining the Masquerade.

Efficient Digestion (3pt)
You are able to draw more than the usual amount of nourishment from blood.

Eidetic Memory: (2pt)
You can remember things seen and heard with perfect detail.

Elysium Regular (1)
You spend an unusual amount of time at the various Elysiums in your city. You see and are seen to such an extent that all of the movers and shakers of Elysium at least know who you are.

Enchanting Voice (2pt)
There is something in your voice, that others cannot ignore.

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

Fast Learner: (3pt)
You learn very quickly, and pick up on new things faster than most do.

Former Ghoul (1)
You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society.

Foul Blood (3) (Nosferatu only)
The vitae flowing through your veins tastes truly awful. Anyone who bites or feeds from you ends up choking, retching and gagging. Any idiot who actually tries to diablerize you will have an extremely difficult time. This makes blood bonds torturous, the Embrace becomes even more difficult, and ghouling is near impossible.

Friend of the Underground (3)
While you're not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes and other subterranean passages of your hometown. The local Nosferatu (or any other creatures dwelling down in the muck) may not actually like it but they're inclined not to kill you on sight when they see you in their territory. Nosferatu cannot purchase this Merit.

Friendly Face (1)
You have a face that reminds everyone of someone, to the point where strangers are inclined to be well-inclined towards you because of it. The effect doesn't fade if you explain the "mistake". This merit only functions on a first meeting.

Gaping Maw (2) (Nosferatu only)
You've got a nasty gash where your mouth should be. It can smile, it can frown, and most importantly it can grin two or three inches wider than any human mouth can. An ordinary vampire can suck up to three blood points in a turn. You can drain up to four points.

Gift of Proteus (1, 2, 4 pt)(Gangrel only)
This merit allows the Gangrel to "fine-tune" the shapes achieved by the Protean Discipline. For 1 pt, the character can vary the special effects. Red Eyes might glow an eerie green instead of red.

For 2 points, the character may achieve a minor variation on a form. For instance, a player may determine the actual breed of wolf which her character may become.

For 4 points, the character may make a significant variation in one of the Protean shapes, (as long as it is still a shape traditionally associated with Vampires), such as becoming a black cat instead of a wolf. Among the forms traditionally ascribed to Vampires were those of cats, crows, black dogs, wolves, toads, and bats.

Guardian Angel: (6pt)
Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need you may be supernaturally protected. However, one can never count upon a guardian angel.

Harmless (1)
Everyone in the city knows you, and knows that you're no threat to their plans. While that sort of estimation may seen insulting, it's also what's kept you from being killed. No one considers you worth the time to deal with, and that low opinion keeps you safe. If you start acting in a way that demonstrates that you are no longer harmless, others' reactions to you will likely change as a result.

Harpy (5)
You count yourself among the harpies, the vampires who rule the roost in Elysium. Yours is one of the voices that mock, exalt, praise or humble the Kindred of the city. Your opinion is very influential, which means you're going to face all sorts of attempts--from bribes to threats--to change it.

Haven Affinity (3pt) {Tzimisce only}
Caine's curse resonates strongly in your bones, but it possesses a proven advantage. You are connected to the soil of your prime haven. It also acts as a mystic beacon to you, allowing you to home in on its location when a state or country separates you. This applies only to your prime haven.

Healing Touch (1)
Normally vampires can only seal wounds by licking them. With but a touch, you can achieve the same effect.

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

Higher Purpose: (1 pt)
You have a goal that drives and directs you in every thing. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the need of personal survival, it can also grant you great personal strength. You need to decide what your higher purpose is.

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

Huge Size (4pt)
You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. Able to suffer more harm before you are incapacitated.

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

Iron Will: (3pt)
When you are determined and your mind is set, nothing can thwart you from your goals. You cannot be Dominated, nor can your mind be affected in any way by spells or rituals.

Jack-Of-All-Trades: (5 pt)
You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know-how.

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

Light Sleeper: (2pt)
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation.

Lightning Calculator : (1pt)
You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks.

Lizard Limbs (1) (Nosferatu only)
With a little bit of effort, you can shed parts of your body. When one of your appendages is restrained or grappled, spend one blood point. If you succeed, you can tear off that body part and wriggle away. Remember to be careful: If you shed both your legs, you'll have a bitch of time crawling away.

Long Fingers: (1) Nosferatu only)
Your fingers are unnaturally long and spidery.

Lucky: (3pt)
You were born lucky--or else the devil looks after his own.

Magic Resistance: (2pt)
You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other creeds and orders. Although you may never learn the Discipline of Thaumaturgy, the difficulties of all such spells and rituals are greater when directed at you. Note: this includes all spells, beneficial and malign alike!

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

Marijava Contact (1 pt) (Assamite only)
You have an ally who is a member of the Marijava ghoul family, and can be called upon for a favor from time to time. Likewise, your Marijava friend may call upon you for help occasionally. The clan is aware of this relationship and will normally grant you leave to help your ally.

Mechanical Aptitude: (1 pt)
You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices such as computers). However, this Merit doesn't help you drive any sort of vehicle.

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

Medium: (2pt)
You possess the natural affinity to sense and hear spirits, ghosts and shades. Though you cannot see them, you feel their presence and are able to speak with them when they are in the vicinity. It is even possible for you to summon them (through pleading and cajoling) to your presence. Spirits will not simply aid you or give you advice gratis - they will always want something in return.

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

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

Natural Linguist: (2pt)
You have a flair for languages.

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

Nine Lives (6)
Fate has granted you the opportunity to come as close to Final Death as anyone can get get and still survive. It allows for nine times to be used. (This one is somewhat difficult to play in free form since it relies on rolls. Details would have to be worked out between players/moderator.)

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

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

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

Oracular Ability (3)
You can see and interpret signs and omens. You are able to draw advice from these omens, for they provide hints of the future and warning of the present.

Oversized Fangs (1) (Nosferatu only)
You have enormous fangs; snaggly tusks resembling those of an elephant or walrus. They cannot be retracted but they do extra damage when biting.

Pain Tolerance (2pt) {Tzimisce only}
Maybe you've deadened your nerves through Vicissitude. Maybe you're a tough bastard. Maybe it turns you on.

Patagia (4) (Nosferatu only)
Leathery wings fold up into your horrid little body. Picture the gliding wings of a pterodactyl or a flying squirrel. Now visualize them hanging off the twisted skeleton of bat-like wings. With the aid of an updraft or a strong wing, you can glide for short distances at normal walking speed. You can't fly or hover or carry passengers. And you need wind to carry you, and if there is none, you just drop like a stone (so don't even think about using this indoors).

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

Pelagic Harmony (3) (Lasombra only)
Being close to the sea calms you and reinforces your self-control.

Piscine (1) (Nosferatu only)
You are abnormally comfortable underwater and vastly prefer swimming to walking.

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

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

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

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

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

Primogen (7)
You are part of the ruling coterie of vampires in the city in which you reside. Your voice is one of the few to which the prince must listen, and you have tremendous influence in your clan. On the other hand, there are always others plotting to take your place, making your position a precarious one. (note if you pick this merit it means you were (for some reason) not at the meeting Prince Archer called that night...which might make you a target of suspicion.

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

Protege (1)
Your sire watched you for some time before Embracing you, and spoke glowingly of you to acquaintances. These vampires may be inclined to look favorably on you by dint of your sire's recommendation.

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

Reputation: (1 pt)
You have a good reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire. A character with this Merit may not take the Flaw of Notoriety.

Reptile Buddy (3) (Nosferatu only)
Yes, those legends about albino alligators in the sewers really are true. You've been nursing a few of them with your vitae in the local spawning pool for years. Your careful breeding and vigilant training has produced a reptilian slave of exceptional intelligence. It has a mind as sharp as that as a five-year-old child and teeth as keen as butcher knives. The beast can understand your native language perfectly and can even follow complex directions. Faster and deadlier than any human ghoul, it is a highly efficient killing machine fully capable of patrolling your domain with ruthless efficiency. Reptile buddies also love to play "fetch" with human limbs (whether attached or severed).
Possesses Fortitude 2 and Potence 2. Also possesses Physical Attributes of Str 6, Dex 2, Stam 6. Social is zilch. Mental is Perc 3, Intel 1, Wits 3. Blood pool is 5, Willpower 5.

Revenant Disciplines (3pt) {Tzimisce only}
The ties to your revenant family stayed with you well past the Embrace. As such, the Disciplines that were innate to you as a ghoul have remained so as Cainite. At character creation, select the ghoul family from which you hail. Instead of the Tzimisce's standard complement of Animalism, Auspex, and Vicissitude, you instead draw from your three family Disciplines for your starting allocation (though you may buy other Disciplines with freebies as well). Also, you learn your family Disciplines as the cost of a clan Discipline.

Rising Star (3)
You're one of the up and comers in your city, a rising star in the Camarilla. Everyone wants to know you and be your friend, even as those in power groom you for positions of higher responsibility.

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

Ruse of the Wolf's Clothing (Gangrel only)
In animal form only, the vampire still smells alive, even to the super-sensitive nostrils of the Lupines.

Sabbat Survivor (1)
You've lived through at least one Sabbat attack and/or attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again. This Merit comes into play most frequently as a means of avoiding ambushes and the like.

Scholar of Enemies (2)
You have taken the time to learn about and specialize in one particular enemy of the Camarilla. You are aware of at least some of the group's customs, strategies, abilities and long-term goals, and can put that knowledge to good use.

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

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

Sleep Unseen (2) (Nosferatu only)
You can use the Obfuscate Discipline to hide while you sleep during the day. Such prolonged use requires an extra blood point to keep your body hidden for a full day. Of course, you must be at least hidden from sunlight, and vampires using Auspex can still detect you, but mortals will ignore your very presence.

Slimy (1) (Nosferatu only)
Like a worm or mollusk, you have skin that secretes an oozing slime. It is easier to soak fire damage and it is more difficult for opponents to grab you.

Spirit Mentor: (3pt)
You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself (see Haunted, below), but for the most part its benefit to you is through the advice it can give. This ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise.

Time Sense: (1pt)
You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device. You can accomplish this whether you are concentrating or not. You can estimate the time of day to within a minute or two, and the passage of time with the same accuracy.

Tough Hide (2) (Nosferatu only)
Thick, leathery skin envelops you. Easier to soak damage.

True Faith: (7pt)
You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. Perhaps your faith came to you before your Embrace, and was strong enough to survive even this test; or, incredibly enough, the adversity you have experienced in your current condition has brought out what is best in you. Your Faith provides you with an inner strength and comfort that continues to support you when all else betrays you.

True Love: (1pt)
You have discovered a true love. This love provides joy in a torrid existence usually devoid of such enlightened emotions. Whenever you are suffering, in danger or dejected, the thought of your true love is enough to give you the strength to persevere. However, your true love may also be a hindrance, and require aid (or even rescue) from time to time. Be forewarned: this is a most exacting Merit.

Unbondable: (5pt)
For ghouls/mortals. You are immune to being Blood Bound. No matter how much blood you drink from vampires, you will never be Bound to them.

Unbondable: (3pt)
For vampires. You are immune to being Blood Bound. No matter how much blood you drink from other vampires, you will never be Bound to them.

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

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

Weather Sense (1) (Lasombra only)
This acumen is very much prized among seafaring Lasombra. A few sires manage to pass on its intricacies to their childer. You subconsciously sense impending bad weather.



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Merits and Flaws Empty
PostSubject: Re: Merits and Flaws   Merits and Flaws EmptySun Jun 24, 2018 2:42 pm

Flaws


FLAWS

14th Generation (2pt)
You are a childe of a 13th Gen. You may not have the Generation or Status background. The Thin blood flaw usually acompanies this flaw.

15th Generation (4pt)
Your vitae is so weak that you cannot create or sustain ghouls, create a blood bond, or sire a vampiric childe. You cannot raise any Discipline above three dots. The weakening of the Curse of Caine has compensations, though (which distinguish this Flaw from the Thin Blood Flaw itself). Sunlight does lethal damage to you, instead of aggravated damage as it does to other vampires. You can hold down mortal food and drink for an hour or so; other vampires vomit immediately if they try (unless they have the Eat Food Merit). Strangest of all, once in a while you might actually have a child the normal, human way... though it will hardly be a normal, human child.

Absent-Minded: (3pt)
This Flaw may not be taken with the Merit Concentration. Though you do not forget such things as Knowledges or Skills, you do forget names, addresses, and when you last ate.

Addiction (3pt)
You suffer from an addiction to a substance, which must now be present in the blood you drink (or you automatically frenzy, as per the Prey Exclusion Flaw). This can be alcohol, nicotine, hard drugs, or simply adrenaline. This substance always impairs you in some fashion.

Allergic (1-3pt)
You are allergic to some substance, in a manner not unlike mortal allergies. However, you do not get hives or sneeze, but are actually incapacitated by your reaction. If the substance was in the blood you drank, the reaction will be very strong, though touch alone is enough to disturb you. Choose from the list below or make up the substance to which you are allergic.
Plastic (1pt)
Alcohol (2pt)
Illegal Drugs: (2pt)
Metal (3pt)

Amnesia: (2pt)
You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may someday come back to haunt you. Over the course of the story, you and your character will slowly discover them.

Anachronism: (2pt)
You have been a vampire for some time, and are unable (or unwilling) to keep up with the changing times.Note that characters with this Flaw will generally have been vampires for longer than 50 years.

Ancestral Soil Dependence (2pt) {Tzimisce only}
Dependence on their native soil hampered the Tzimisce's flight from Eastern Europe. Even a few childer sired elsewhere required the soil of a homeland they had never visited, making them particularly vunerable to enemies who knew of this weakness. The will of the spirits from the ancestral Tzimisce homeland weighs heavy on your blood--soil from a place important to you as a mortal won't do. You actually need two handfuls of the tainted Eastern Europe soil of the Tzimisce homeland. This most commonly manifests in the childer of the koldun and the branch of the clan thought to be descended from Yorak. Characters Embraced in Eastern Europe can't take this flaw (they are already dependant on the local soil).

Anosmia (2) (Nosferatu only)
You have no sense of smell or taste.

Bad Sight: (2)
Your sight is defective.This Flaw is neither nearsightedness nor farsightedness; it is a minor form of blindness, and is not correctable. You may not take Acute Vision if you take this Flaw.

Bad sight (1-3pt)
All difficulties involving sight are increased by two. As a one point flaw, glasses or lenses can correct it, as a three point flaw, it cannot.

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

Blind: (6 pt)
You automatically fail any actions involving vision. You cannot see-the world of color and light is lost to you.

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

Blunt Fangs (1) (Nosferatu only)
Your teeth are huge and square. Once your fangs are locked in a victim's flesh, you've got to chew and chew and chew...

Botched Presentation (1)
When your sire presented you to the prince of the city, you flubbed it. Now you're convinced His Majesty hated you (whether he did or not).

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

Bound to the Council (3) (Tremere only)
Whether because of a highly suspicious regent, a faux pax in the past or a missive from on high, your character was bound to the Council of Seven--a condition that he hasn't escaped. This doesn't stop your character from having personal goals and motives, but love of the Tremere clan always comes first. Violating the oath, is literally as difficult as a blood bound thrall trying to betray her regnant. When the council or their duly-appointed representatives (read: anyone with more Tremere rank than your character) says, "Jump," your character jumps, then waits around to find out how high before coming down. If you somehow manage to get out of this problem, say by partaking of a Vaulderie, accepting another blood bond or using the ritual Abandon the Fetters, your character may well find himself marked for destruction should the proper parties find out. If the blood bond wasn't enough to keep him in line, and he was enough of a threat to merit it, then destruction is the only way to be sure that he won't be a problem later.

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

Cast No Reflection (1) (Obviously Lasombra can't take this flaw)

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

Child (3pt)
You were a child at the time of the Embrace. Although time and experience may have changed your outlook, you are stuck with a child's body. You must also have the Short Flaw, and you find it difficult to be taken seriously by others. Because you have never before experienced any sort of transformation change (never having undergone the experience of puberty), you are ill suited to withstanding the demands of the Hunger. Additionally, certain clubs may not admit you, because you are "underage."

Clan Enmity: (2 pt)
For some reason, something about you inspires contempt or hatred in members of a clan other than your own. Select the 'enemy' clan randomly.

Cold Breeze (5pt)
A chill wind follows you everywhere you go. While it may make for dramatic entrances, this effect also discomfits mortals and also endangers the Masquerade. Cold winds sweeping through executive offices or crowded nightclubs can raise all sorts of questions.

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

Compulsion: (1pt)
You have a psychological compulsion of some sort which can cause you a number of different problems. You compulsion may be for cleanliness, perfection, bragging stealing, gaming, exaggeration or just talking.

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

Contagious (5) (Nosferatu only)
Dead bodies contain all sorts of infectious bacteria, fungi and spores. There's a reason coroners wear gloves when handling corpses. Thanks to a rather virulent version of Caine's curse, a few doomed varieties of Nosferatu retain those infections after their Embrace. Contagious Nosferatu can never interact with mortals without the possibility of spreading sickness and disease. A mortal who touches a Contagious Nosferatu can fall prey to illness for the next week and possibly longer.

Cursed: (1-5pt)
You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed, it cannot be dispelled without extreme effort, and it can be life-threatening. Some examples follow:

If you pass on a secret that was told to you, your betrayal will later harm you in some way.
You stutter uncontrollably when you try to describe what you have seen or heard.
Tools often break or malfunction when you attempt to use them.
You are doomed to make enemies of those to whom you become most attached (so whatever you do, don't get too close to the other characters! ).
Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way.

Dark Fate: (5pt)
You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday you will be out of the picture. In the end, all your efforts, your struggles, and your dreams will come to naught. Your fate is certain and there is nothing you can do about it. Even more ghastly, you have partial knowledge of this, for you occasionally have visions of your fate - and they are most disturbing. Though you can't do anything about your fate, you can still attempt to reach some goal before it occurs, or at least try to make sure that your friends are not destroyed as well. This is a difficult Flaw to roleplay; though it may seem as if it takes away all free will, we have found that, ironically, it grants freedom.

Dark Secret: (1pt)
You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah in the Kindred community. This can be anything from having murdered an elder to having once been a member of the Sabbat. While this secret weighs on your mind at all times, it will only surface in occasional stories. Otherwise, it will begin to lose its impact.

Deaf : (4 pt)
You cannot hear sound.

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

Deathsight (2)
Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals look diseased or skeletal, buildings seem decrepit, and your fellow Kindred seem to be walking, moldering cadavers. It's easier for you to resist powers using Appearance but also harder for your perception. Social interactions are difficult for you.

Deep Sleeper: (1pt)
When you sleep, it is very difficult for you to awaken. And roleplay how you never seem to be on time when you have an appointment early in the evening.

Deformity: (3pt)
You have some kind of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically. (Nosferatu can't take this flaw, they have enough problems already)

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

Disease carrier (4pt)
You carry a highly contagious disease, like rabies or HIV. All kindred who drink your blood have a 10% chance of becoming a carrier as well. Also, you must spend a blood each night, to avoid the symptons of the disease for that night.

Disfigured (2pt)
A hideous disfigurement makes you ugly and easy to notice as well as remember. You therefore have a zero Appearance, much like the Nosferatu (who cannot take this Flaw).

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

Disgraced: (2pt) (Assamite only)
You broke the laws of the khabar at some point during your training, and though you have since partially made amends (enough to prevent yourself from being destroyed on the spot, and to be grudgingly accepted as a rafiq), your name still bears the stain of your misdeed.

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

Driving Goal: (3pt)
You have a personal goal, which sometimes compels and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to eradicate the Sabbat or achieve Golconda.. Because you must work toward your goal, it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.

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

Dulled Bite: (2)
For some reason your fangs never developed fully--they may not have manifested at all. When feeding, you need to find some other method of making blood flow. A number of Caitiff and high-generation vampires often manifest this flaw.

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

Enemy: (1-5 pt)
You have an enemy, or perhaps a group of enemies, who seek to harm you. You must decide who your enemy is and how you became enemies in the first place. A Methusalah would be a 5 pointer, someone near your own power would be 1 point.

Enemy Brood: (3) (Nosferatu only)
A brood of your fellow Nosferatu have an unceasing vendetta against you. You can run from them, but you can't hide. If you stay in the same city, they will pool whatever resources they have to make your existence a living hell. Traveling through the local sewers is a nightmare. If you flee, they will use their influence and contacts to call in favors in the next city you show your ugly mug.

Escaped Target: (2)
The flip side of Rival Sire, Escaped Target means that you had targeted a mortal for the Embrace, but someone else got there first. You cannot stand the humiliation of being cheated of your prize, and fly into a rage whenever you see the one that got away. This hatred may lead you into other irrational behaviors, like Embracing enemies of the neonate, creating unauthorized childer or even trying to kill your rival. Futhermore, your petty and irrational behavior is well-known and quite noticeable.

Expendable: (1)
Someone in power doesn't want you around. Maybe she wants territory you possess, or is jealous of the attention you're getting from a prize mortal retainer--the details are irrelevant. What does matter is that she has the power to manuever you into dangerous situations "for the good of the Camarilla," and has no compunctions about doing so.

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

Flesh of the corpse (5pt)
Although you may heal your wounds, all damage you have taken remain visible on your skin, causing social interactions to become increasingly more difficult.

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

Glowing Eyes: (3)
You have the stereotypical glowing eyes of vampire legend which makes it easier when intimidating mortals. However, you are a walking tear in the Masquerade and must constantly disguise your condition (no, contacts don't cut it); the glow impairs your vision and the radiance emanating from your eye sockets makes it difficult to hide in the dark.

Guilt-wracked: (4)
You simply cannot come to grips with the fact that must drink blood to survive. You suffer horrible guilt over each time you feed and try to avoid doing so as much as possible. This means you rarely have much blood in your system, leaving you vunerable to both attacks and hunger-based frenzies.

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

Haunted: (3pt)
You are haunted by a ghost that only you (and Mediums) can see and hear. It actively dislikes you and enjoys making your life miserable by insulting, berating and distracting you - especially when you need to keep your cool. It also has a number of minor powers it can use against you (once per story for each power): hide small objects; bring a "chill" over others, making them very ill at ease with you; cause a loud buzzing in your ear or the ears of others; move a small object such as a knife or pen; break a fragile item such as a bottle or mirror; trip you; or make eerie noises such as chains rattling. Yelling at the ghost can sometimes drive it away, but it will confuse those who are around you.

Hunted: (4pt)
You are pursued by a fanatical witch-hunter who believes you are a dangerous, vile beast inimical to humanity (perhaps you are). All those with whom you associate may be hunted by the same individual as well. Though this hunter seeks to destroy all vampires, something about you drives the passion of this killer.

Hunted Like a Dog: (3)
Another sect or group of vampires--be it an independent clan or the Sabbat as a whole--has decided that you're a target for extermination, and pursues you relentlessly. On the bright side, the enemies of your enemy may wish to help you out, potentially garnering you allies in the one instance.

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

Impatient: (1)
You have no patience for standing around and waiting. You want to do things now and devil take the hindmost. Everytime you are forced to wait around, you may go haring off on your own instead.

Incoherent: (5) (Nosferatu only)
You are incapable of human speech. Maybe your jaw has collapsed or you've been abandoned in the sewers for too long. Pointing, grunting, wheezing and wildly gesturing are all within your repertoire, but actually forming words is not. The only exception is communication with animals.

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

Infamous Autarkis: (4)
The Camarilla won't accept you as one of its own under any circumstances. The Sabbat wouldn't think of submitting you to Creation Rites--it's just not worth it. Something in your past, your reputation or your sire's background is so abhorrent that both sects reject you utterly. You aren't just autarkis, your infamy spreads throughout both sects of vampiric society. You may never gain Camarilla or Sabbat Status. This marks you as automatic prey for the Scourge in a Camarilla city, and for any likely hunters in a Sabbat city.

Infamous Sire: (4 pt)
Your sire was, and perhaps still is, distrusted and disliked by many of the Kindred in the city. As a result, you are distrusted and disliked as well. This is a heavy load, and one not easily shed.

Infectious Bite (2pt)
You cannot seal the wound you make while feeding and you have a one in five chance of causing a serious illness.

Infertile Vitae: (5pt)

It is no mistake that the Infertile Vitae flaw is worth five points. While it may not seem like a debilitating flaw in the beginning, in time it becomes clear what a crippling condition it is. Childer are power. If this were not true, it would not be such a rigidly controlled privilege. While population restrictions would still be observed, the power to embrace would not be a permission to be granted only by the city's highest kindred authority. To make childer is to begin to build your powerbase with flesh and blood. It is the threat of vengeful childer that deter some attempts on the life of the sire. It is the manpower of childer that keeps a kindred's plots afloat. It is the extra pairs of eyes, ears, and hands that aid a kindred in their rise to power. Once it is discovered that a kindred cannot embrace, they are bound to be viewed as less by many around them. A freak perhaps, and an inferior being for certain.

Insane Sire: (3 pt)
Your sire has completely lost his grip on reality, and has become dangerously insane. Any wrong committed by your sire may affect your standing, and some of your sire's dangerous schemes may somehow involve you. Because their sires are already assumed to be insane, Malkavians cannot take this Flaw.

Intolerance: (1pt)
You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or just about anything at all. Note that some dislikes may be too trivial to be reflected here-a dislike of White Wolf Magazine or tissue paper, for instance, will have little effect on play in most chronicles.

Lame (3pt)
Your legs are injured or otherwise prevented from working effectively. A character may not take this Flaw along with the Merit Double-Jointed.

Laughingstock: (5)
Somehow you've drawn the scorn of the local harpies, who make you their favorite and reflexive target. It's harder to deal with and use Dominate on anyone who has heard the stories mocking you.

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

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

Lord of the Flies: (2)
Buzzing harbingers of decay swirl around you everywhere. Their constant presence makes it difficult for you to interact socially and nearly impossible to sneak up on someone or hide effectively. The buzzing of the flies inevitably gives you away.

Low Self-lmage: (2pt)
You lack self-confidence and don't believe in yourself.

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

Mistaken Identity: (1 pt)
You look similar to another Kindred, and are mistaken for her, much to your chagrin. This individual's allies will approach you and tell you things you do not want to hear, her enemies will attempt to do away with you, and others will treat you in odd ways. Ultimately you might be able to sort out things, but it will take tremendous effort.

Monstrous (3pt)
There is something wholly monstrous about you, something that makes you even more hideous than a Nosferatu. You scarcely look human, but the manner in which you differ is up to you. Perhaps you have grown scales or warts all over your body, or perhaps the scream you issued when you died has been permanently frozen on your face. Not only is your Appearance a zero, but you make even the Nosferatu uneasy. Nosferatu may take this Flaw, but only gain one point for it.

Mute (4pt)
Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means -typically writing or signing.

Narc: (3)
You are known to be a snitch, an informer firmly planted in the sheriff's pocket. Those on whom you might yet inform loathe you as a result, feeding you misinformation when they can in an attempt to discredit you. Given the opportunity, they might do you mischief

Necrophile: (3)
No, you don't have sex with the dead, but you certainly enjoy their company. You are obsessed with dead bodies and "invite" them over to your domain. Your haven is tastefully decorated with severed and mutilated body parts of all kinds. You talk to your dead friends, dance with them, make art out of them and entertain frequently. Some vampires of particularly refined temperament may need courage to enter a room where you've left your guests and their accouterments. Toreador go apeshit; Tor Anti applaud.

New Kid: (1)
You're the latest Embrace in the city, and everyone knows it. That automatically puts you at the bottom of the social totem pole. Other neonates take every opportunity to demonstrate your inferiority to you, proving that the dynamics of the schoolyard are alived and well in the Camarilla. Even if someone else is added to the ranks of the unliving, you're still regarded as a bit of a geek by your peers--a distinction that can have dangerous consequences if bullets start flying.

Nightmares: (1pt)
You experience horrendous nightmares (daymares?) every time you sleep, and memories of them haunt you during your waking hours. Some of the nightmares may be so intense that you mistake them for reality.

Notoriety: (3 pt)
You have a bad reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire. A character with this Flaw may not take the Merit of Reputation.

Obvious Predator (2pt)
Either your face or your immediate disposition lets people know that you have nothing good in store for them. Mortals react poorly to people who exude such a blatant air of menace.

Old Flame: (2)
Someone you once cared deeply for is now with the enemy. He still attempts to play on your sympathies "for old times' sake" while working against you. You most likely will not act against him unless the situation becomes life-threatening.

One Arm (3pt)
You have only one arm - choose which, or determine randomly at character creation. This happened before the Embrace. It is assumed that you are accustomed to using your remaining hand. A character may not take this Flaw along with the Merit Ambidextrous.

One Eye: (2 pt)
You have one eye - choose which, or determine randomly during character creation. You have no peripheral vision on your blind side.

Open Wound: (2-4)
You have one or more wounds that refuse to heal, and which constantly drip blood. This slow leakage costs you an extra blood point per evening, in addition to draw attention to you. For two points, the Flaw is simply unsightly and has the basic effects mentioned above. For four points the seeping wound is serious or disfiguring and includes the effects of the Flaw Permanent Wound.

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

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

Paraplegic (6pt)
You can hardly move without assistance, such as a pair of crutches or a wheelchair. Even then it can be painful and cumbersome to do so. A character may not take this Flaw along with the Merit of Double-Jointed.

Parasitic Infestation: (2) (Nosferatu only)
Other creatures live on and inside you. Exotic hermovores--chiggers, gnats, ticks, lice, mosquitoes, leeches and unnamable bloodsucking fungal spores--consider the creases, folds and scaborous layers of your skin delightful. Your flesh continuosly twitches and writhes, and living things burrow inside you, possibly even nesting in the cavities of your body. Despite all your ingenious methods of discouraging them, this loathsome hosting will not dispense. You cannot command these vermin in any fashion; in fact, the worst of them are very defiant because they have been strengthened and corrupted by your foul vitae. Each night you rise, you lose some blood points to the blood-intoxicated parasites within and on you. In addition, the constant itching puts you on edge.

Pelagic Condition (2) (Lasombra only)
You become increasingly agitated when on land. Becomes more difficult after you've been away from the sea for more than 24 hours.

Permanent Fangs: (3)
Your fangs do not retract, making it impossible for you to hide your true nature. While some mortals may think you've had your teeth filed or are wearing prosthetics, sooner or later you're going to run into someone who knows what you truly are. You are a constant threat to the Masquerade, and other Kindred may take steps to prevent a breach from occuring. You are also limited to an Appearance rating of 3 at most.

Permanent Wound (3pt)
You suffered injuries during the Embrace, which your sire did nothing to repair. This can be healed like normal damage, but each evening, after sleep, your wounds always return.

Phobia (Mild): (1pt)
You have an overpowering fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces and heights.
Phobia (Severe): (2pt)
You have an overpowering fear of something. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights, and so on.

Poseidon's Call (1) (Lasombra only)
Your self-control varies with the weather. Attempts to resist frenzy increase with the weather. ((Makes it really rough during a thunderstorm or hurricane.))

Prey Exclusion: (1pt)
You refuse to hunt a certain class of prey. For instance an animal-lover might decide to hunt only humans, or a character might decide to spare a class of person she particularly admires: police, teachers, medical professionals, clergy, peace activists and so on. You are disturbed when others feed from this type of prey. If you accidentally feed upon this class of prey yourself, you will automatically frenzy. (Ventrue cannot take this Flaw).

Privacy Obsession (3) (Tzimisce only)
You carry the Tzimisce respect for privacy to extremes. It takes special effort to enter another being's dwelling without been invited (though you will go to fiendishly clever lengths to garner an unwitting invitation). When disturbed in your manse by an uninvited guest, you can frenzy.

Putrescent: (4) (Nosferatu only)
After you received the Embrace, your body continued to decay. The mystic process that inhibits a vampire's natural putrefaction has little effect on you. As a result, you constantly rot. If you are jarred or hit, one of your facial features or a limb can fall off. Once this wound is healed, the missing body part will grow back. You stink something awful too, and look like a rotting corpse out of a B-grade movie.

Recruitment Target: (4)
The Sabbat wants you, and they want you bad. Every effort is being made to recruit you, willing or no, and the press gangs usually show up at the worst possible time.

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

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

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

Revenant Weakness (3pt) {Tzimisce only}
You were once part of a revenant family. Following the Embrace, you suffered the double-whammy of your clan's weakness and your revenant family's limitation; whether its the Bratovitch's propensity to fly into a rage, the Grimaldi's blood bond to the Sabbat, the Obertus' instability or the Zantosa's weak will.

Rival Sires: (2)
Not one, but two vampires wanted to gift you with the Embrace. One succeeded, one failed--and she's not happy about that failure. Either you, your actual sire or both of you have become the target of the failed suitor's ire. Your persecutor finds it hard not to frenzy in your presence. In addition, she may well be working actively to discredit or destroy you.

Selective Digestion (2pt)
You can digest only certain types of blood. You can choose whether you can drink only cold blood (the blood of a dead person), blood with the taste of fear (found in blood only in moments of terror), or blood with the taste of joy, or perhaps only certain types (A, O, etc.) of blood. This Flaw may not be taken by Ventrue characters, since they already have something like it through their clan weakness.

Short (1pt)
You are well below average height, and have trouble seeing over high objects and moving quickly. In some circumstances, this will give you a concealment bonus.

Short Fuse: (2pt)
You are easily angered. This is a dangerous Flaw; don't choose it without careful thought.

Shy: (1pt)
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Don't expect such a character to make a public speech.

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

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

Slow healing (3pt)
You have difficulties healing your wounds. To heal one health level, you require two Blood points and you heal a level of aggrvated damage in five days.

Smell of the Grave (4pt)
You excude an odor of dampness and newly turned earth. This makes all mortals around you uncomfortable.

Silsila Enemy: (2pt) (Assamite only)
A member of the silsila has taken against you for some reason--faction enmity, for example--and will exert influence to thwart your chances of promotion, make sure you get difficult or inglorious jobs, and generally make your existence uncomfortable.

Soft-Hearted: (4pt)
You cannot stand to watch others suffer-not necessarily because you care about what happens to them, but simply because you dislike the intensity of emotion. If you are the direct cause of suffering, and you witness it, you will experience nights of nausea and days of sleepless grief. You avoid situations where you might have to witness suffering and will do anything you can to protect others from it.

Speech Impediment: (2pt)
You have a stammer or some other speech impediment which hampers verbal communication. Do not feel obliged to roleplay this impediment all the time, but in times of duress or when dealing with outsiders, you should attempt to simulate it.

Stench: (1) (Nosferatu only)
Even other Nosferatu recoil at your horrific odor. Lose all ties to stealth automatically. It's pretty hard to sneak up on someone when he can smell you coming, unless you are upwind.

Stereotype: (3)
You buy heavily into all of the vampire legendry you've read and heard. You wear a cape, speak with an accent and otherwise act in a cartoonish fashion. Such behavior is embarassing in the extreme to other Kindred, who are likely to ostracise or mock you. Also you stand out to hunters, and run the risk of violating the Masquerade every time you take to the streets.

Stubborn: (1-3)
There is conviction of spirit, there is unshakable will, and there is just plain ornery. You fall into the last category. When your mind is made up, or when you are set on doing something, nothing can divert you. For one point, you're set in your ways, but a convincing argument will turn you around. For two points, you're a regular mule, and nothing's likely to change your opinion short of a catastrophe. For three points, you'll not only defend your conviction to Hell's door, you'll kick it in and argue with the Devil.

Superstitious (2)
The character has misconceptions about what he is. In the absence of a sire, he becomes what he believes himself to be. "Hollywood-itis," the belief that one has the powers and limitations of one of the several movie vampires.

Sympathizer: (3)
You have publicly expressed sympathy for some of the Sabbat's goals and policies. Your outspoken views on the subject have made you suspect in the eyes of the city's hierarchy, and you may be suspected of (or arrested for) treason.

Taint of Corruption: (4pt)
Plants wither when you approach, and will die if you touch them. It is rumored that Caine himself possesses this Flaw.

Territorial: (2pt)
You are extremely territorial. You do not like to leave your territory, nor do you like to have strangers enter it. In fact, you get nervous and disoriented while outside your territory. And you may frenzy when strangers enter your territory unless they have your permission.

Thaumaturigically Inept (5) (Tremere only)
Your character has more difficulty learning Thaumaturgy.

Thin-Blooded (4pt)
You have weak blood, and are unable to use it for anything but sustaining yourself from night to night and healing your wounds. Blood cannot be used to add to your Physical Attributes, to fuel blood Disciplines, or to create a Blood Bond. Moreover, you will not always be able to create a vampire. Half the time the Embrace will simply not work.

Thirst for Innocence (2)
The sight of innocence--of any sort--arouses in you a terrible bloodlust.

Touch of Frost (4)
Plants wither as you approach and die at your touch. Your touch leaches heat from living things, as though you were made of ice. As you walk through a forest or across a field, you do not leave a huge swath of death, however. Instead, you leave behind small patches of dead leaves and withered or rotting foliage. Someone tracking you finds it easier because of these marks.

Twisted Upbringing: (4 pt)
Your sire was quite malevolent and taught you all the wrong things about Kindred society. All your beliefs about how vampires interact are wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start. But until then, you will continue to believe what you were first told, no matter how others try to "trick" you into thinking otherwise.

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

Uncontrollable (5pt) {Brujah only}
Rage and passion constantly war in the soul of a volatile Brujah. Perhaps you were ill tempered before the Embrace, or perhaps your Brujah lineage awakens some latent fury. In any case, even more so than your clanmates, you are prone to frenzy.

Uncontrollable Night Sight: (4) (Lasombra only)
Light and dark are permanently inverted for you. Pitch-black darkness seems bright and uniformly lit to you, while any light brighter than a hundred watts creates a zone of pure darkness. This Flaw doesn't allow you to see through Obenebration-created darkness, which glows with pure white light that obscures all details. This is a very difficult flaw to handle. Be sure you know what you're getting yourself in for.

Unconvinced (3)
You fail to see the need for the Masquerade, and have gone on record as saying so. Taking your stand has made you suspect in the eyes of your elders, and may have attracted the Sabbat's attention as well.

Uppity (2)
You are proud of your new status and clan--so proud that you've shot your mouth off to other Kindred and made some enemies. Wiser vampires laugh at you and chalk your rudeness up to youth, but others regard you as arrogant and insulting. These enemies will take action to embarass or harm you.

Vengeful: (2pt)
You have a score to settle. This score may be from either your mortal or vampiric days. Either way, you are obsessed with wreaking vengeance on an individual (or perhaps an entire group), and make revenge your first priority in all situations.

Victim of the Masquerade (4)
The Camarilla's propaganda machine did too good a job on you. Even after your Embrace you refused to believe you were a vampire. You remain convinced that there is some logical explanation for your condition, and spend as much time as you can searching for it. You also have problems feeding, and may instead on trying to eat regular food. None of these habits makes you particularly pleasant company for other Kindred. This Flaw must be roleplayed at all times.

Vulnerability to Silver (4)

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

Weak-Willed: (2pt)
You are highly susceptible to Dominate and intimidation by others.

Withered Leg (3) (Nosferatu only)
For whatever reason, one of your legs does not work as well as the other. You move at half normal speed.
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Vampire the Masquerade: Endless Night :: Character Creation-
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