Darkstone Keep
 
APTITUDES
 

 
Ability Aptitude (2 pt. Merit): You have exceptional talent with one specific non-combat ability. You have a -2 difficulty to the rolls in any situation relating to that ability.
 
Computer Aptitude (1 pt. Merit): You have a natural affinity with computers, giving you a -2 difficulty in any situation involving computer use, construction, or repair.
 
Crack Driver (1 pt. Merit): You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers, and even tractors. You have a -2 difficulty to all rolls requiring risky or especially difficult driving maneuvers.
 
Daredevil (3 pt. Merit): You are good at taking risks and even better at surviving them (a -1 difficulty when attempting something particularly dangerous, and you can ignore a single 1 on such actions - as if you had had an extra success).
 
Eat Food (1 pt. Merit): You have the capacity to eat food. It's an ability you developed at an early point in your undead existance or may have been a latent ability all along. This is considered disgusting by other Kindred but can be of great assistance in maintaining the Masquerade.
 
Fast Learner (3 pt. Merit): You learn very quickly and pick up on new things faster than most do (you gain 1 extra experience point at the conclusion of each story - not each game session).
 
Illiterate (1/3 pt. Flaw): You cannot read or write in any language, either through lack of education (1 point) or the result of a condition like dyslexia (3 points).
 
Inept (5 pt. Flaw): You are not attuned to your natural aptitudes, and therefore have five less points to spend on your Talents (so the greatest number of points that can be spent on your Talents at the beginning of play could be 8, or a minimum of 0). You can still spend freebie points to buy Talents. Also, at the beginning of the game, you may not have more than three dots in any Talent.
 
Jack of All Trades (5 pt. Merit): You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, and all-around know-how. You automatically have 1 dot in all Skill and Knowledge dice pools. Note that this is an illusory dot, used only to simulate a wide range of abilities - training or spending experience in the Skill or Knowledge still requires that he buy it normally as if he had no skill at all in it).
 
Mechanical Aptitude (1 pt. Merit): You are naturally adept with all kinds of mechanical devices (note that this doesn't extend to electronic devices such as computers). You have a -2 difficulty to understand, repair, or operate any kind of mechanical device (this doesn't help when driving any sort of vehicle).
 
Natural Leader (1 pt. Merit): You are gifted with a certain charisma that sets you apart from the rest. You have the natural ability to lead others. You get a -3 difficulty in any situation directly involving leadership.
 
Pitiable (1 pt. Merit): There is something about you that others pity, causing many 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 that 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.
 
Natural Linguist (2 pt. Merit): You have a flair for languages. This does not allow you to learn more languages than are permitted by your Linguistics score, but you may add three dice to any roll involving languages (both written and spoken).
 
Uneducated (5 pt. Flaw): As the Inept flaw above, but deals with Knowledge abilities.
 
Unskilled (5 pt. Flaw): As the Inept flaw above, but deals with Skill abilities.