Alternate ID (1 pt. Merit): You have a complete alter-ego
that is established in the mortal and/or vampire world, complete with a
different history and different set of acquaintances than your normal self.
Tremere are the most likely to have this merit, and it's the Storyteller's
decisions as to Sabbat infiltrators (though Sabbat spies themselves commonly
have this merit).
Boon (1-5 pt. Merit): An Elder owes you a favor because
of something either you or your sire once did for him. The extent of the boon
owed to you depends on how many points you spend. One point would indicate a
relatively minor boon, while 3 points would indicate that the Elder probably
owes you his unlife.
Clan Enmity (2 pt. Flaw): For some reason, something
about you inspires contempt or hatred in members of a clan other than your own.
You have a -2 dice penalty to all social rolls for dealsings with members of
this other clan. Select the 'enemy' clan randomly or choose.
Clan Friendship (3 pt. Merit): For any number of
different reasons - appearance, bearing, background, or demeanor - something
about you appeals to members of a clan other than your own (your choice). There
is a -2 difficulty to all social rolls when dealing with member of this clan
(this can be a two-edged sword, you also being marked by others as a sympathizer
with that clan, whether you like it - or deny it - or not).
Dark Secret (1 pt Flaw): You have a secret that would
have terrible consequences if it was found out, being terribly embarrassing and
making 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 (or the Camarilla,
if in a Sabbat chronicle). While this secret weighs on your mind at all times it
only occasionally surfaces in storylines (else it would begin to lose its
impact).
Diabolic Sire (2 pt. Flaw): 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.
Domain (1-5 pt. Merit): You have been granted a personal
domain in the city. The points involved in this Merit represent the size and
relative importance of your Domain.
Enemy (1-5 pt. Flaw): Someone out there is very unhappy
with you. The more points you take, the more unhappy or powerful (or both) they
are. The most powerful enemies (Methuselahs or Archmages) would be five-point
flaws, while someone nearer to your own power would be worth only one point. You
must decide who your enemy is and how you became enemies in the first
place.
Family Member (1-3 pt. Merit): A
member of your mortal family is also a Vampire. You have a good relationship
with the family member and he will come to your aid if you call. However, he may
also call upon you for aid some day. If the family member is close by this is a
2-point merit - if the family member is in your pack (Sabbat only) it is a
3-point merit.
Former Ghoul (2 pt. Merit): You spent a long time as a
ghoul before your embrace, and may have learned some physical disciplines. You
may chose to take any of your starting disciplines in the physical disciplines,
but if they are not in-clan for you they can not be increased later without a
teacher.
Harpy (2 pt. Merit): You are a member of the Harpies, the
social organization among Camarillia vampires that makes sure that the status
system is obeyed and that boons are respected. You have the ability to make your
gossip heard by powers that be, and your voice is respected by the Chief Harpy,
who maintains the status system in the city.
Holdings (1-5 pt. Merit): You have two properties for
each trait in this merit. These properties are often large homes, mansions,
etc., and are modified within reason to account for your vampire nature.
Hunted (3 pt. Flaw): Some mortal or group of mortals is
gunning for you, and will find you at some point. All those with whom you
associate may be hunted by the same individual as well. Though the hunter seeks
to destroy all vampires, something about you drives the passion of this
killer.
Infamous Sire (1 pt. Flaw): 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 not
one easily shed.
Insane Sire (1 pt. Flaw): 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.
Mistaken Identity (1 pt. Flaw): 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.
Notoriety (3 pt. Flaw): You have a bad reputation among
the Kindred of your chosen sity. This may be your own reputation, or it may be
derived from your sire. There is a two-dice penalty to all dice rolls for social
dealings with the city's Kindred. A character with this flaw may not take the
Reputation merit.
Owe a Boon (1-3 Flaw): You owe a boon to another vampire,
who can call it due at any time. Higher point cost indicates a more serious
boon.
Pack Disgrace (Sabbat, 2 pt. Flaw): You have done
something that has brought shame to your pack and you personally. You have -2
dice on all related dice rolls, and you Pack Recognition may be considered two
points lower than it should be.
Pack Distinction (Sabbat, 2 pt. Merit): You have a
certain degree of fame within your pack. The reason relates to some great heroic
action that possibly saved many of their unlives. You may consider this two
points that can be added to Pack Recognition. You may not be pack leader, but
you may be more respected than the leader.
Pack Enemy (Sabbat, 2/3 pt. Flaw): You have made an enemy within your pack. This individual
would like to see you out of the pack and possibly destroyed: perhaps just
because he doesn't like you or perhaps for a good reason. In any case, this pack
member tries to get others to side against you, and he tries to ruin every
positive thing you accomplish for yourself or for the pack. This is a 3-point flaw if the Pack Enemy is
also the pack leader. The Vinculum scores between you and your enemy are
automatically zero, and will never increase no matter how many times you partake
of the Vaulderie together.
Pack Punishment (Sabbat, 1 pt. Flaw): You are bound by
some special punishment imposed on you by your pack for doing something in
opposition to pack rules. You are limited from doing something you normally
could do, such as making solo trips, going with the pack out of town, hanging
around the rack, associating with certain individuals, and so on. The exact
nature of the punishment is left to you and the Storyteller.
Pack Rival (Sabbat, 1 pt. Flaw): You have an intense
rivalry with a member of your pack. You are always competing with this
individual, either for fun or out of spite. You have been known to go to
extremes to best this individual, and he has been known to do the same to you.
Your rival occasionally gets the best of you, but you do the same to him.
Pawn (3 pt. Merit): You can manipulate and have some
control over another vampire - one 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.
Prestigious Sire (1 pt. Merit): Your sire had or has great Status in the Camarilla, and this has
accorded you a peculiar honor. Most treat you respecfully 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 appreoach 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.
Probationary Sect Member (Sabbat, 4 pt. Flaw): You are a defector. You turned traitor to the Camarilla, Follwers of
Set, or some other vampire group. You have just been accepted on probation into
the fold and still have much to prove before you will be an accepted member. You
are treated well by most Sabbat, but you know you are not trusted. You are
always assigned the most dangerous missions and you are always at the front of
the fray. Your pack watches you like a hawk and limits your actions. You are not
allowed to speak to Kindred outside the sect, you are not allowed to go anywhere
outside pack territory without a fellow pack member, and you are required to
prove your loyalty time and time again.
Reputation (2 pt. Merit): 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. Add three dice to all Dice Pools for social
dealings with the city's Kindred. A character with this merit may not take the
Notoriety flaw.
Rumors (1-3 pt. Merit): You have a source or sources of
information in the city. For each trait in this merit, you receive one rumor per
game session. Rumors may be true, false, misleading, or bizarre, but they are
almost always useful in some way.
Sire's Resentment (1 pt. Flaw): 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.
Special Gift (1-3 pt. Merit): Your sire gave you a
valuable gift after the Embrace. The Storyteller should create something
suitable or choose one item from the Mystical Items list to give to you (though
you can "suggest" something). The Storyteller will decide how much a particular
item is worth.
Special Responsibility (Sabbat, 1 pt. Flaw): You have some sort of duty that you are
required to perform for the entire pack. You are not really given any special
credit for diing it, but if you were to stop you would lose much of it's
respect. The exact nature of the
duty can be anything: act as pack messenger and coordinator, gather victims for
Blood Feasts, cover up other pack members' messes, or issue loans to fellow pack
members.
Twisted Upbringing (1 pt. Flaw): 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
(the Storyteller will tell you when). But until then, you will continue to
believe what you were first told, no matter how others try to "trick" you into
thinking otherwise.