Additional Discipline (4/5 pt. Merit): You have the
ability to learn an additional discipline without a teacher, at the in-clan
costs. Your starting discipline levels may be in this discipline. For 4 points,
you may select any Discipline from the list of Disciplines available to Caitiff,
and can teach it to others. For 5 points, you can have any Discipline (subject
to Storyteller approval) but cannot teach it to others.
Arcanist (5 pt. Merit): Through study you have managed to
teach yourself a path of vampiric magic. You may purchase one path of
Thaumaturgy at the in-clan cost, but can't teach it to others unless they too
possess this merit or are of clan Tremere.
Beacon of the Unholy (2 pt. Flaw): You radiate palpable
evil that everyone around you feels, and clergy and devout mortals can sense
that something is horribly wrong with you. You cannot enter churches or other
places of worship, as they repel you automatically.
Can't Cross Running Water (3 pt. Flaw): You cannot cross
running water unless you are at least 50 feet above it ("running water" is any
body of water more than 2 feet wide in any direction and not completely stagnant
- underground water, such as sewers, don't count). A Kindred with this flaw
obviously believes too much in old wives' tales.
Cast No Reflection (1 pt. Flaw): You actually cast no
reflection, just like the vampires of legend (can have a very detrimental effect
when trying to pass as human). Vampires of Clan Lasombra automatically have this
flaw (and you may be mistaken for one of them if you possess this).
Charmed Existance (5 pt. Merit): Your unlife is somehow
protected and you do not face the perils that others must. It could be that you
are simply lucky - whatever the reason, you may ignore a single "1" on every
roll that you make. This makes it far less likely that you will ever botch and
grants you more successes than others obtain.
Cursed (1-5 pt. Flaw): A powerful curse affects you, the
number of points taken in this flaw determining the power and tenacity of the
curse.
- 1 pt - if you pass on a secret your betrayal will later harm you in some
way.
- 2 pt - you stutter uncontrollably when you try to describe what you have
seen or heard.
- 3 pt - tools often break or malfunction when you attempt to use them.
- 4 pt - you are doomed to make enemies of those to whom you become most
attached.
- 5 pt - every one of your accomplishments will inevitably become soiled or
fail in some way.
Danger Sense (2 pt. Merit): You have a sixth sense that
warns you of danger (when in danger the Storyteller should secretly roll Per +
Alertness, difficulty depending upon the remoteness of the danger). If the roll
succeeds the Storyteller tells you that you have a sense of foreboding (multiple
successes may refine the feeling and give an indication of direction, distance,
or nature). If combined with Heightened Senses (Auspex 1) this can be a very
potent warning.
Dark Fate (5 pt. Flaw): 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, struggles,
and 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. The
malaise these visions inspire in you can only be overcome through the use of
Willpower and will return after each vision, and at some point in the chronicle
you will face your fate (how and when is completely up to the
Storyteller).
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 to take away all free will, it also ironically
grants freedom.
Destiny (4 pt. Merit): You have a great destiny, though
you may not realize it (the destiny becomes 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 (how this is played is
up to the Storyteller).
Eerie Presence (2 pt. Flaw): Other people get a strange
feeling when they are around you - you seem to make others very uncomfortable,
especially animals and mortals. You have -2 dice in any social situation.
Enchanting Voice (2 pt. Merit): You have an almost
magical voice, beautiful beyond words. You may add two dice to all rolls
directly involving the use of your voice, such as leadership, seduction,
singing, and the like. Depending upon the circumstances, the Storyteller may
allow you to use two extra dice when making any type of roll involving
Presence.
Faerie Affinity (2 pt. Merit): Your presence does not
frighten faeries - instead it attracts them, and you are naturally attuned to
their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical
kingdom of the faeries, provided you find an entrance.
Grip of the Damned (4 pt. Flaw): There is no ecstasy in
your embrace - only terror and pain. Mortals upon whom you feed struggle and
shriek all the while as you attempt to feed, requiring you to grapple with them
for as long as you wish to take their blood. For vampires with a high Humanity
this may require a Conscience roll, at the Storyteller's discretion.
Guardian Angel (6 pt. Merit): 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 - the Storyteller must decide why you are being watched over and
by what (not necessarily and angel, despite the name).
Haunted (3 pt. Flaw): 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. The ghost 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 or another's ears); move a small objects like a
knife or pen; break a fragile object 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 will confuse those around you. The Storyteller will likely personify the
ghost in order to make things all the more frustrating for you.
Innate Magical Ability (5 pt. Merit): You have some sort
of magical ability that makes you unique, this being different from any normal
vampiric power or Discipline. The exact nature of the ability should remain
somewhat mysterious to you, though you have some say in what the ability is. The
ability has an estimated power level similar to a level 3 Discipline.
Inoffensive to Animals (1 pt. Merit): Animals do not fear
or distrust you the way they do most Kindred. They treat you as they would any
mortal and do not shy from your touch.
Light Sensitive (5 pt. Flaw): You are even more sensitive
to sunlight than other vampires are. Sunlight causes double normal damage, and
even moonlight (reflected light of the sun) harms you (even bright lights can be
painful, though sunglasses will mitigate this). When the moon is shining the
light it casts will cause wounds in the same way that sunlight does for normal
Kindred (though this is only lethal damage, not aggravated, and may 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 clouds).
Luck (3 pt. Merit): You were born lucky - or else the
Devil looks after his own. Either way, you can repeat three failed rolls per
story (not botches, and only one repeat attempt may be made on any single
roll).
Lunar Influence (1 pt. Merit): The moon has an unusually
strong effect on you. During periods of the new moon, your Strength, Dexterity,
and Stamina are cut in half (round down). During periods of the full moon, your
Strength, Dexterity, and Stamina are increased by half again (round up). During
the waxing and waning phases the Attributes are normal.
Magic Resistance (2 pt. Merit): You have an inherent
resistance to the rituals of the Tremere and the spells of the Mages of other
creeds and orders. The user has a +2 difficulty when using all such magic, both
malicious and beneficent, against you (you may never learn the Discipline of
Thaumaturgy).
Magic Sensitivity (1 pt. Merit): You have a supernatural
gift that allows you to know if any magic is in use or has been used recently
within a 10-ft radius of yourself. This includes all supernatural Disciplines as
well. How much you know about the magic depends upon the number of successes you
roll using your Perception + Occult (difficulty 8).
Magic Susceptibility (2 pt. Flaw): You are susceptible to
the rituals of the Tremere and the spells of the Mages of other creeds and
orders. The user has a -2 difficulty when using all such magic, both malicious
and beneficent, upon you (and they will always have twice the normal effect upon
you).
Medium (2 pt. Merit): You posses a natural affinity to
sense, see and hear spirits. You can speak with them if they are in the area,
and even occasionally summon them to your presence through pleading and
cajoling. You can call upon them for aid or advice, but there will always be a
price.
Mystic Ability (2 pt. Merit): For some reason you have
visions. These are not necessarily precognitive, but like precognition the
visions occur outside your control. You may make yourself more sensitive to them
through ascetic practices, but you can never consciously induce a vision. Then
again, you may have a vision as you are walking down the street minding your own
business. Unlike Precognition, the visions are always steeped in symbolism and
they apply only to your own unlife. The particulars of how and when this merit
works are left to the Storyteller.
Nine Lives (6 pt. Merit): Fate has granted you the
opportunity to come as close to Final Death as anyone can get and still survive.
You basically have nine lives. If a situation arises in which you should be
killed, you actually survive, though you may be the worse for wear. If a roll
occurs that would kill the character, it is rolled a second time (another can me
made and so forth, until the roll would not kill the Vampire or the merit is
used up). You get nine opportunities to make rerolls, and these are never
replaced after they have been used - once gone they are gone forever. A list
should be kept somewhere to record how many rerolls have been made.
Occult Library (2 pt. Merit): 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 times of need your library can be
an invaluable source for research.
Oracular Ability (3 pt. Merit): You see signs and omens
in everyday life. You are able to understand many magical portents that are
revealed to people every day, but are seen by few and interpreted by less. You
are able to draw advice from these omens, for they provide hints of the future
and warnings for the present. Seeing an omen or sign requires a Perception +
Occult roll (difficulty depending upon how well hidden it is - the most obvious
have a 5 difficulty). Once the sign has been seen it must be interpreted
(Intelligence + Occult roll, a 6 difficulty is typical). The number of successes
determines how much meaning can be gleaned from the sign.
Precognition (4 pt. Merit): You have the ability to
perceive events before they happen. This ability is not under your control. The
premonitions come to you when you least expect them, and the focus of your
premonitions is not under your control either. This ability can greatly impact
the story and the exact nature of the effects is left up to the Storyteller.
This merit should not be used to cause problems in the game, but to intensify
the experience through additional drama.
Prophetic Dreams (1-3 pt Merit): You have informative,
though often strange, dreams. The clarity and usefulness of your dreams is based
on the number of points in this merit.
Repelled by Crosses (3 pt. Flaw): 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 judgement from God. Note that windmills,
crossed candlesticks, and the like are NOT considered to be crosses!
Repulsed By Garlic (1 pt. Flaw): You cannot abide the
smell of garlic, and the smallest tain of its scent will drive you from a room.
The full force of it's pungent odor will bring bloody tears to your face and
render you nearly blind, which its touch can cause boils and even open
wounds.
Sanctity (2 pt. Merit): For some reason, everyone
considers you pure and innocent, though certainly not naive. You have a
saint-like quality that is hard to put a finger on, but others tend to see it in
you. You are trusted, even if you are not trustworthy. You tend to receive
lesser punishments for wrongdoing and are liked by most.
Silence (1 pt. Merit): You have an unusual ability to
move quietly that goes far beyond the norm. You have a -2 difficulty on any
Stealth roll involving moving quietly (you can even move quietly over dry
leaves). Should the wind blow while you are moving, there is no way to hear
you.
Special Rapport (2 pt. Merit): You have a special bond
with another vampire that extends beyond any other type of bond you know of. You
may or may not love the other vampire, but you have a special link to her. This
link allows you to always know when she is in trouble, when she is in pain, when
she is lying, and when she needs you. In return, she knows the same about you.
Both characters have to buy this merit, and it should not be abused by allowing
a relatively weak character to choose a powerful one (unless this is approved by
the Storyteller).
Spirit Mentor (3 pt. Merit): 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 the Haunted flaw) 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. The Storyteller will create the ghost character, but will not reveal to
you its full powers and potencies.
Touch of Frost (1 pt. Flaw): Plants wither when you
approach and will die if you touch them - your touch leeches heat from living
beings, as though you are made of ice. It is rumored that Caine himself
possesses this flaw.
True Love (4 pt. Merit): You have discovered, perhaps too
late, a true love. He or she is mortal, but is the center of your existence, and
inspires you to keep going in a world of darkness and despair. Whenever you
suffer, the thought of your true love gives you the strength to perservere. This
grants you one automatic success on all Willpower rolls which can be negated
only by a botch die (this can be a great gift and also a hindrance, for your
true love may require protection and occasionally rescue).
True Faith (7 pt. Merit): The light of God, Allah, Buddha
or whatever name you use for the almighty shines from your soul. You have one
dot of True Faith, which can be used in a variety of ways. Note that you must
maintain a 9+ Humanity (or the Road of Heaven) to keep this merit, though if you
regain a 10 you may recover the lost Faith through extensive penitence and
work.
Unbondable (3 pt. Merit): The blood bond cannot take hold
on you, even partially. No matter how much blood you drink from other vampires,
you will never become even partially bound to them.
Werewolf Companion (3 pt. Merit): You have a friend and
ally who just happens to be a werewolf. Thouh you may call upon this friend in
time of need, he also has the right to call upon you (after all, you are
friends). However, neither your kind nor its appreciate such a relationship, and
your respective societies will punish both of you if your friendship is
discovered. Arranging for meeting places and methods of communication will be
difficult (the Storyteller creates the Werewolf character, but will not reveal
to you its full powers and potencies).