GENERAL MERITS & FLAWS

Merits and Flaws allow you to describe your character in more detail than provided in the basic character creation. If you don't take Merits and Flaws for your character, you won't suffer any disadvantages in game-play.
Flaws give you extra negative traits to spend on Merits or anything else. You can purchase as many Merits as you want, up to the full amount of your Negative Traits. (If you choose to have more points in Merits than in Flaws, freebies will be deducted from your starting 15. Merits and Flaws given by an ST generally will not cost you anything as they are ST appointed.) Each Merit has a different cost, which is described in terms of Traits, if you want to take it, you must have already taken that number of Negative Traits (This includes Derangement’s.) Each Flaw you purchase gives you additional Negative Traits that allows you to buy Merits (or have extra freebies to spend.)
Taking advantage of the Negative Traits to gain extra freebies could result in a disapproval of your character.
Keep in mind that taking Merits and Flaws means that you WILL play them out fully. These are not here to gain you extra points. ST's will enforce the play of any merits and flaws. Failure to play them out fully could result in XP deduction for the cost of the flaw or merit to be taken off your sheet.
All Merits and Flaws should be described in the character Bio. The development of these, even if it's something that came naturally, should be included. ST's may not allow a Merit or Flaw if there isn't ample reason in the bio for the character to have chosen Merit/Flaw.
Merits
Acute Hearing (1-PT Merit)
You have exceptionally sharp hearing, even for a vampire. The difficulties of all dice roll that relate to hearing (e.g. Perception + Alertness to hear a faint noise, or Perception + Linguistics to overhear a conversation in a foreign language) are decreased by two. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman hearing acuity.
Acute Sense of Smell (1-PT Merit)
You have an exceptionally keen sense of smell. The difficulties of all dice rolls that relate to smell (e.g., Intelligence + Occult to identify a ritual incense) are reduced by two. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman olfactory acuity.
Acute Sense of Taste (1-PT Merit)
You have an exceptionally keen sense of taste. The difficulties of all dice rolls that relate to taste (e.g., Perception + Medicine to spot the taint of poison in blood or another substance) are reduced by two. 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 Merit)
You have exceptionally keen eyesight. The difficulties of all dice rolls that relate to vision (e.g., a Perception roll to spot a clue, or Perception + Alertness to see the shadow of an approaching attacker) are reduced by one. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman visual acuity.
Ambidextrous (1-PT Merit)
You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. You must still use the rules for taking multiple actions, but will not suffer a difficulty penalty if, say, you use two weapons or are forced to use your off hand.
Approachable (1-PT Merit)
There’s something very inviting and non-threatening about you. People find you very easy to start a conversation with. Even distrustful creatures tend to put aside their instinctive wariness of mortals in regard to you. Reduce the difficulty of any Empathy rolls involving other people by two, and by one where human-seeming monsters (such as vampires) are concerned.
Baby Face (2-PT Merit)
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.
Blush of Health (2-PT Merit)
You look more pale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch.
Bruiser (1-PT Merit)
Your appearance is sufficiently thug like to inspire fear or at least disquiet in those who see you. While you're not necessarily ugly per se, you do radiate a sort of quiet menace, to the point where people cross the street to avoid passing near you. You are at -1 difficulty on all Intimidation rolls against those who have not demonstrated their physical superiority to you.
Code of Honor (2-PT Merit)
You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play and included in character background, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower or Virtue rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.
Coldly Logical (1-PT Merit)
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 (-1 difficulty on all Sense Deception and related rolls).
Common Sense (1-PT Merit)
You have a significant amount of practical, everyday wisdom. Whenever the character is about to act in a way contrary to common sense, the Storyteller can make suggestion or warnings about the implications of said action. This is a very useful Merit to give to beginning players unfamiliar with the game. Player is responsible for reminding the ST Staff that they have this Merit.
Computer Aptitude (1-PT Merit)
You have a natural affinity with computers, so the difficulties of all rolls to repair, construct or operate them are two less.
Concentration (1-PT Merit)
You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, hanging upside down).
Crack Driver (1-PT Merit)
You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors. The difficulties of all rolls requiring risky or especially difficult driving maneuvers are two less.
Daredevil (3-PT Merit)
You are good at taking risks, and even better at surviving them. When attempting exceptionally risky actions (such as leaping from one moving car to another), characters with this Merit add an additional three dice to their rolls, and negate a single botch die that may result from such a roll. Generally, such actions must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed.
Double-Jointed (1-PT Merit)
You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit.
Eidetic Memory (2-PT Merit)
You remember, with perfect detail, things seen and heard. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect.
Enchanting Voice (2-PT Merit)
There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thunderous, gentle, persuading or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to persuade, charm or command are reduced by two.
Fashion Sense (2-PT Merit)
Your character doesn’t just dress well, he has an innate sense of what sort of clothes suit a particular occasion. This isn’t a case of slavishly following the latest trends from the hottest designers. It’s a matter of knowing when to dress smart and when to be casual, having the know-how to carry it off on a limited budget. Deduct one from the difficulty of Social rolls in situations in which dressing appropriately is important, such as in a business meeting, chatting at a club, or attending an invitation-only function.
Fast Reader (1-PT Merit)
You can read and understand a piece of writing far faster than most people. Although it can make long journeys by train or carriage expensive propositions due to the number of books you go through, it allows you to quickly extract useful information from anything written in your native language.
Flirt (2-PT Merit)
You claim that you’re a terrible flirt, but that quite manifestly isn’t true. You’re great at it. You’re an absolute master of all the subtle signals that give off the particular combination of promise and denial that makes teasing so much fun. At your best, you can make members of the opposite sex, or members of the same sex, putty in your hands. Add two dice to all Social rolls in such circumstances.
Forgettable (2-PT Merit)
It’s not that you’re ugly. It’s just that, well, people’s eyes tend to slide over you. You’re of average height and build, unremarkable looks and run-of-the-mill dress. People have problems remembering your appearance after they meet you, unless you have talked with them for a long time. Certainly people won’t be able to give a useful description of you if they only see you briefly. You must have an appearance of 2 or 3 and a Charisma no higher than 3 to take this Merit. If either of those Attributes moves outside its assigned range through play, you lose this Merit. This merit applies solely to your physical appearance. You might have a dreadful credit rating, a police file as thick as a phone book and a sexual history that would make a porn star blush, but people on the street just don’t remember you.
Friendly Face (1-PT Merit)
You have a face that reminds everyone of someone, to the point where strangers are inclined to be well inclined toward you because of it. The effect doesn’t fade if you explain the 'mistake', leaving you at -1 difficulty on all appropriate Social-based rolls (yes for Seduction, no for Intimidation, for example) when a stranger is involved. This Merit only functions on a first meeting.
Funny (1-PT Merit)
You can make people laugh. Your timing and sense of the absurd are second to none. You’re always being invited to parties because you’re so much fun. However, you’re also very good at judging the appropriateness of your humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. So, you do what you can to make life more bearable for your fellows, even when the situation seems darkest. Lower the difficulty of any Social roll intended to boost morale by two.
Good Judge of Character (2-PT Merit)
You have an instinct for reading people. You can make an appraisal of the kind of person someone is after meeting her for a few seconds, based on little more than gut instinct. You’re rarely wrong. Decrease the difficulty of any Perception roll based on assessing someone by two.
Good Listener (1-PT Merit)
You’re interested in people, you enjoy hearing what they have to say and you’re prepared to hear them out without interrupting their opinion with your own. Others can sense this and open up to you without really meaning to do so. The difficulty of all apparently friendly social rolls that involve people talking to your character is reduced by two.
Good Map Reader (1-PT Merit)
You’re the Holy Grail of travelers everywhere: someone who can read a map well. Whether you’re using an old map carved into animal leather or a few brushes on a vellium scroll, you can find your way to where you need to be.
Good Night Vision (2-PT Merit)
Maybe you spent a lot of time camping. Maybe you’re just a fisherman who’s used to getting up before dawn. For whatever reason, your night vision is excellent. The difficulty of Perception rolls at night is decreased by two.
Good Recognition (1-PT Merit)
You are great at remembering the names of people you’ve encountered, and places you’ve been. You can call to mind the name of somebody you met briefly at a party three years ago, while you were a bit drunk, as clearly as if you’d met them only yesterday. You can also remember the streets you staggered along on your way home. You’re even good at remembering the names of people mentioned in newspaper stories and broadcast reports, and locations glimpsed in still photographs.
Good Taste (1-PT Merit)
You have a knack for choosing the right food from the menu, reading the right anecdotes and giving the right presents. You’ve seen the right films for discussion in cultured company, and you wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Your taste makes forging social contacts among the similar folk much easier, whatever your origins. Lower the difficulty of any social roll intended to gain acceptance or to impress a like-minded gathering by two.
Gossip (1-PT Merit)
You’re an incurable gossip, and other gossips recognize a kindred spirit in you. You’re more than happy to spend hours shooting the breeze with others, all the while discussing the minutiae of other people’s lives. Surprising how much information you can pick up that way, isn’t it? Lower the difficulty of any Interrogation rolls made in a social situation, without bullying or intimidation, by two.
Great Liar (2-PT Merit)
Lying comes naturally to you. Even the most involved deception sounds like God’s own truth when it comes tripping off your honeyed tongue. Gain two dice on any Social roll that involves lying to or deceiving another person.
Harmless (1-PT Merit)
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.
Healthy Skepticism (1-PT Merit)
You’re good at separating truth from fiction, and someone has to be up pretty damn early to catch you off guard. You rarely take what people say at face value until you’re able to check the details yourself. This merit allows you to reduce the difficulty of any roll to perceive a lie by two. It should be role played as much as possible.
Huge Size (4-PT Merit)
You are abnormally large in size, at least 6'10" and 300 pounds in weight. Aside from making you extremely noticeable in public, this extra mass bestows an additional Bruised health level. Characters with this Merit may also gain bonuses to push objects, open barred doors, avoid being knocked down, etc.
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, or just all-around know-how. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to simulate a wide range of abilities. If the character trains or spends experience in the Skill or Knowledge, he must first buy one dot, then two, etc. as if he had no dot in it. When the character buys the first dot in any Skill or Knowledge, this merit does not stack (meaning – that it does not add an additional dot to the level of skill)
Mechanical Aptitude (1-PT Merit)
You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices such as computers). The difficulties of all dice rolls to understand, repair or operate any kind of mechanical device are two less. However, this Merit doesn't help you drive any sort of vehicle.
Media Junkie (1-PT Merit)
TV, radio, newspapers, magazines, films – you love them all and can’t get enough. You’re a voracious consumer of pop culture and are always up on the latest movies, music, and current affairs. Lower the difficulty of any Social or Research roll that involves pop culture by two.
Natural Leader (1-PT Merit)
You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.
Natural Linguist (2-PT Merit)
You have a flair for languages. You may add three dice to any dice pool involving written or spoken languages.
Natural Politician (1-PT Merit)
You’re right at home among the devious minds of the political world. Whether it’s the cut and thrust of office jockeying or the showboating of regional politics, you know how to get what you want. You receive two extra dice on Manipulation rolls in social situations that involve an element of politics, such as an office meeting or gun-club gathering. You must have a Manipulation of 3 or more to have this Merit. Politics and Bureaucracy Abilities have no bearing on the application of this Merit because it represents raw talent, not the knowledge gained through long experience.
Natural Runner (1-PT Merit)
You’ve enjoyed running ever since you were a kid. Whereas most people wheeze and complain about exercising, running has always been an absolute pleasure for you. As a result, you can run like the wind when the situation demands this. Your Dexterity counts as one point higher than it actually is for purposes of determining Movement rates.
Open Road (2-PT Merit)
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.
People Person (2-PT Merit)
You’re a social animal. You just like being around others. Hell, they like being around you. Your open and gregarious nature makes people warm to you quickly. The difficulty of any Social roll to create a good impression on another is decreased by two.
Perfect Balance (1-PT Merit)
Your sense of balance is superb. The narrowest of ledges holds little fear for you, because you have such a good command of your physical equilibrium. You’re probably a good dancer, as well. This Merit allows you to reduce the difficulty of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two. *Note: This includes knock-downs
Pillar of the Community (2-PT Merit)
You’re a fine, upstanding person, respected by people around you. Through participation in local events, helping out with community groups or helping others, you’ve become well-liked and trusted by those who live around you. When you bring them a warning of potential danger or offer an explanation of strange events, they’re likely to believe you. You may even be able to call upon their aid in a pinch. You may not get it, however.
Pitiable (1-PT Merit)
There is something about you that others pity. This causes them to care for you as if you were a Child (see the Archetypes section). 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.
Punctual (1-PT Merit)
You’re a master of the virtually lost art of arriving on time. If you have a meeting at 10 AM, you’re sitting in the reception area at 9:59. If you have an 8 PM dinner date with your beloved, you’ll be in the restaurant at 8 on the dot. Barring deliberate interference in your plans, you almost always manage things so you turn up on time. It makes you a great organizer, assuming your allies come through.
Rep (1-5-PT Merit)
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 may not be the same thing). The publicity can be good or bad; what matters is that everyone knows your name. Whether individuals outside of your immediate social circle know enough to match your face to your name is a different matter.
Robust Health (1-PT Merit)
You have the constitution of an ox. You rarely get ill, if ever, and food poisoning is a stranger to you. You don’t even get hangovers, you bastard. Reduce the difficulty of any roll to resist illness or poisoning – including alcohol poisoning – by two.
Sea Legs (1-PT Merit)
No landlubber, you’re a salty sea dog at heart. You’re at home on a boat, even when traveling rough seas. You suffer no penalty incurred due to rough seas or unpredictable ship motion on any actions performed while on board.
Seasoned Traveler (2-PT or 4-PT Merit)
You’ve visited distant and different places on your own, and you know how to fit in. You don’t hit town expecting everyone to think and behave the way you do. With the 2-point version, you’re adept at finding accommodation, supplies, and local help wherever you go in your home country. With the 4-point version, the same applies to foreign countries. You might not speak the language of a place well, or at all, but you know how to go about obtaining things and learning about the local culture without offending the natives, through a combination of prior research and general street smarts.
Self-Confident (5-PT Merit)
When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. You do not lose the point when you spend it, unless you end the roll with only one success, i.e. you do not gain any additional successes from the dice you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. This means you can use it only when the difficulty of your roll is six or higher. You may spend Willpower at other times; however, if the difficulty is five or less, the Willpower will be spent no matter what you roll.
Sexy (2-PT Merit)
You might not necessarily be that good looking, but there’s something about the way you move and act that exudes sexuality. As a result, you draw attention from members of the opposite sex, or your own sex, with raw animal magnetism. You may lower the difficulty of any Social roll by two when dealing with someone who is attracted to you. If you actively attempt to direct your charms at a person, you may lower the difficulty by three.
Smooth (1-PT Merit)
You might come from the wrong side of the tracks. You probably don’t have a clue which fork to use when eating out. But none of that matters. You present yourself with such an easy grace and carefree attitude that people forgive you most errors. They might not like you much, but they enjoy your company so thoroughly that your rougher edges are quickly forgiven and forgotten. Lower the difficulty of Manipulation rolls by two.
Socially Aware (2-PT Merit)
Social interplay is an open book to you. You’re the first to spot the hidden relationships between people, after only a few minutes of observation. Subtle cues like body language and position, voice tones and choice of words speak volumes to you about the underlying connection between people. Gain two dice on any Perception roll involving interaction between others.
Time Sense (1-PT Merit)
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.
Trivia Champ (2-PT Merit)
Where do you get this stuff? Whether it’s through plenty of reading, too much TV or just an eclectic bunch of friends, you have the oddest collection of facts stored away in your skull. Once in a while, at the Storyteller’s discretion, one of them turns out to be just the piece of information your fellows need. You might not actually be very bright, but the sheer amount of knowledge you’ve picked up makes you appear that way. This Merit doesn’t confer knowledge of the enemy or the occult, beyond what is likely to be known in common culture (and may well be dangerously wrong.)
Unflappable (3-PT Merits)
You are a naturally placid person and take most things in stride. You were almost hit by a car? That was close. Your wife has left you? Ah, well. Although you have emotions as others do, you don’t let them affect you to the same degree. You gain two extra dice on any Willpower roll that involves staying calm and not overreacting to mundane experiences. It simply helps you to cope with the plausible and unfortunate aspects of everyday life. You might have witnessed dead bodies before, and can deal with seeing them now, but seeing a dead body that’s partially devoured is probably beyond your previous experience.
Upright Citizen (2-PT Merit)
Up until the moment of whatever change you may have had, you were a model citizen. There’s never been even a whiff of scandal about you. Your working life has been good without being extraordinary. Your friends would be hard-pressed to come up with any embarrassing secrets about you, and even your ex-lovers are complimentary about you most of the time. You just don’t have any dirty secrets to come back to haunt you, and people who know you have a hard time believing anything bad about you.
Way With Words (1-PT Merit)
Language is a finely honed tool for you, not a blunt instrument. You are able to create exactly the effect you want in both written and verbal communication. Gain two dice on any Expression roll that involves words.
Flaws
Absent-Minded (3-PT Flaw)
This Flaw may not be taken with the Merit Concentration. Though you do not forget such things as Knowledge's or Skills, you do forget names, addresses, and when you last ate. In order to remember anything more than your own name and the location of your haven, you need to make a Wits roll or, as a last resort, spend a Willpower point.
Amnesia (2-PT Flaw)
You are unable to remember anything about your past, yourself or your family, though your past might well come back to haunt you. Your origins and the circumstances behind your amnesia are for the Storyteller to determine, and she is encouraged to make it as interesting as possible.
Bad Liar (1-PT Flaw)
You have tremendous trouble lying. The spontaneous excuses that you come up with are usually unbelievably elaborate or easily refuted with the bare modicum of research. While telling a prefabricated lie, you stutter, stammer, blush and generally look guilty. Increase the difficulty of any roll that involves verbal deception by two. Cannot be taken with the Flaw Honest to a Fault.
Bad Sight (1- or 3-PT Flaw)
Your sight is defective. The difficulties of any die rolls involving the use of your eyesight are increased by two. As a one-point Flaw, this condition can be corrected with glasses or contacts; as a three-point Flaw, the condition is too severe to be corrected.
Balding (1-PT Flaw)
You barely have any hair left on your head, whether it’s due to old age or cruel genes. You are relatively easy to pick out of crowds, and you have problems making a good impression on others, especially in romantic situations. Increase the difficulty of any Ability rolls involved in a seduction attempt by one.
Blind (6-PT Flaw)
You cannot see. Characters can compensate for the loss of vision by becoming more sensitive to other sensory input, but visual cue and images are lost to them. Actions involving hand-eye coordination are very difficult to perform, especially under stressful conditions. Difficulties of all Dexterity-based rolls are increased by two. Oddly, vampires with Level Two Auspex (Aura Perception) are still able to use this ability, thought the information is interpreted via the other senses.
Bully (1-PT Flaw)
You tend to push people around when you can get away with it. This aggression doesn’t necessarily require a physical display; it is often purely social. You chafe under the leadership of more forceful personalities and can be a malcontent when you aren’t in charge.
Children (1-PT Flaw)
You have children for whom you are a primary emotional, social, and economic provider. You take a lot of joy in your kids and pride yourself on being a good parent. Unfortunately, your life gets in the way of parenting. If you go more than three days without seeing your kids because of work or activities related to your calling, you feel tremendous guilt.
Chronic Pessimist (1-PT Flaw)
You think the glass is half-empty, the water in the glass is contaminated, and that the glass will probably tip over at any second. Others practice pessimism out of habit. For you, it’s an art form. Nothing can ever go right, especially plans that others propose. You are the implacable voice of gloom and doom, always ready to point out a potential problem no matter how remote a chance it has of coming to pass. Add two to the difficulty of your leadership rolls.
Color Blindness (1-PT Flaw)
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.
Crude (1-PT Flaw)
You never learned any manners while growing up. You talk with your mouth full, burp loudly and slurp your soup. When interacting with others in any refined or formal environment, increase the difficulty of all Social rolls by two.
Compulsion (1-PT Flaw)
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. A compulsion can be temporarily avoided at the cost of a Willpower point,. but is in effect at all other times.
Compulsive Liar (2-PT Flaw)
You feel the need to put your personal spin on the truth. You don’t necessarily do so out of spite or malice, and you may come to genuinely believe the tall tales that you tell (especially when you spin them often enough.) You might have to spend a Willpower point to force yourself to be honest, especially if it means publicly revealing a previous lie.
Confused (2-PT Flaw)
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 role-play 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). You may spend Willpower to override the effects of your confusion, but only temporarily.
Cultural Snob (1-PT Flaw)
You have nothing but disdain for popular music, books, and the like. You couldn’t name any of the current top 10 songs, and you think knowledge of tv is a sign of poor taste and incorrigible stupidity. Unfortunately, this means you have a hard time relating to people who aren’t equally snobbish about such things. When dealing with strangers who don’t share your ‘enlightened’ views, increase the difficulty of social rolls by two.
Deaf (4-PT Flaw)
You cannot hear. While you may ignore some applications of Dominate, you may not listen to electronic or vocal media, and the difficulties of many Alertness rolls are increased by three.
Defensive (1-PT Flaw)
You have problems taking responsibility for your actions. Perhaps you view yourself as perfectionist, or maybe you’re simply too immature to accept the blame for failure. When things go wrong, you look for ways to blame others and rarely accept blame or criticism for your actions without contention.
Deformity (3-PT Flaw)
You have some kind of deformity - a misshapen limb, hunchback, clubfoot, etc, - which affects your physical abilities and interactions with others. A hunchback, for instance, would lower a character's Dexterity by two dots and increase the difficulty of die rolls relating to social skills by one. It is the responsibility of the Storyteller to determine the specific effects of the deformity chosen.
Deep Sleeper (1-PT Flaw)
When you sleep, it is very difficult for you to awaken. The difficulty of any die roll to awaken during the day is increased by two.
Disfigured (2-PT Flaw)
A hideous disfigurement makes your appearance disturbing and memorable. The difficulties of all die rolls relating to social interaction are increased by two. You may not have an Appearance rating greater than 2.
Distinguishing Characteristic (1 or 2-PT Flaw)
You have a physical feature that makes you very easy to pick out in crowds, such as elaborate tattoos, a scar, or an obvious birthmark. This Flaw is worth one point if the characteristic is easily hidden under clothes, two points if it is not. This must be decided before play and be included in the character’s background.
Driving Goal (3-PT Flaw)
You have a personal goal, which sometimes compel 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 throughout the chronicle (though you can avoid it for short periods by spending Willpower), 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. This must be decided before play and needs to be in the character’s background.
Expendable (1-PT Flaw)
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 maneuver you into dangerous situations "for the good of the Camarilla," and has no compunctions about doing so. This person must be decided upon before play and needs to be in the character’s background.
Faint of Heart (3-PT Flaw)
The sight of gore and blood shocks you to the core. If you witness a gruesome scene, you must make a Willpower roll, difficulty 6, to avoid debilitating nausea for five to ten minutes. The difficulty of all actions increases by one when you’re in this state.
Gambling Addict (1-PT Flaw)
You are addicted to wagering money on games of chance. A sizeable chunk of your income goes to sustaining your habit, and even when you win you inevitably gamble your winnings away. You’re too much of an addict to walk away with a profit over any extended period of time. Increase the difficulty of any Resource rolls you attempt by two.
Ghoulish Sense of Humor (1-PT Flaw)
You find humor in situations that make most people uncomfortable or even nauseated. Your questionable taste doesn’t make you particularly resistant to the horror of gruesome sights. Your defense mechanism is simply to belittle the situation or those involved in an inappropriate way. When confronted with a horribly gory scene or otherwise uncomfortable situation such as people trying to console each other, you tend to crack jokes and sling insults. The difficulty of any Social you make under such circumstances is increased by two.
Gullible (1-PT Flaw)
You have a lot of trouble separating truth from fiction. You’re not stupid, you just tend to believe what people tell you rather than to take things with a grain of salt. Increase by two the difficulty of any roll to detect lies.
Hard of Hearing (1-PT Flaw)
Your hearing is defective. The difficulties of any die rolls involving the use of hearing are increased by two.
Hatred (3-PT Flaw)
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 must make a frenzy roll whenever faced with the object of your hatred. You constantly pursue opportunities to harm the hated object or to gain power over it. This must be decided before play and needs to be in the character’s background.
Honest to a Fault (2-PT Flaw)
You always try to tell the truth, no matter what the situation. You won’t stretch it, bend it, or manipulate it to take advantage of others unless human lives are in jeopardy. If you do attempt to lie to someone, the difficulty of any roll involved is increased by two. Cannot be taken with the Flaw Bad Liar.
Illiterate (1-PT Flaw)
Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.
Impatient (1-PT Flaw)
You have no patience for standing around and waiting. You want to do things NOW and the Devil take the hindmost. Every time you are forced to wait around instead of acting, a Self-Control roll is required to see if you go haring off on your own instead.
Insensitive (1-PT Flaw)
You have problems understanding how to gauge the emotional reactions of others. You can be rather blunt in handling delicate matters, and you often find yourself apologizing without really understanding what you’ve done to offend someone. Add two to the difficulty of any Empathy rolls you attempt.
Intolerance (1-PT Flaw)
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. The difficulties of all dice roll involving the subject are increased by two. 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. This needs be decided prior to play and be included in the character’s background.
Lame (3-PT Flaw)
Your legs are damaged, which prevents you from running or walking easily. You are forced to walk with a cane or possibly leg braces, and have a pronounced limp to your stride. Your walking speed is one-quarter that of a normal human, and running is impossible.
Lazy (3-PT Flaw)
You are simply lazy, avoiding anything that requires effort on your part. Preferring to let others do the hard work, you lounge around. For any action that requires preparation, there's a good chance you didn’t prepare properly. Difficulty rolls for spontaneous Physical actions (including combat, unless it is part of a planned offensive) increase by 1.
Low Self-lmage (2-PT Flaw)
You lack self-confidence and don't believe in yourself. You have two fewer dice in situations where you don't expect to succeed (at the Storyteller's discretion, though the penalty might be limited to one die if you help the Storyteller by pointing out times when this Flaw might affect you). At the Storyteller's option, you may be required to make Willpower rolls to do things that require self confidence, or even to use a Willpower point when others would not be obliged to do so.
Lustful (2-PT Flaw)
You can’t resist the erotic advances of the appropriate gender(s). You are easily seduced and often exhibit very poor judgment when dealing with sexually attractive people. The difficulty of any attempts to seduce you is reduced by two.
Low Alcohol Tolerance (1-PT Flaw)
Alcohol goes straight to your head. While this can be an advantage when you try to enjoy a night out on the cheap, it can be deadly in other situations. Double any penalties you suffer for consuming alcohol (whether straight or laced with blood).
Low Pain Tolerance (2-PT Flaw)
You have a very low capacity for pain. You turn into a whimpering, blubbering ball of misery at the first sight of it. Although you soak damage normally, you suffer an additional -1 die-pool penalty whenever you are injured.
Mistaken Identity (1-PT Flaw)
You look similar to descriptions of another Kindred, which cause cases of mistaken identity. This can prompt numerous awkward or even dangerous situations, especially if your "twin" has a terrible reputation or is wanted for some crime.
Mute (4-PT Flaw)
You cannot speak. You may communicate with the Storyteller and describe your actions, but cannot talk to player or Storyteller characters unless everyone concerned uses Linguistics dots to purchase a commonly understood sing language or you write down what you wish to say.
Non-Confrontational (1-PT Flaw)
You have a hard time bringing up difficult subjects with others. You’re willing to make a lot of sacrifices to avoid interpersonal confrontations. You let people have their way simply to avoid fights, and often you step into arguments and attempt to end them without any thought about the outcome of the discussion so long as it ends. You have a hard time coping with pushy people and find yourself making a lot of compromises that you later wish you hadn’t. Add two to the difficulty of any roll that involves debating or arguing with someone who is normally friendly with you.
Non-Swimmer (1-PT Flaw)
You never learned to swim, and you have no natural talent for it. If you ever find yourself in a position where you must try to swim, you can manage a pitiable dog paddle. Increase the difficulty of any Athletics rolls involving swimming by two.
Obese (2-PT Flaw)
You are seriously overweight and large enough that you have trouble using the seats in most theaters. Add two to the difficulty of any Dodge or Athletics rolls that you make. You move at half the normal rate.
Old Injury (2-PT Flaw)
You hurt yourself pretty badly in your younger days and now pay the price with chronic pain and tenderness. Increase the difficulty of any Athletics roll by two. This must be decided before play and needs to be included in the character’s background.
One Arm (3-PT Flaw)
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, so you suffer no off-hand penalty. However, you do suffer a two-dice penalty to any Dice Pool where two hands would normally be needed to perform a task. A character may not take this Flaw along with the Merit Ambidextrous.
One Eye (2-PT Flaw)
You have only one eye - which eye is missing is up to you. The difficulties of all Perception rolls involving eyesight are increased by two, and the difficulties of all die rolls requiring depth perception are increased by one (this includes ranged combat).
Over-Confident (1-PT Flaw)
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.
Phobia (2-PT Flaw)
You have an overpowering fear of something. Spiders, snakes, crowds and heights are examples of common phobias. You must make a Courage roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller, and if you fail the roll you must retreat from the object. This needs be decided prior to play and be included in the character’s background.
Phobia (Severe) (3-PT Flaw)
You have an overpowering fear of something. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights, and so on. You must make a Courage roll not to enter Rotschreck when faced with the object of your fear. The difficulty depends on the circumstances. If you fail the roll, you must retreat in terror from the object of fear. If you score fewer than three successes, you will not approach it. The Storyteller has final say over which phobias are allowed in a chronicle. This needs be decided prior to play and be included in the character’s background.
Poor Dental Health (1-PT Flaw)
Your teeth are very obviously in need of serious work. They jut out at weird angles and some may have fallen out. When interacting with others in superficial social settings such as a nightclub or bar, increase the difficulty of any Social roll by two.
Poor Night Vision (2-PT Flaw)
Your eyesight is poor in low-light conditions. Increase the difficulty of any action attempted in dim light, such as what a flashlight might provide or under starlight alone, by two.
Poor Personal Hygiene (1-PT Flaw)
You often go days without showering, and only brush your teeth when they start to gain a greenish tinge. You often smell quite bad, and your breath is atrociously offensive. Add two to the difficulty of any die roll that involves interacting face to face.
Shaky Hands (3-PT Flaw)
You have a lot of trouble keeping yourself composed under pressure. In any extremely stressful situation such as combat, your hands shake so badly that you have trouble completing any tasks that require a delicate touch and intense concentration. Examples include picking a lock, loading bullets into a revolver or typing a t a computer. Increase the difficulty of any rolls for such demanding activities by two.
Short (1-PT Flaw)
You are well below average height - four and a half feet tall or less. You have difficulty in reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of a normally proportioned human.
Short Temper (1-PT Flaw)
You are easily driven to distraction by what would otherwise be minor failures and other frustrations. If you fail to gain any successes on any single roll during an extended action, increase the difficulty of all subsequent rolls by one, cumulatively.
Shy (1-PT Flaw)
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Difficulties for all rolls involving social interaction with strangers are increased by two. If the character becomes the center of attention in a large group, difficulties are increased by three.
Speech Impediment (1-PT Flaw)
You have a stammer or other speech impediment that hampers verbal communication. The difficulties of all die rolls involving verbal communication are increased by two. You must roleplay this Flaw whenever possible.
Trusting (1-PT Flaw)
You tend to follow your instincts when dealing with strangers. Sadly, your instincts often tell you that you can trust people. You want to believe the best about everyone you meet and tend to put yourself in situations that could become dangerous, such as accepting a ride home from a recent acquaintance, going home with a person you just met at a bar, or taking a stroll in a poorly patrolled city park after nightfall.
Twitch (1-PT Flaw)
You have a 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 1Willpower to refrain from engaging in your twitch.
Vengeful (2-PT Flaw)
You have a score to settle, incurred either during your mortal days or after the Embrace. You are obsessed with taking your revenge on an individual or group, and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending a Willpower point.
Weak-Willed (3-PT Flaw)
You are highly susceptible to Dominate and intimidation by others; Dominate attempts automatically affect you unless the Discipline wielder is of higher generation, and your difficulties to resist Social abilities such as Intimidation or Leadership, as well as mind-altering spells or magic, are increased by two. Your Willpower Trait may never rise above 4.
Youthful Appearance (1-PT Flaw)
You look like you're still in high school. You always get carded at bars and often have to produce identification even to buy cigarettes. In order to gain entry to clubs, concerts, bars or to purchase alcohol, you need to present a valid-looking ID.
Flaws give you extra negative traits to spend on Merits or anything else. You can purchase as many Merits as you want, up to the full amount of your Negative Traits. (If you choose to have more points in Merits than in Flaws, freebies will be deducted from your starting 15. Merits and Flaws given by an ST generally will not cost you anything as they are ST appointed.) Each Merit has a different cost, which is described in terms of Traits, if you want to take it, you must have already taken that number of Negative Traits (This includes Derangement’s.) Each Flaw you purchase gives you additional Negative Traits that allows you to buy Merits (or have extra freebies to spend.)
Taking advantage of the Negative Traits to gain extra freebies could result in a disapproval of your character.
Keep in mind that taking Merits and Flaws means that you WILL play them out fully. These are not here to gain you extra points. ST's will enforce the play of any merits and flaws. Failure to play them out fully could result in XP deduction for the cost of the flaw or merit to be taken off your sheet.
All Merits and Flaws should be described in the character Bio. The development of these, even if it's something that came naturally, should be included. ST's may not allow a Merit or Flaw if there isn't ample reason in the bio for the character to have chosen Merit/Flaw.
Merits
Acute Hearing (1-PT Merit)
You have exceptionally sharp hearing, even for a vampire. The difficulties of all dice roll that relate to hearing (e.g. Perception + Alertness to hear a faint noise, or Perception + Linguistics to overhear a conversation in a foreign language) are decreased by two. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman hearing acuity.
Acute Sense of Smell (1-PT Merit)
You have an exceptionally keen sense of smell. The difficulties of all dice rolls that relate to smell (e.g., Intelligence + Occult to identify a ritual incense) are reduced by two. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman olfactory acuity.
Acute Sense of Taste (1-PT Merit)
You have an exceptionally keen sense of taste. The difficulties of all dice rolls that relate to taste (e.g., Perception + Medicine to spot the taint of poison in blood or another substance) are reduced by two. 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 Merit)
You have exceptionally keen eyesight. The difficulties of all dice rolls that relate to vision (e.g., a Perception roll to spot a clue, or Perception + Alertness to see the shadow of an approaching attacker) are reduced by one. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman visual acuity.
Ambidextrous (1-PT Merit)
You have a high degree of off-hand dexterity and can perform tasks with the "wrong" hand at no penalty. You must still use the rules for taking multiple actions, but will not suffer a difficulty penalty if, say, you use two weapons or are forced to use your off hand.
Approachable (1-PT Merit)
There’s something very inviting and non-threatening about you. People find you very easy to start a conversation with. Even distrustful creatures tend to put aside their instinctive wariness of mortals in regard to you. Reduce the difficulty of any Empathy rolls involving other people by two, and by one where human-seeming monsters (such as vampires) are concerned.
Baby Face (2-PT Merit)
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.
Blush of Health (2-PT Merit)
You look more pale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. You still retain the color of a living mortal, and your skin feels only slightly cool to the touch.
Bruiser (1-PT Merit)
Your appearance is sufficiently thug like to inspire fear or at least disquiet in those who see you. While you're not necessarily ugly per se, you do radiate a sort of quiet menace, to the point where people cross the street to avoid passing near you. You are at -1 difficulty on all Intimidation rolls against those who have not demonstrated their physical superiority to you.
Code of Honor (2-PT Merit)
You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play and included in character background, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower or Virtue rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.
Coldly Logical (1-PT Merit)
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 (-1 difficulty on all Sense Deception and related rolls).
Common Sense (1-PT Merit)
You have a significant amount of practical, everyday wisdom. Whenever the character is about to act in a way contrary to common sense, the Storyteller can make suggestion or warnings about the implications of said action. This is a very useful Merit to give to beginning players unfamiliar with the game. Player is responsible for reminding the ST Staff that they have this Merit.
Computer Aptitude (1-PT Merit)
You have a natural affinity with computers, so the difficulties of all rolls to repair, construct or operate them are two less.
Concentration (1-PT Merit)
You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, hanging upside down).
Crack Driver (1-PT Merit)
You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors. The difficulties of all rolls requiring risky or especially difficult driving maneuvers are two less.
Daredevil (3-PT Merit)
You are good at taking risks, and even better at surviving them. When attempting exceptionally risky actions (such as leaping from one moving car to another), characters with this Merit add an additional three dice to their rolls, and negate a single botch die that may result from such a roll. Generally, such actions must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed.
Double-Jointed (1-PT Merit)
You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit.
Eidetic Memory (2-PT Merit)
You remember, with perfect detail, things seen and heard. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect.
Enchanting Voice (2-PT Merit)
There is something about your voice that others cannot ignore. When you command, they are cowed. When you seduce, they swoon. Whether thunderous, gentle, persuading or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to persuade, charm or command are reduced by two.
Fashion Sense (2-PT Merit)
Your character doesn’t just dress well, he has an innate sense of what sort of clothes suit a particular occasion. This isn’t a case of slavishly following the latest trends from the hottest designers. It’s a matter of knowing when to dress smart and when to be casual, having the know-how to carry it off on a limited budget. Deduct one from the difficulty of Social rolls in situations in which dressing appropriately is important, such as in a business meeting, chatting at a club, or attending an invitation-only function.
Fast Reader (1-PT Merit)
You can read and understand a piece of writing far faster than most people. Although it can make long journeys by train or carriage expensive propositions due to the number of books you go through, it allows you to quickly extract useful information from anything written in your native language.
Flirt (2-PT Merit)
You claim that you’re a terrible flirt, but that quite manifestly isn’t true. You’re great at it. You’re an absolute master of all the subtle signals that give off the particular combination of promise and denial that makes teasing so much fun. At your best, you can make members of the opposite sex, or members of the same sex, putty in your hands. Add two dice to all Social rolls in such circumstances.
Forgettable (2-PT Merit)
It’s not that you’re ugly. It’s just that, well, people’s eyes tend to slide over you. You’re of average height and build, unremarkable looks and run-of-the-mill dress. People have problems remembering your appearance after they meet you, unless you have talked with them for a long time. Certainly people won’t be able to give a useful description of you if they only see you briefly. You must have an appearance of 2 or 3 and a Charisma no higher than 3 to take this Merit. If either of those Attributes moves outside its assigned range through play, you lose this Merit. This merit applies solely to your physical appearance. You might have a dreadful credit rating, a police file as thick as a phone book and a sexual history that would make a porn star blush, but people on the street just don’t remember you.
Friendly Face (1-PT Merit)
You have a face that reminds everyone of someone, to the point where strangers are inclined to be well inclined toward you because of it. The effect doesn’t fade if you explain the 'mistake', leaving you at -1 difficulty on all appropriate Social-based rolls (yes for Seduction, no for Intimidation, for example) when a stranger is involved. This Merit only functions on a first meeting.
Funny (1-PT Merit)
You can make people laugh. Your timing and sense of the absurd are second to none. You’re always being invited to parties because you’re so much fun. However, you’re also very good at judging the appropriateness of your humor. Sometimes the right joke can lift the spirits of people when everything seems to be going against them. So, you do what you can to make life more bearable for your fellows, even when the situation seems darkest. Lower the difficulty of any Social roll intended to boost morale by two.
Good Judge of Character (2-PT Merit)
You have an instinct for reading people. You can make an appraisal of the kind of person someone is after meeting her for a few seconds, based on little more than gut instinct. You’re rarely wrong. Decrease the difficulty of any Perception roll based on assessing someone by two.
Good Listener (1-PT Merit)
You’re interested in people, you enjoy hearing what they have to say and you’re prepared to hear them out without interrupting their opinion with your own. Others can sense this and open up to you without really meaning to do so. The difficulty of all apparently friendly social rolls that involve people talking to your character is reduced by two.
Good Map Reader (1-PT Merit)
You’re the Holy Grail of travelers everywhere: someone who can read a map well. Whether you’re using an old map carved into animal leather or a few brushes on a vellium scroll, you can find your way to where you need to be.
Good Night Vision (2-PT Merit)
Maybe you spent a lot of time camping. Maybe you’re just a fisherman who’s used to getting up before dawn. For whatever reason, your night vision is excellent. The difficulty of Perception rolls at night is decreased by two.
Good Recognition (1-PT Merit)
You are great at remembering the names of people you’ve encountered, and places you’ve been. You can call to mind the name of somebody you met briefly at a party three years ago, while you were a bit drunk, as clearly as if you’d met them only yesterday. You can also remember the streets you staggered along on your way home. You’re even good at remembering the names of people mentioned in newspaper stories and broadcast reports, and locations glimpsed in still photographs.
Good Taste (1-PT Merit)
You have a knack for choosing the right food from the menu, reading the right anecdotes and giving the right presents. You’ve seen the right films for discussion in cultured company, and you wouldn’t know who starred in Dumb and Dumber, let alone have the first clue about the plot. Your taste makes forging social contacts among the similar folk much easier, whatever your origins. Lower the difficulty of any social roll intended to gain acceptance or to impress a like-minded gathering by two.
Gossip (1-PT Merit)
You’re an incurable gossip, and other gossips recognize a kindred spirit in you. You’re more than happy to spend hours shooting the breeze with others, all the while discussing the minutiae of other people’s lives. Surprising how much information you can pick up that way, isn’t it? Lower the difficulty of any Interrogation rolls made in a social situation, without bullying or intimidation, by two.
Great Liar (2-PT Merit)
Lying comes naturally to you. Even the most involved deception sounds like God’s own truth when it comes tripping off your honeyed tongue. Gain two dice on any Social roll that involves lying to or deceiving another person.
Harmless (1-PT Merit)
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.
Healthy Skepticism (1-PT Merit)
You’re good at separating truth from fiction, and someone has to be up pretty damn early to catch you off guard. You rarely take what people say at face value until you’re able to check the details yourself. This merit allows you to reduce the difficulty of any roll to perceive a lie by two. It should be role played as much as possible.
Huge Size (4-PT Merit)
You are abnormally large in size, at least 6'10" and 300 pounds in weight. Aside from making you extremely noticeable in public, this extra mass bestows an additional Bruised health level. Characters with this Merit may also gain bonuses to push objects, open barred doors, avoid being knocked down, etc.
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, or just all-around know-how. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to simulate a wide range of abilities. If the character trains or spends experience in the Skill or Knowledge, he must first buy one dot, then two, etc. as if he had no dot in it. When the character buys the first dot in any Skill or Knowledge, this merit does not stack (meaning – that it does not add an additional dot to the level of skill)
Mechanical Aptitude (1-PT Merit)
You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices such as computers). The difficulties of all dice rolls to understand, repair or operate any kind of mechanical device are two less. However, this Merit doesn't help you drive any sort of vehicle.
Media Junkie (1-PT Merit)
TV, radio, newspapers, magazines, films – you love them all and can’t get enough. You’re a voracious consumer of pop culture and are always up on the latest movies, music, and current affairs. Lower the difficulty of any Social or Research roll that involves pop culture by two.
Natural Leader (1-PT Merit)
You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.
Natural Linguist (2-PT Merit)
You have a flair for languages. You may add three dice to any dice pool involving written or spoken languages.
Natural Politician (1-PT Merit)
You’re right at home among the devious minds of the political world. Whether it’s the cut and thrust of office jockeying or the showboating of regional politics, you know how to get what you want. You receive two extra dice on Manipulation rolls in social situations that involve an element of politics, such as an office meeting or gun-club gathering. You must have a Manipulation of 3 or more to have this Merit. Politics and Bureaucracy Abilities have no bearing on the application of this Merit because it represents raw talent, not the knowledge gained through long experience.
Natural Runner (1-PT Merit)
You’ve enjoyed running ever since you were a kid. Whereas most people wheeze and complain about exercising, running has always been an absolute pleasure for you. As a result, you can run like the wind when the situation demands this. Your Dexterity counts as one point higher than it actually is for purposes of determining Movement rates.
Open Road (2-PT Merit)
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.
People Person (2-PT Merit)
You’re a social animal. You just like being around others. Hell, they like being around you. Your open and gregarious nature makes people warm to you quickly. The difficulty of any Social roll to create a good impression on another is decreased by two.
Perfect Balance (1-PT Merit)
Your sense of balance is superb. The narrowest of ledges holds little fear for you, because you have such a good command of your physical equilibrium. You’re probably a good dancer, as well. This Merit allows you to reduce the difficulty of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two. *Note: This includes knock-downs
Pillar of the Community (2-PT Merit)
You’re a fine, upstanding person, respected by people around you. Through participation in local events, helping out with community groups or helping others, you’ve become well-liked and trusted by those who live around you. When you bring them a warning of potential danger or offer an explanation of strange events, they’re likely to believe you. You may even be able to call upon their aid in a pinch. You may not get it, however.
Pitiable (1-PT Merit)
There is something about you that others pity. This causes them to care for you as if you were a Child (see the Archetypes section). 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.
Punctual (1-PT Merit)
You’re a master of the virtually lost art of arriving on time. If you have a meeting at 10 AM, you’re sitting in the reception area at 9:59. If you have an 8 PM dinner date with your beloved, you’ll be in the restaurant at 8 on the dot. Barring deliberate interference in your plans, you almost always manage things so you turn up on time. It makes you a great organizer, assuming your allies come through.
Rep (1-5-PT Merit)
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 may not be the same thing). The publicity can be good or bad; what matters is that everyone knows your name. Whether individuals outside of your immediate social circle know enough to match your face to your name is a different matter.
Robust Health (1-PT Merit)
You have the constitution of an ox. You rarely get ill, if ever, and food poisoning is a stranger to you. You don’t even get hangovers, you bastard. Reduce the difficulty of any roll to resist illness or poisoning – including alcohol poisoning – by two.
Sea Legs (1-PT Merit)
No landlubber, you’re a salty sea dog at heart. You’re at home on a boat, even when traveling rough seas. You suffer no penalty incurred due to rough seas or unpredictable ship motion on any actions performed while on board.
Seasoned Traveler (2-PT or 4-PT Merit)
You’ve visited distant and different places on your own, and you know how to fit in. You don’t hit town expecting everyone to think and behave the way you do. With the 2-point version, you’re adept at finding accommodation, supplies, and local help wherever you go in your home country. With the 4-point version, the same applies to foreign countries. You might not speak the language of a place well, or at all, but you know how to go about obtaining things and learning about the local culture without offending the natives, through a combination of prior research and general street smarts.
Self-Confident (5-PT Merit)
When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. You do not lose the point when you spend it, unless you end the roll with only one success, i.e. you do not gain any additional successes from the dice you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. This means you can use it only when the difficulty of your roll is six or higher. You may spend Willpower at other times; however, if the difficulty is five or less, the Willpower will be spent no matter what you roll.
Sexy (2-PT Merit)
You might not necessarily be that good looking, but there’s something about the way you move and act that exudes sexuality. As a result, you draw attention from members of the opposite sex, or your own sex, with raw animal magnetism. You may lower the difficulty of any Social roll by two when dealing with someone who is attracted to you. If you actively attempt to direct your charms at a person, you may lower the difficulty by three.
Smooth (1-PT Merit)
You might come from the wrong side of the tracks. You probably don’t have a clue which fork to use when eating out. But none of that matters. You present yourself with such an easy grace and carefree attitude that people forgive you most errors. They might not like you much, but they enjoy your company so thoroughly that your rougher edges are quickly forgiven and forgotten. Lower the difficulty of Manipulation rolls by two.
Socially Aware (2-PT Merit)
Social interplay is an open book to you. You’re the first to spot the hidden relationships between people, after only a few minutes of observation. Subtle cues like body language and position, voice tones and choice of words speak volumes to you about the underlying connection between people. Gain two dice on any Perception roll involving interaction between others.
Time Sense (1-PT Merit)
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.
Trivia Champ (2-PT Merit)
Where do you get this stuff? Whether it’s through plenty of reading, too much TV or just an eclectic bunch of friends, you have the oddest collection of facts stored away in your skull. Once in a while, at the Storyteller’s discretion, one of them turns out to be just the piece of information your fellows need. You might not actually be very bright, but the sheer amount of knowledge you’ve picked up makes you appear that way. This Merit doesn’t confer knowledge of the enemy or the occult, beyond what is likely to be known in common culture (and may well be dangerously wrong.)
Unflappable (3-PT Merits)
You are a naturally placid person and take most things in stride. You were almost hit by a car? That was close. Your wife has left you? Ah, well. Although you have emotions as others do, you don’t let them affect you to the same degree. You gain two extra dice on any Willpower roll that involves staying calm and not overreacting to mundane experiences. It simply helps you to cope with the plausible and unfortunate aspects of everyday life. You might have witnessed dead bodies before, and can deal with seeing them now, but seeing a dead body that’s partially devoured is probably beyond your previous experience.
Upright Citizen (2-PT Merit)
Up until the moment of whatever change you may have had, you were a model citizen. There’s never been even a whiff of scandal about you. Your working life has been good without being extraordinary. Your friends would be hard-pressed to come up with any embarrassing secrets about you, and even your ex-lovers are complimentary about you most of the time. You just don’t have any dirty secrets to come back to haunt you, and people who know you have a hard time believing anything bad about you.
Way With Words (1-PT Merit)
Language is a finely honed tool for you, not a blunt instrument. You are able to create exactly the effect you want in both written and verbal communication. Gain two dice on any Expression roll that involves words.
Flaws
Absent-Minded (3-PT Flaw)
This Flaw may not be taken with the Merit Concentration. Though you do not forget such things as Knowledge's or Skills, you do forget names, addresses, and when you last ate. In order to remember anything more than your own name and the location of your haven, you need to make a Wits roll or, as a last resort, spend a Willpower point.
Amnesia (2-PT Flaw)
You are unable to remember anything about your past, yourself or your family, though your past might well come back to haunt you. Your origins and the circumstances behind your amnesia are for the Storyteller to determine, and she is encouraged to make it as interesting as possible.
Bad Liar (1-PT Flaw)
You have tremendous trouble lying. The spontaneous excuses that you come up with are usually unbelievably elaborate or easily refuted with the bare modicum of research. While telling a prefabricated lie, you stutter, stammer, blush and generally look guilty. Increase the difficulty of any roll that involves verbal deception by two. Cannot be taken with the Flaw Honest to a Fault.
Bad Sight (1- or 3-PT Flaw)
Your sight is defective. The difficulties of any die rolls involving the use of your eyesight are increased by two. As a one-point Flaw, this condition can be corrected with glasses or contacts; as a three-point Flaw, the condition is too severe to be corrected.
Balding (1-PT Flaw)
You barely have any hair left on your head, whether it’s due to old age or cruel genes. You are relatively easy to pick out of crowds, and you have problems making a good impression on others, especially in romantic situations. Increase the difficulty of any Ability rolls involved in a seduction attempt by one.
Blind (6-PT Flaw)
You cannot see. Characters can compensate for the loss of vision by becoming more sensitive to other sensory input, but visual cue and images are lost to them. Actions involving hand-eye coordination are very difficult to perform, especially under stressful conditions. Difficulties of all Dexterity-based rolls are increased by two. Oddly, vampires with Level Two Auspex (Aura Perception) are still able to use this ability, thought the information is interpreted via the other senses.
Bully (1-PT Flaw)
You tend to push people around when you can get away with it. This aggression doesn’t necessarily require a physical display; it is often purely social. You chafe under the leadership of more forceful personalities and can be a malcontent when you aren’t in charge.
Children (1-PT Flaw)
You have children for whom you are a primary emotional, social, and economic provider. You take a lot of joy in your kids and pride yourself on being a good parent. Unfortunately, your life gets in the way of parenting. If you go more than three days without seeing your kids because of work or activities related to your calling, you feel tremendous guilt.
Chronic Pessimist (1-PT Flaw)
You think the glass is half-empty, the water in the glass is contaminated, and that the glass will probably tip over at any second. Others practice pessimism out of habit. For you, it’s an art form. Nothing can ever go right, especially plans that others propose. You are the implacable voice of gloom and doom, always ready to point out a potential problem no matter how remote a chance it has of coming to pass. Add two to the difficulty of your leadership rolls.
Color Blindness (1-PT Flaw)
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.
Crude (1-PT Flaw)
You never learned any manners while growing up. You talk with your mouth full, burp loudly and slurp your soup. When interacting with others in any refined or formal environment, increase the difficulty of all Social rolls by two.
Compulsion (1-PT Flaw)
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. A compulsion can be temporarily avoided at the cost of a Willpower point,. but is in effect at all other times.
Compulsive Liar (2-PT Flaw)
You feel the need to put your personal spin on the truth. You don’t necessarily do so out of spite or malice, and you may come to genuinely believe the tall tales that you tell (especially when you spin them often enough.) You might have to spend a Willpower point to force yourself to be honest, especially if it means publicly revealing a previous lie.
Confused (2-PT Flaw)
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 role-play 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). You may spend Willpower to override the effects of your confusion, but only temporarily.
Cultural Snob (1-PT Flaw)
You have nothing but disdain for popular music, books, and the like. You couldn’t name any of the current top 10 songs, and you think knowledge of tv is a sign of poor taste and incorrigible stupidity. Unfortunately, this means you have a hard time relating to people who aren’t equally snobbish about such things. When dealing with strangers who don’t share your ‘enlightened’ views, increase the difficulty of social rolls by two.
Deaf (4-PT Flaw)
You cannot hear. While you may ignore some applications of Dominate, you may not listen to electronic or vocal media, and the difficulties of many Alertness rolls are increased by three.
Defensive (1-PT Flaw)
You have problems taking responsibility for your actions. Perhaps you view yourself as perfectionist, or maybe you’re simply too immature to accept the blame for failure. When things go wrong, you look for ways to blame others and rarely accept blame or criticism for your actions without contention.
Deformity (3-PT Flaw)
You have some kind of deformity - a misshapen limb, hunchback, clubfoot, etc, - which affects your physical abilities and interactions with others. A hunchback, for instance, would lower a character's Dexterity by two dots and increase the difficulty of die rolls relating to social skills by one. It is the responsibility of the Storyteller to determine the specific effects of the deformity chosen.
Deep Sleeper (1-PT Flaw)
When you sleep, it is very difficult for you to awaken. The difficulty of any die roll to awaken during the day is increased by two.
Disfigured (2-PT Flaw)
A hideous disfigurement makes your appearance disturbing and memorable. The difficulties of all die rolls relating to social interaction are increased by two. You may not have an Appearance rating greater than 2.
Distinguishing Characteristic (1 or 2-PT Flaw)
You have a physical feature that makes you very easy to pick out in crowds, such as elaborate tattoos, a scar, or an obvious birthmark. This Flaw is worth one point if the characteristic is easily hidden under clothes, two points if it is not. This must be decided before play and be included in the character’s background.
Driving Goal (3-PT Flaw)
You have a personal goal, which sometimes compel 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 throughout the chronicle (though you can avoid it for short periods by spending Willpower), 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. This must be decided before play and needs to be in the character’s background.
Expendable (1-PT Flaw)
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 maneuver you into dangerous situations "for the good of the Camarilla," and has no compunctions about doing so. This person must be decided upon before play and needs to be in the character’s background.
Faint of Heart (3-PT Flaw)
The sight of gore and blood shocks you to the core. If you witness a gruesome scene, you must make a Willpower roll, difficulty 6, to avoid debilitating nausea for five to ten minutes. The difficulty of all actions increases by one when you’re in this state.
Gambling Addict (1-PT Flaw)
You are addicted to wagering money on games of chance. A sizeable chunk of your income goes to sustaining your habit, and even when you win you inevitably gamble your winnings away. You’re too much of an addict to walk away with a profit over any extended period of time. Increase the difficulty of any Resource rolls you attempt by two.
Ghoulish Sense of Humor (1-PT Flaw)
You find humor in situations that make most people uncomfortable or even nauseated. Your questionable taste doesn’t make you particularly resistant to the horror of gruesome sights. Your defense mechanism is simply to belittle the situation or those involved in an inappropriate way. When confronted with a horribly gory scene or otherwise uncomfortable situation such as people trying to console each other, you tend to crack jokes and sling insults. The difficulty of any Social you make under such circumstances is increased by two.
Gullible (1-PT Flaw)
You have a lot of trouble separating truth from fiction. You’re not stupid, you just tend to believe what people tell you rather than to take things with a grain of salt. Increase by two the difficulty of any roll to detect lies.
Hard of Hearing (1-PT Flaw)
Your hearing is defective. The difficulties of any die rolls involving the use of hearing are increased by two.
Hatred (3-PT Flaw)
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 must make a frenzy roll whenever faced with the object of your hatred. You constantly pursue opportunities to harm the hated object or to gain power over it. This must be decided before play and needs to be in the character’s background.
Honest to a Fault (2-PT Flaw)
You always try to tell the truth, no matter what the situation. You won’t stretch it, bend it, or manipulate it to take advantage of others unless human lives are in jeopardy. If you do attempt to lie to someone, the difficulty of any roll involved is increased by two. Cannot be taken with the Flaw Bad Liar.
Illiterate (1-PT Flaw)
Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.
Impatient (1-PT Flaw)
You have no patience for standing around and waiting. You want to do things NOW and the Devil take the hindmost. Every time you are forced to wait around instead of acting, a Self-Control roll is required to see if you go haring off on your own instead.
Insensitive (1-PT Flaw)
You have problems understanding how to gauge the emotional reactions of others. You can be rather blunt in handling delicate matters, and you often find yourself apologizing without really understanding what you’ve done to offend someone. Add two to the difficulty of any Empathy rolls you attempt.
Intolerance (1-PT Flaw)
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. The difficulties of all dice roll involving the subject are increased by two. 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. This needs be decided prior to play and be included in the character’s background.
Lame (3-PT Flaw)
Your legs are damaged, which prevents you from running or walking easily. You are forced to walk with a cane or possibly leg braces, and have a pronounced limp to your stride. Your walking speed is one-quarter that of a normal human, and running is impossible.
Lazy (3-PT Flaw)
You are simply lazy, avoiding anything that requires effort on your part. Preferring to let others do the hard work, you lounge around. For any action that requires preparation, there's a good chance you didn’t prepare properly. Difficulty rolls for spontaneous Physical actions (including combat, unless it is part of a planned offensive) increase by 1.
Low Self-lmage (2-PT Flaw)
You lack self-confidence and don't believe in yourself. You have two fewer dice in situations where you don't expect to succeed (at the Storyteller's discretion, though the penalty might be limited to one die if you help the Storyteller by pointing out times when this Flaw might affect you). At the Storyteller's option, you may be required to make Willpower rolls to do things that require self confidence, or even to use a Willpower point when others would not be obliged to do so.
Lustful (2-PT Flaw)
You can’t resist the erotic advances of the appropriate gender(s). You are easily seduced and often exhibit very poor judgment when dealing with sexually attractive people. The difficulty of any attempts to seduce you is reduced by two.
Low Alcohol Tolerance (1-PT Flaw)
Alcohol goes straight to your head. While this can be an advantage when you try to enjoy a night out on the cheap, it can be deadly in other situations. Double any penalties you suffer for consuming alcohol (whether straight or laced with blood).
Low Pain Tolerance (2-PT Flaw)
You have a very low capacity for pain. You turn into a whimpering, blubbering ball of misery at the first sight of it. Although you soak damage normally, you suffer an additional -1 die-pool penalty whenever you are injured.
Mistaken Identity (1-PT Flaw)
You look similar to descriptions of another Kindred, which cause cases of mistaken identity. This can prompt numerous awkward or even dangerous situations, especially if your "twin" has a terrible reputation or is wanted for some crime.
Mute (4-PT Flaw)
You cannot speak. You may communicate with the Storyteller and describe your actions, but cannot talk to player or Storyteller characters unless everyone concerned uses Linguistics dots to purchase a commonly understood sing language or you write down what you wish to say.
Non-Confrontational (1-PT Flaw)
You have a hard time bringing up difficult subjects with others. You’re willing to make a lot of sacrifices to avoid interpersonal confrontations. You let people have their way simply to avoid fights, and often you step into arguments and attempt to end them without any thought about the outcome of the discussion so long as it ends. You have a hard time coping with pushy people and find yourself making a lot of compromises that you later wish you hadn’t. Add two to the difficulty of any roll that involves debating or arguing with someone who is normally friendly with you.
Non-Swimmer (1-PT Flaw)
You never learned to swim, and you have no natural talent for it. If you ever find yourself in a position where you must try to swim, you can manage a pitiable dog paddle. Increase the difficulty of any Athletics rolls involving swimming by two.
Obese (2-PT Flaw)
You are seriously overweight and large enough that you have trouble using the seats in most theaters. Add two to the difficulty of any Dodge or Athletics rolls that you make. You move at half the normal rate.
Old Injury (2-PT Flaw)
You hurt yourself pretty badly in your younger days and now pay the price with chronic pain and tenderness. Increase the difficulty of any Athletics roll by two. This must be decided before play and needs to be included in the character’s background.
One Arm (3-PT Flaw)
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, so you suffer no off-hand penalty. However, you do suffer a two-dice penalty to any Dice Pool where two hands would normally be needed to perform a task. A character may not take this Flaw along with the Merit Ambidextrous.
One Eye (2-PT Flaw)
You have only one eye - which eye is missing is up to you. The difficulties of all Perception rolls involving eyesight are increased by two, and the difficulties of all die rolls requiring depth perception are increased by one (this includes ranged combat).
Over-Confident (1-PT Flaw)
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.
Phobia (2-PT Flaw)
You have an overpowering fear of something. Spiders, snakes, crowds and heights are examples of common phobias. You must make a Courage roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller, and if you fail the roll you must retreat from the object. This needs be decided prior to play and be included in the character’s background.
Phobia (Severe) (3-PT Flaw)
You have an overpowering fear of something. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights, and so on. You must make a Courage roll not to enter Rotschreck when faced with the object of your fear. The difficulty depends on the circumstances. If you fail the roll, you must retreat in terror from the object of fear. If you score fewer than three successes, you will not approach it. The Storyteller has final say over which phobias are allowed in a chronicle. This needs be decided prior to play and be included in the character’s background.
Poor Dental Health (1-PT Flaw)
Your teeth are very obviously in need of serious work. They jut out at weird angles and some may have fallen out. When interacting with others in superficial social settings such as a nightclub or bar, increase the difficulty of any Social roll by two.
Poor Night Vision (2-PT Flaw)
Your eyesight is poor in low-light conditions. Increase the difficulty of any action attempted in dim light, such as what a flashlight might provide or under starlight alone, by two.
Poor Personal Hygiene (1-PT Flaw)
You often go days without showering, and only brush your teeth when they start to gain a greenish tinge. You often smell quite bad, and your breath is atrociously offensive. Add two to the difficulty of any die roll that involves interacting face to face.
Shaky Hands (3-PT Flaw)
You have a lot of trouble keeping yourself composed under pressure. In any extremely stressful situation such as combat, your hands shake so badly that you have trouble completing any tasks that require a delicate touch and intense concentration. Examples include picking a lock, loading bullets into a revolver or typing a t a computer. Increase the difficulty of any rolls for such demanding activities by two.
Short (1-PT Flaw)
You are well below average height - four and a half feet tall or less. You have difficulty in reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of a normally proportioned human.
Short Temper (1-PT Flaw)
You are easily driven to distraction by what would otherwise be minor failures and other frustrations. If you fail to gain any successes on any single roll during an extended action, increase the difficulty of all subsequent rolls by one, cumulatively.
Shy (1-PT Flaw)
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Difficulties for all rolls involving social interaction with strangers are increased by two. If the character becomes the center of attention in a large group, difficulties are increased by three.
Speech Impediment (1-PT Flaw)
You have a stammer or other speech impediment that hampers verbal communication. The difficulties of all die rolls involving verbal communication are increased by two. You must roleplay this Flaw whenever possible.
Trusting (1-PT Flaw)
You tend to follow your instincts when dealing with strangers. Sadly, your instincts often tell you that you can trust people. You want to believe the best about everyone you meet and tend to put yourself in situations that could become dangerous, such as accepting a ride home from a recent acquaintance, going home with a person you just met at a bar, or taking a stroll in a poorly patrolled city park after nightfall.
Twitch (1-PT Flaw)
You have a 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 1Willpower to refrain from engaging in your twitch.
Vengeful (2-PT Flaw)
You have a score to settle, incurred either during your mortal days or after the Embrace. You are obsessed with taking your revenge on an individual or group, and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending a Willpower point.
Weak-Willed (3-PT Flaw)
You are highly susceptible to Dominate and intimidation by others; Dominate attempts automatically affect you unless the Discipline wielder is of higher generation, and your difficulties to resist Social abilities such as Intimidation or Leadership, as well as mind-altering spells or magic, are increased by two. Your Willpower Trait may never rise above 4.
Youthful Appearance (1-PT Flaw)
You look like you're still in high school. You always get carded at bars and often have to produce identification even to buy cigarettes. In order to gain entry to clubs, concerts, bars or to purchase alcohol, you need to present a valid-looking ID.