Merits and flaws.(Unless otherwise noted, these come from the main book. Flaws are in Italics)
Physical
Acute sense 1..... +2 traits on challenges involving the sense in question
Ambidextrous 1..... you don't suffer the -2 traits for using the off hand like most people.
Catlike balance 1..... you are 2 traits up on any challenges involving balance.
Eat food 1..... You can eat food without harming yourself.
Blush of health 2..... MET "Baby face" you still have negative traits from humanity loss
Enchanting voice 2..... +2 traits for any challenge involving your voice.
Daredevil 3..... You get a bonus trait when doing something extremely dangerous or you're outnumbered.
Efficient Digestion 3..... you gain 3 bp's for every 2 you actually drain.(only applies to mortal blood.)
Huge size 4..... you are very large and have an extra bruised level.
Bruiser 1..... +1 trait when trying to intimidate
Friendly face 1..... +1 trait on all attempts to charm,seduce or beguile
Hard of Hearing 1..... -2 traits on all challenges involving your hearing.
Short 1..... You can only take 2 steps instead 3 per action.
Smell of the grave 1..... -1 to any interaction with mortals dues to your grave-like smell.
Bad sight 1-3..... Any test that requires good eyesight puts you 2 traits down. Glasses means 1, uncorrectable is 3
14th Generation 2..... you have 10 Blood traits but you can only use 8, you have to take thin blood, You can't take Gen
Disfigured 2 ..... You can't take any appearance traits, you are 2 traits down on any social challenges except intim.
One eye 2 ..... you are 2 traits down on any test involving depth perception(including range combat)
Addiction 3..... You can only draw sustenance from blood with your drug of choice in it.
Child 3..... You cannot have more than 6 physical traits,2 traits on authority challenges, must take Short flaw.
Deformity 3..... you are -1 trait for physical challenges and -2 for social due to some deformity (clubfoot,hunchback
Infectious bite 3..... if you fail a simple test, you pass on diseases to those you feed on.
Lame 3..... You can only take 1 step per action. you cannot run.
Monstrous 3..... You cannot initiate social challenges except those based on intimidation.
Permanent wound 3..... You have a wound which you must heal each night. You wake at your first wounded level.
Slow healing 3..... Repairing damage costs 2 Blood for each level and Agg damage requires a week.
Deaf 4 ..... 1-3 traits on perception and awareness challenges, Surpised automatically by those you can't see.
Disease Carrier 4..... spend a blood trait each evening to keep from suffering from a fatal disease.Others may contract it.
Mute 4 ..... you cannot speak. without linguistics you cannot even sign.
Thin Blood 4..... blood costs are doubled for you. you cannot blood bond, and those you embrace are liable to die
Flesh of the corpse 5..... when wounded, you must take Repugnant until you have slept
Blind 6..... you cannot see. you fail all sight related tests and fail all ties where sight would be a factor.
Dulled Bite 2..... Must win a physical challenge in order to feed in addition to any attempt to grapple
Glowing eyes 2..... gain negative traits Bestial and oblivious which cannot be bought off (gain Intimidating free though)
Permanent fangs 2..... Gain Bestial which cannot be bought off.
Mental
Common sense 1..... ST's may give you advice that keeps you from getting killed
Concentration 1..... You suffer no penalties assesed from outside factors like loud noise or other environmentals
Time sense 1..... you can estimate accurately what time it is without a watch or clock
Code of honor 2..... Gain one free retest when resisting a mental or social challenge that contravenes your code.
Eidetic memory 2..... you can commit things to memory. (may require a challenge to retrieve)
Light sleeper 2..... you wake up easily. penalties based on morality traits are waived.
Natural Linguist 2..... gain +3 bonus traits on any challenge involving languages
Calm Heart 3..... you are 1 trait up on all self control/instinct and Courage tests to stave off frenzy
Iron Will 3..... you may spend WP to retest dominate. if you win, gain 5 mins. of immunity,+3 bonus vs mind magick
Coldly Logical 1..... you are +1 trait whenever anybody tries to sway you with emotion (bids charismatic, beguiling,etc..)
Deep Sleeper 1..... waking requires a static mental challenge vs 10 traits
Nightmares 1..... bad sleep affects you performance putting you 1 trait down on all challenges.
Prey exclusion 1..... if you feed from those you have sworn not to, enter frenzy automatically, make Moralty test.
Shy 1..... You are shy in front of crowds. -2 to 3 traits based on size of crowd for social challenges.
Soft Hearted 1..... you cannot abide suffering and must spend WP to stand it for scene when you encounter it.
Speech impediment 1..... -2 traits to all verbal communication.
Amnesia 2 ..... Your past is a blank slate that only the cruel ST knows about.
Lunacy 2..... suffer a 1-2 trait loss on self control/instinct tests when the moon approaches full.
Phobia 2 ..... 3 trait courage test whenever confronted with the object of fear
Short fuse 2 ..... -1 trait penalty on all self control/instinct tests involving temper
Territorial 2..... you hate leaving home ground. those who tresspass will provoke you (self control/instinct test)
Vengeful 2..... you have an axe to grind. spend WP in order to do anything other than chase your vengeance
Weak willed 3 ..... No more than 3 WP . you get no test against dominate,-2 on mental and social challenges
Conspicous Cons. 4..... You must consume blood bearing organs to gain Vitae. you must take Eat Food.
Thirst for innocence 2..... Innocence provokes your bestial hunger. make a self control check or frenzy
Gullt wracked 4 ..... Must pass a courage check in order to feed
Social
Natural leader 1 ..... Must have 6 soc traits to take this merit. +2 traits on any leadership test (includes most Presence)
Prestigious sire 1 ..... You are treated as if you have one more status trait than you actually have.
Debt of gratitude 1-3 ..... An elder owes you a prestation debt. 1 for minor, 2 for major, 3 for blood boon.
Enemy 1-5 ..... You have an enemy. 1 pt equals 1 enemy equal to your own power. 5 equals an entire group.
dark secret 1..... you have a secret which if it comes out could ruin you or make you lose status
infamous sire 1..... you are treated as if you have 1 less status trait than you actually possess.
mistaken I.D. 1..... Someone looks just like you. prepare for confusion.
Sires Resentment 1..... you likely not have mentor and your sire will mess with you at any opportunity.
Hunted 4 ..... Witch hunters are on your tail.
Prob Sect member 4..... You are the new kid. you will get treated like one until you buy this off.
Supernatural:
Magick Resistance 2..... +2 traits to resist any magick directed at you. Cannot posses thaumaturgy if you have this merit
Medium 2..... You can hear the voices of the dead. you might be able to extract favors from them.
Lucky 3..... you get 3 retests per story. you cannot retest more than once on any challenge.
Oracular ability 3..... You can read omens by making a static mental challenge against a diff of 8+ traits. Enables retests
Spirit mentor 3..... You have a Spirit that helps you out in various ways.
Unbondable 3..... You cannot be bloodbound
True love 4..... Gain an extra WP trait each session (Not cumulative,cannot be saved.)
Nine lives 6..... any time a single challenge could result in your death you gain a retest (up to 9 times)
True faith 7..... See book entry. functions much like a willpower trait. can repel other vampires.
Bright Aura 1..... you read as a mortal to aura perception
Healing Touch 1..... Can heal wounds made by the Kiss by touch instead of lick.
Inoffensive to animals1..... animals don't fear you as usual
Cursed 1-5..... You got problems that manifestin all kinds of ways not readily amenable by ordinary rules.
Cast no reflection 1..... You create no reflection on mirror or silver surfaces, lasombra cannot take this flaw for free.
Repulsed by garlic 1..... When confronted with garlic you must expend a WP trait or be forced 10' away. last for scene.
Touch of frost 1..... Your touch is ice cold and kills plants
Eerie presence 2..... -2 traits in all social challenges with mortals.
Can't cross water 3..... must be 50' above running water in order to cross it.
Haunted 3..... Pissed off ghosts hate you. Narrator may follow you, or maybe an Oblivion player.
Repelled by crosses 3..... holy symbols make you flee. Spend wp to resist for a scene. if touched, suffer 1 agg no Fort.
Grip of the damned 4..... When you feed, your victims are not under the ecstasy of the kiss.
Dark Fate 5..... You are doomed. Visions put you 1 trait down for the rest of a session
Light sensitive 5..... Sun does 2x damage. Full moonlight does 1 level of lethal damage per turn.
Cold breeze 1..... -1 trait to any social interactions with mortals,
Beacon of the Unholy 2..... Those with true faith can sense your nature and presence, you also suffer on hallowed ground.
Bound 2..... You are allready bloodbound to another vampire
Deathsight 2..... must take Callous and Oblivious,cannot be bought off.+2 traits vs.challenges involving Appearance
Lord of flies 2..... -1 to all social challenges or stealth challenges because of your flies.
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