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7.0 - Merits & Flaws

Trade two dots of flaw into 1 merit

Merit Requirements Effect Cost Notes
Beautiful
+1 die for social rolls 2 Upgrades into stunning
Stunning
+2 die for social rolls 4 Upgraded from beautiful
Haven
A secure location to live and sleep in 1-3 1 is low security
2 is medium security
3 is high security
Hidden Armory Haven Extra guns 1
Watchmen Haven Mortal security workers for your haven 1 Upgrades the security of your haven
Luxury Haven +2 die for social rolls when inside your haven 1
Eat Food
The ability to eat mortal food 2 You can stomach mortal food but must throw it up eventually. It does not decrease hunger.
Resources
Cash Flow 1-5 1 - You have some spare cash
2 - You have minimum wage
3 - You have a few hundred thousand
4 - You are a millionaire
5 - You are a billionaire
Mask
You have a fake identity 1-2 1 - A competent detective could uncover you're not who you say you are.
2 - It would be difficult for anyone to prove you aren't who you say you are.
Bloodhound
You can detect blood resonances in mortal blood by smelling it 1
Iron Gullet
You are able to consume expired or defractioned blood 3
Linguistics
Each level represents knowing an additional language fluently other than native and domain languages. 1+ This can be taken multiple times
Retainer
A loyal mortal servant 1-3
Allies
A group of mortal allies 1-6 Each level represents the effeciveness of your allies.
Contacts
Mortals that can provide information, items and other things of value 1-3 Each level determines the quality and selection of available goods / information.
Herd
A group of mortals that you can feed on free of consequences 1-5 Each level represents the quality / quantity of the herd.
Mawla
An undead mentor 1-5 Each level represents the quality or amount of assistance you will receive.
Status
Reputation with a faction 1-5 Each level makes a faction more favourable to you.

 

Flaw Requirements Effect Cost Notes
Ugly
-1 die for social rolls 1 Upgrades into repulsive
Repulsive
-2 die for social rolls 2 Upgraded from ugly
Living in the Past
Outdated views 1
Archaic
Technology skill 0 2
Folkloric Bane
Take damage when touching a particular item of your choice that is known to harm vampires 1
Folkloric Block
You must spend willpower to move past a specific thing of your choice that is known to impede vampires (running water, threshold of a home) 1
Stigmata
When at hunger 4 or higher you bleed from your hands, feet and forehead 1 This causes disadantage on social rolls
Stake Bait
When staked you die instantly instead of entering torpor 2
No Haven
No safe place to sleep 1
Haunted Haven You're haven is haunted by a ghostly presence 1+
Compromised Haven This haven is on a watchlist and may have been raided at some point. 2
Destitute
No money, no home, and no monetary value beyond themselves. 1
Known Corpse
People know the vampire died recently and react in turn if they see them. 1
Known Blankbody
The character's name, history, associates, and more are all in several agency databases. Inquisition can recognize them as a vampire. 2
Prey Exclusion
Unable to feed from a certain group and take Stains as if breaking a Chronicle Tenet when they do. 1+
Methuselah's Thirst
Hunger can only be slaked to 0 by Supernatural blood 1
Farmer
Must spend 2 Willpower Points to feed on human blood 2 Ventrue may not take this.

Organovore


Slake only by consuming human flesh and organs 2  

Illiterate


The Character cannot read nor write and their Science and Academics Skills may not go beyond 1 dot 2

Stalkers


Something about the character tends to attract others who get a little bit too attached and just won't let go. Be it a former retainer or a past lover, should they get rid of them, another soon appears. 1

Enemy


The opposite to Allies, and are rated two levels less effective. 1+

Obvious Predator


A predatory vibe removes two dice from any hunting pool except Physical stalking, chasing, and killing. Lose on die from any Social test intended to calm humans. Cannot maintain a Herd. 2

Suspect


Breaking the rules or weaseling out of something owed has netted this character the ire of this Sect. Stay out of sight and mind and nothing will happen until they prove their worth again but until then take a 2 dice penalty to Social tests with the offended Factions. 1 Upgrades into shunned

Shunned


Despised by a Sect, a line was crossed that never should have been, and now members of this group actively work against them at any opportunity.| 2 Upgraded from suspect