# 7.0 - Merits & Flaws Trade two dots of flaw into 1 merit
MeritRequirementsEffectCostNotes
Beautiful +1 die for social rolls2Upgrades into stunning
Stunning +2 die for social rolls4Upgraded from beautiful
Haven A secure location to live and sleep in1-31 is low security 2 is medium security 3 is high security
Hidden ArmoryHavenExtra guns1
WatchmenHavenMortal security workers for your haven1Upgrades the security of your haven
LuxuryHaven+2 die for social rolls when inside your haven1
Eat Food The ability to eat mortal food2You can stomach mortal food but must throw it up eventually. It does not decrease hunger.
Resources Cash Flow1-51 - 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 identity1-21 - 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 it1
Iron Gullet You are able to consume expired or defractioned blood3
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 servant1-3
Allies A group of mortal allies1-6Each level represents the effeciveness of your allies.
Contacts Mortals that can provide information, items and other things of value1-3Each level determines the quality and selection of available goods / information.
Herd A group of mortals that you can feed on free of consequences1-5Each level represents the quality / quantity of the herd.
Mawla An undead mentor1-5Each level represents the quality or amount of assistance you will receive.
Status Reputation with a faction1-5Each level makes a faction more favourable to you.
FlawRequirementsEffectCostNotes
Ugly -1 die for social rolls1Upgrades into repulsive
Repulsive -2 die for social rolls2Upgraded from ugly
Living in the Past Outdated views1
Archaic Technology skill 02
Folkloric Bane Take damage when touching a particular item of your choice that is known to harm vampires1
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 forehead1This causes disadantage on social rolls
Stake Bait When staked you die instantly instead of entering torpor2
No Haven No safe place to sleep1
HauntedHavenYou're haven is haunted by a ghostly presence1+
CompromisedHavenThis 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 blood1
Farmer Must spend 2 Willpower Points to feed on human blood2Ventrue may not take this.
Organovore Slake only by consuming human flesh and organs2
Illiterate The Character cannot read nor write and their Science and Academics Skills may not go beyond 1 dot2
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.1Upgrades 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.|2Upgraded from suspect