MERITS & FLAWS {APITITUDES} {ANIMAL AFFINITY} {1 pt. Merit}You've an innate understanding of & rapport w/ a certain type of animal, such as dogs, bats, rats, cats or wolves. Animalism & Animal Ken rolls w/ these animals have their difficulty reduced by 2. {AMBIDEXTROUS} {1 pt Merit}You have a high degree of off-hand dexterity, & can perform tasks w/ the "wrong" hand at not penalty. The normal penalty for using both hands at one to perform different tasks. {COMPUTER APTITUDE} {1 pt Merit}You have a natural affinity w/ computers, so the difficulties of all roles to repair, construct or operate them are two less. {CRACK DRIVER} {1 pt Merit}You have a natural affinity w/ driving motorized wheeled vehicles, such as cars, 18-wheelers & even tractors. {DAREDEVIL} {3 pt. Merit}You're good at taking risks & are even better at surviving them. {EAT FOOD} {1 pt Merit}You can still eat food, an aptitude you picked up early in your undead existence. Although your peers may find this disgusting, you can pass for living w/ much greater ease. {ENTREPRENEUR} {1 pt. Merit}Making money comes easy to you & you know what it takes to suceed in business. All rolls that involve acquiring money through business reduce their difficulty by 2. {FAST LEARNER} {3 pt. Merit}You learn very quickly & pick up on new things faster than most. {JACK-of-all-TRADES} {5 pt. Merit}You have a large pool of miscellaneous skills & knowledge obtained through you extensive travels, the jobs you've held or just all-around know how. {MECHANICAL APTITUDE} {1 pt Merit}You're naturally adept w/ all kinds of mechanical devices (note that this aptitude doesn't extend to electronic devices such as computers. {NATURAL LEADER} {1 Pt Merit}You're a natural born leader. While not everyone will simply surrender authority to you, they'll usually consent to "follow your lead." Reduce the difficulty level of any situation directly related your leadership by three. {NATURAL LINGUIST} {2 pt. Merit}You have a flair for languages. This Merit doesn't allow you to learn more languages than the number permitted by your Linguistics score. {PITIABLE} {1 pt Merit}There's something about you that others pity. This causes them to care for you as if you were a Child. {ILLITERATE} {1 pt Flaw}Through the lack of education or as the result of a contion like dyslexia, you're unable to read or write {INEPT} {5 pt Flaw}You're not attuned to your natural aptitudes & therefore have five fewer points to spend on your Talents. {UNEDUCATED} {5 pt Flaw}You have received absolutely no education, & have 5 fewer points to spend on your Knowledge Abilities. {UNSKILLED} {5 pt Flaw}You have never trained extensively in any skill or craft & therefore have five fewer points to spend on your Skills. {AWARENESS} {ACUTE HEARING} {1 pt Merit}You have an exceptionally keen sense of hearing. The difficulties of all dice rolls that relate to hearing are reduced by two. {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 are reduced by two. {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 are reduced by two. {ACUTE VISION} {1 pt Merit}You have an exceptionally keen sense of vision. The difficulties of all dice rolls that relate to vision are reduced by two. {BAD SIGHT} {2 pt. Flaw}Your sight is defective. The difficulties of all dice rolls related to vision are increased by two. {BLIND} {6 pt. Flaw}You dice rolls involving vision. You cannot see the world of colour and lights is lost to you {COLOUR BLINDNESS} {1 pt Flaw}You can only see in black & white. Colour means nothing to you, though you are sensitive to colour density, which you perceive as shades of gray. {DEAF} {4 pt. Flaw}You cannot hear a sound and automatically fail all rolls that require hearing. {HARD of HEARING} {1 pt Flaw}Your hearing is defective. The difficulties of all dice rolls related to hearing are increased by two. {ONE EYE} {2 pt. Flaw}You have one eye; choose which, or determine randomly during character creation. You have no peripheral vision on your blind side, and two fewer dice are rolled for any feat requiring depth perception. {MENTAL} {CALM HEART} (3 pt Merit)You are naturally calm and well composed, and do not easily fly off the handle. Raise the difficulties of all your frenzy rolls by two, no matter how the incident is provoked. {COMMON SENSE} (1pt Merit)You have a significant amount of practical, everyday wisdom.. whenever you are about to do something contrary to common sense, the ST should alert you to how your potential action might violate practicality. This is an ideal merit if you are a novice player from the ST concerning what you can and cannot do, and (even more importantly) what you should and should not do. {CELESTIAL ATTUNMENT} (1 pt Merit)You have an innate link to the passage of time & the movement of celestial bodies. You can estimate the time until sunrise or sunset within a minute or two & can follow the phases of the moon in your head. Those with some training in astrology & this Merit can even foretell certain astrological conjunctions without access to charts. you can accomplish any of theses feats w/ only a minimum of concentration. {CONCENTRATION} (1 pt Merit)You have the ability to focus your mind and shut out any distractions or annoyances. Any penalty to a difficulty or dice pool arising from a distraction or other inauspicious circumstance is limited to two, though no extra benefits are gained if only one penalty die is imposed. {EIDETIC MEMORY} (2pt Merit)You can remember all things seen and heard with perfect detail. By gaining at least one success on an Intelligence + Alertness roll, you can recall any desired sight or sound accurately, even if you heard it or glanced at it only once ( though the difficulty of such a feat would be high). Five successes enable you to recall an even perfectly : the ST relates to you exactly what was seen or heard. {IRON WILL} (3pt Merit)When you are determined and your mind is set, nothing can thwart you from your goals. You cannot be dominated, nor can your mind be affected in any way by spells or rituals. However, the ST my require you to spend willpower points when extremely potent powers are directed at you. {IRON WILL} (4 Pt Merit}This version of Iron Will is the same as the one in The Vampires Players Guide, except that it cost one extra point (for a total of 4) for a mortal hunter to be immune to Kindred Domination. {LIGHT SLEEPER} (2 pt Merit)You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. The rules regarding how Humanity restricts the number of dice usable during the day are waived. {LIGHTENING CACULATOR} (1 pt Merit)You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. The difficulties of all relevant rolls are decreased by two. Another possible use for this ability, assuming you have numbers on which to base your conslusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the ST the difficulty rating of a task you are about to perform. {TIME SENSE} (1pt 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. You can accomplish this whether you are concentrating or not. You can estimate the time of day to within a minute or two, and the passage of time with the same accuracy. {SELF CONFIDENT} (5pt 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 difficutly of your roll is six or higher. You may spend willpwer at other times; however, if the difficulty is 5 or less, the willpwer will be spent no matter what you roll. {ABSENT-MINDED} (3pt Flaw)This flaw may not be taken with the merit concentration. Though you do not forget such things as knowledges 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 have, you need to make a wits roll or, as a last resort, spend a willpower point. {AMNESIA} (2 pt Flaw)You are unable to rememer anything about your past, yourself or your family. Your life is a blank slate. However, you past may someday come back to haunt you. (you can, if you wish, take up to five points of other flaws with out specifying what they are, and leave it to the st to detail them.Over the course of the chronicle, you and your character will slowly discover them.) {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 roleplay 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 ou enter a nightclub with loud pounding music.) You may spend willpower to override the effects of your confusion, but only temporarily. {DEEP SLEEPER} (1pt Flaw)When you sleep, it is very difficult for you to awaken. Raise the difficulty by two on any such roll, and roleplay how you never seem to be on time when you have an appointment early in the evening. {WEAK WILLED} (2 pt Flaw)You are highly susceptible to dominate and intimidation by others; you are, in fact, unable to use your willpower freely. You can employ your willpower only when survival is at stake or it is appropriate to your nature. {PACK PUNISHMENT} {1 Pt Flaw}You're bound by some special punishment imposed on you by your pack for doing something in opposition to pack rules. You're limited from doing something you normally could do, such as making solo trips, going w/ the pack out of town, hanging around the Rack, associating w/ certain individuals and so on. {PACK RIVAL} {1 Pt Flaw}You have an intense rivalry w/ a member of your pack. You're always competing w/ this individual, either for fun or out of spite. You've been known to go to extremes to best this person & he has been known to do the same to you. Your rival occasionally gets the best of you, but you also do the same to him. {SPECIAL RESPONSIBILITY} {1 Pt Flaw}You have some sort of duty that you're required to perform for the entire pack. You're not really given any special credit for doing it, but if you were to stop you would lose much of its respect. The exact nature of the duty can be anything. {PACK DISGRACE} {2 Pt Flaw}You've done something that has brought shame to your pack & your personally. You lose two dice on all related dice rolls & your Pack Recognition may be considered two points lower than it should be. {PACK ENEMY} {2 Pt Flaw}You made an enemy within your pack. This individual would like to see you out of the pack & possibly destroyed: perhaps just because he doesn't like you or perhaps for a good reason. {PROBATIONARY SECT MEMBER} {4 Pt Flaw}You're a defector. You turned traitor on the Camerilla, Followers of the Set, or some other vampire group. You have been accepted on probation into the fold. You still have much to prove before you will be accepted member. You're treated well by the Sabbat, but you know you're not trusted. You're always assigned the most dangerous missions & are always at the front of the fray. Your pack watches you like a hawk & limits your actions. You're not allowed to speak to Kindred outside the sect, you're not allowed to go anywhere outside pack territory without a fellow pack member & you're required to prove your loyalty time & time again. {SLOW HEALING} {3 Pt Flaw}You're slow to heal all wounds. This can be dangerous for aggravated wounds. You can heal aggravated wounds only at a rate of one health Level per five days, as opposed to one Health level per day. You're slow to heal normal wounds as well, requiring two Blood Points per Health Level recovered {ADDICTION} {3 Pt Flaw}You're addicted to some substance in addition to blood. You make sure your victim have ingested the substance before you drink from them so you can enjoy the effects. The substance can be alcohol or any form of drug. You're more likely to frenzy if you do not get your fix for the night; the difficulty of all frenzy rolls increase by two. {DISEASE CARRIER} {4 Pt Flaw}Your blood contains a disease that effects the mortals upon whom you feed. It may not effect all of them all the time, but it does so regularly. because of this, you're not allowed to participate directly in the Vaulderie. However, even though others will not drink your blood, you still have to drink theirs. You're not allowed to drink directly from the vessels because you'll contaminate them, so you have to remove the blood & pour it into a glass. {MORTAL SOCIETY} {AIRPORT} {4pt. Merit}You control a major airport, and all Kindred who would use it must answer to you, for it's your domain. {CASTLE} {5 pt. Merit}You own a castle w/ at least 50 rooms & maybe as many as 500. You also control a large estate around the castle. The servents, if you have any, are provided for if you choose this Merit. The castle can be in as poor or as good condition as you wish. The more inhabited it appears to be, the more attention it will garner. {CHURCH RANKING} {1-3pt Merit}You were part of the Church in life & somehow mainyain the illusion that you still live, thereby still possessing some of the advantages of church rank. You can inflence local polotics to some extent & locals respect you as a representative of God. {CHURCH TIES} {3 pt. Merit}You have influence & contacts in some local churches & have the means to create protest rallies & raise money/ The more you use your ties, the greater the risk of being found out. {COPORATE TIES} {3 pt. Merit}You have influence & contacts in the local coporate community. You understand the dynamics of money in the city & have links w/ all the major players. In times of need, you can cause all sorts of financial mayhem & can raise considerable amounts of money. {COPERATION CEO} {3 pt. Merit}You have a particular influence & sway over a major corporation & associated companies, just as if you were its chief executive officer. Indeed, you may have owned this company before your Embrace & retained your control. {EXTREMIST GROUP} {4pt. Merit}You have both Influence over & Contacts within an extremists group of some sort. This could be a group of insane survivalists w/ a cause. some hate groups or a terrorist group. This group provides you w/ assistance & possibly even agents to handle your dirty work. It may also provide you w/ ties to similar groups. The more often you use your ties, the weaker they grow. {INSTITUTIONAL CONTROL) {2-5pt Merit}You begin play w/ absolute control over one mortal institution of your choice. Either you are the head of this institution, or have mastered its leader. In the 1st case, think about how you will retain control without being able to appear to your followers during the day. If you control the mortal leader, then think about how you keep him loyal {JUDICAL TIES} {2 pt. Merit}You both have influence over & contacts in the justice system. You know most of the judges as well as the attorneys in the proscutor's department & can affect the progress of various cases & trials w/ limited difficulty. {MANSE} {2 pt. Merit}You own a large manor, ahome w/ 25 or more rooms as wellas the surrounding estate. The servants, if you have any, are provided for if you choose this Merit, although they cannot be used as Herd or Retainers unless you choose the appropriate Background. The mansion is assumed to be fenced or walled in & makes an excellant havyn. While the mansion can be in as poor or as good condition as you wish, the more inhabiated it appears to be, the more attention it will garner. Similarly, superstitous mortals wil go out of their way to avoid a "haunted" manor. {MEDIA TIES} {2 pt. Merit}You both have influence over & contacts in the local media. You can suppress & create news stories (though not w/ 100% efficiency journalists are an unruly bunch) & you have access to the files & gossip of the staffs of newspaper & TV stations. {NIGHTCLUB} {2 pt. Merit}You own a moderate-sized nightclubs, perhaps one of the nightstops in the city. The club brings in enough money to support you in moderate luxury, but more important than the money is the prestige. {NOBILITY} {1-3pt Merit}You possessed a mortal title before your Embrace & have somehow managed to pass yourself off as alive. Consequently, the advantages of nobility are open to you. You're presumed to be landless unless you purchase the Resourses Background {POLICE TIES} {3 pt. Merit}You have both influence over & contacts in the local police department. you can, w/ a single phone call, cause an APB to be issued.However, The more you use your ties w/ the police department, the weaker they become and the more attention you attract towards yourself. {POLITCAL TIES} {3 pt. Merit}You have both influence over & contacts among the poloticians and bureaucrats of the city. In times of need, you can shut off the power & water to a building or a neighborhood & can unleash many different means of harassment against your enemies. {SPY NETWORK} {2pt Merit}You begin play w/ access to a group of mortals who frequently bring you information on the daylight world or faraway places. Their information is both up-to-date & fairly reliable & the they're not likely to lie to you. However, these cannot be used as Allies or Retainers; they have their own aims. Why do they keep you informed? Also, how much do they know about you? Do you pay them? perform occasional "favors" for them? Dominate their leader? Or are they mortal friends & family. {UNDERWORLD TIES} {3 pt. Merit}You have both influence over & contacts in the local Mafia & organized street gangs. This provides you w/ limited access to large numbers of "soldiers" as well as extensive links to the underworld of crime. the more often you use your ties w/ the criminal element, the weaker they grow. {UNIVERSITY} {4pt. Merit}You have control over a University. The trustees & important officials serve your interests. You have full access to the school & you can hunt the campus freely. The libraries & professors are useful in providing you w/ research information. The campus also has lots of computer equipment, along w/ those who know how to use it. {ANACHRONISM} {2 pt. Flaw}You have been a vampire for some time, & are unable to keep up w/ the changing times. A Intelligence roll is needed whenever you have to deal w/ something from a later period than your own breathing days. {HUNTED} {4 pt. Flaw}You're pursued by a fanatical witch-hunter who believes you're dangerous, vile beast inimical to humanity (perhaps you are). All those w/ whom you associate may be the hunted by the same individual as well. Though this hunter seeked to destroy all vampires, something about you drives the passion of this killer. {KNOWN TO BE DEAD} {2pt Flaw}Communities are small & deaths & disappearances are known to all. You originally lived in teh area where the chronicle is set & the locals know that your dead. perhaps they saw you dir or your were discovered in torpor & pronounced dead. At the moment this causes you no problems, but if you use your name or are spotted by people who knew you, then you can except problems. Exorcists, pious knights & others (perhaps even local Lupines) will seek to destroy you; demons, mages 7 others may come to offer you "assistance". {SECOND-CLASS CITIZEN} {2pt Flaw}The simple happenstance of birth has made you a second-class citizen in medieval Europe. This tends to come in two forms. First, you might simply be female. Mortal men treat you as a natural inferior & many male Cainites also discriminate against you. Furthermore, you must rationlize taking any combat oriented skills or certain Knowledges during character creation. Being a woman usually preludes tuition in these typically exclusively male areas. Alternately, you might me a member of a disliked or persecuted social group & her appearance, speech or local reputation marks you as a member of this group. {WARD} {3 pt. Flaw}You're devoted to the protection of a mortal. You may describe your ward, though the StoryTeller will actually create her. This charcter may be a friend or relative from your pre-Embrace days. {PHYSICAL} {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) & even sneezing comes naturally. You can make your heart beat as long as long as you have at least one Blood Point. {CATLIKE BALANCE} {1 Pt Merit}You possess an intently perfect sense of balance. You're able to land on your feet from a fall virtually everytime. You receive two extra dice when rolling to retain or achieve balance. {DOUBLE-JOINTED} {1 pt Merit}You're unusually supple. Reduce the difficulty of any Dexterity roll involving body flexability by two. squeezing through small places is one example of a use for this Merit. {EARLY RISER} {1 Pt Merit}You always seem to be the first to rise & the last to go to bed. You always get up at least an hour before everyone else, even stay up until dawn. You seem to have the ability to exist on less rest. {EFFICIENT DIGESTION} {3 pt. Merit}You're able to draw more than the usual amount of nourishment from blood. Every two Blood Points increases your Blood Pool by three. {HUGE SIZE} {4 pt. Merit} You're abnormally large in size, possibly over seven feet tall & 400lbs in weight. You therefore have one additional health Level & are able to suffer more harm before you're incapacitated. {MISPLACED HEART} {2 pt. Merit}Your heart has actually moved within your body, though no more that 2 feet from its original position near the middle of your chest. {SANGUINE HUMOR} {2pt. Merit}The flush of life still seems to fill your veins; therefore, you appear more human than other vampires. Your skin never paled w/ death, you never really stopped breathing & even sneezing comes naturally. You can make your heart beat as long as you have at least one Blood Point. Nosferatu may take this Merit. {STRONG BLOOD} {5 pt. Merit}Your blood's especially potent. Any Kindred who tastes your blood will find it extremely rich & potent & will recognize its great strength. Any diabolists who tastes it will lust after it. You can Blood Bond someone w/ but 2 drinks of your blood. {ALLERGIC} {1 pt Flaw}You're allergic to some substance, in a matter not unlike mortal allergies. However, you do not get hives or sneeze, but are actually incapacitated by your reaction. {CHILD} {3 pt. Flaw}You were a small child at the time of your Embrace. Although time & experience may have changed you outlook, you're stuck in a child's body. You have the Short Flaw & you find it difficult to be taken seriously by others. {DEFORMITY} {3 pt. Flaw}You have some kind of deformity: a misshapen limb, a hunchback whatever, which affects your interactions w/ others & may inconvenience you physically. {DISFIGURED} {2 pt. Flaw}A hideous disfigurement makes you ugly & easy to notice as well as remember. You therefore have a zero. {INFERTILE VITAE} {3 Pt Flaw}For some reason you're unable to create new vampires. All those you try to Embrace die. Your vitae is faulty even beyond that of Thin Blood. You may not create any childer no matter what you do. However, unlike the Flaw Thin Blood, you can use your blood just as all other vampires can. {IRRETRACTABLE FANGS} {1 pt Flaw}You're unable to retract your fangs. you should be very careful, lest the wrong mortals see them. Vicissitude 3 (Bonecraft) can be used to forcibly cause them to shrink,but the process is painful & the fangs will return the next night. {LAME} {3 pt. Flaw}Your legs are injured or otherwise prevented from working effectively. You suffer a two-dice penalty to all dice rolls related to movement. {LAZY} {1 Pt Flaw}You're simply lazy. you don't like to do anything that requires a lot of effort on your part. You prefer to let others do the hard work. You like to lie around and, by vampiric standards, you're certanly a coffin potato. {LEPER} {3 pt. Flaw}Before you were Embraced you suffered from leprosy of a skin disease which might be easily confused w/ leprosy. Your Appearance may be no higher then two & your flesh is marred by rashes, pale patches, festering sores, scars etc. Your skin disease, whatever it actually is, is obvious to any who look upon you. Mortal authorities refuse you entry to any city & you will be treated w/ fear & revulsion. {METHUSELAH'S THIRST} {7 pt. Flaw}You're no longer capable of drinking mortal blood to sustain yourself & must feed upon the vitae of other Kindred. {MONSTROUS} {3 pt. Flaw}There's something wholly monstrous about you, something that makes yu even more hideous than a Nosferatu. You scarcely look human, but the manner in which you differ is up to you. {MUTE} {4 pt. Flaw}Your vocal apparatus does not function 7 you cannot speak at all. You can communicate through other means typically writing or signing. {ONE ARM} {3 pt. Flaw}You have only one arm "choose which" or determine randomly at character creation. This happened to you before the Embrace. It's assumed that you're accustomed to using your remaining hand, so you suffer no off-hand penalty. {PARAPLEGIC} {4 pt. Flaw}You can hardly move without assistance, such as a pair of crutches or a wheelchair. Even then it can be painful & cumbersome to do so. {PERMANENT WOUND} {3 pt. Flaw}You suffered injuries during your Embrace, which your sire did nothing to repair. You start each night at the Wounded Health Level. This can be healed like normal damage, but each evening, after sleep, your wounds always return. {SELECTIVE DIGESTION} {2 pt. Flaw}You can digest only certain types of blood. You can choose whether you can drink only cold blood, blood w/ the taste of fear or blood w/ the taste of joy. {SHORT} {1 pt Flaw}You're well below average height & have trouble seeing over high objects & moving quickly. You suffer a two-dice penalty to all pursuit rolls. {THIN-BLOODED} {4 pt. Flaw}You have weak blood & are unable to use it for anything but sustaining yourself from night to night & healing your wounds. {VULNERABILITY TO SILVER} {2 Pt Flaw}You suffer aggravated wounds from silver, just like a werewolf. {PSYCHOLOGICAL} {ANACHRONISM} {1 Pt Flaw}This Flaw reads exactly the same as the Mortal Society flaw listed in The Vampires Players guide; however, its poiny value is diminished because it has limited effect. {BERSERKER} {2 pt. Merit}You can direct the beast better then most & can frenzy at will. However, you must still pay the consequences of your actions in frenzy & your chance of unwillingly entering frenzy is unaffected. {CODE of HONOR} {1 pt. Merit}You have a personal code of ethics to which you strictly adhere. You can automaticallt resist most temptations that would bring you in conflict w/ your code. {DUAL NATURE} {2 pt. Merit}You have two distinct yet compatable Natures, both of which influence your personality. You may regain Willpower using both Natures. You may still choose a Demeanor, one as different from your Natures as you like. {HIGHER PURPOSE} {1 pt. Merit}Everyone has "reason to live", but you have a special commitment to your exsistence. Your chosen goal drives & directs you in everything. You do not concern yourself w/ petty matters & casual concerns, because your higher purpose is everything. {COMPULSION} {1 pt Flaw}You have a compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleaninliness, perfection, bragging, stealing, gambling, exaggeration or just talking too much. {DARK SECRET} {1 pt Flaw}You have some sort of secret that, if uncovered, would be of immense embarrassment to you & would make you a pariah in the Kindred community {DRIVING GOAL} {3 pt Flaw}You have a personal goal, which sometimes compels & directs you into startling ways. The goal's always limitless in depth, & you can never truely acheive it. It could be to overthrow the Church or achieve total enlightenment. {ISOLATED UPBRINGING} {1 Pt Flaw}You were born to an Inquisitor, or were adopted by the Society at an early age. The entirety of your life has been training to be an Inquisitor, a warrior for the Society of Leopold. Unfortunetly, you have only limited understanding of the world outside the Inquisition. Whenever you're in a non-Society setting, you have a one die penalty to all social skills. {INTOLERANCE/HATRED} {1-3 pt Flaw}You have an unreasoning dislike of a certain thing. You may loathe a species of animal, a class of person, a situation or just about anything else & you constantly pursue oppurtunities to harm the hated object or gain power over it. {LOW SELF-IMAGE} {2 pt Flaw}You lack self-confidence & don't believe in yourself. You have two fewer dice in situations in which you don't expect to succeed. {LUNACY} {2 Pt Flaw} Your're affected by the phases of the moon. On nights of the new moon you're extremely passive, but on nights of the full moon you're extremely emotional & volitile. During the waxing moon you're pleasant & more focused on your tasks. During the waning moon you're a little apathetic & touchy. During the entire cycle of the moon, you vary your emotional level to suit the stage of the moon. {NIGHTMARES} {1 pt Flaw}You experience horrendous dreams every time you sleep & memories of them haunt you during your waking hours. Sometimes the nightmares (or daymares, if you prefer) are so bad they cause you to lose one die on all of your actions for the next nig {OVERCONFIDENT} {1 pt Flaw}You have an exaggerated & unshakeable opinion of your own worth & capabilities; you never hesitate to trust your abilities, even in situations in which you risk defeat. Because your abilities may not be enough, such over confidence can be dangerous. {PHOBIA} {1 pt Flaw}You have an overpowering & irrational fear of something. You instinctively & illogically retreat from & avoid the object of your fear. {PREY EXCLUSION} {1 pt Flaw}You refuse to feed from a certain class of prey. For examplem a pacifistic hermit might avoid feeding off humans, or an erudite vampire might decide to spare scholars or usicians. You become angry when others prey on this class & might enter frenzy. if you accidentally feed upon this class yourself, you will automatically frenzy & will need to make a Via roll to avoid losing ground to the Beast. {SHORT FUSE} {2 pt Flaw}You are easily angered. The difficulties of rolls to avoid frenzy are always two less, no matter how you were provoked. This is a dangerous Flaw; don't choose it without careful thought. {SHY} {1 pt Flaw}You're distinctly ill at ease when dealing w/ people & try to avoid social situations whenever possible. The difficulties of all rolls concerned w/ social dealing are increased by one. {SOFT HEARTED} {1 pt Flaw}You cannot stand to see others suffer, perhaps you are very compassionate or perhaps you simply dislike the intensity of emotion. If you're the cause of the suffering & you witness it, you'll experience nights of nausia & days of sleepless grief. {SPEECH IMPEDIMENT} {1 pt Flaw}You have a stammer or some other speech impediment which hampers verbal communications. The difficulties of all relevent rolls are increased by two. {TERRITORIAL} {2 pt Flaw}You do not like to leave your terrritory, nor do you like to have strangers enter it. Iin fact, you get so nervous & disoriented while outside your territory, the the difficulties of all your rolls are increased by one. {VENGEANCE} {2 pt Flaw}You have a score to settle: a friend corrupted, a parent was slain whatever. You are obsessed with wreaking vengeance on the guilty party. revenge is your first priority in all situations. {SUPERNATURAL} {CHARMED EXISTENCE} {5 pt. Merit} Your unlife is somehow protected & you do not face the perils the others must. It could be that you're sinply lucky. Whatever the reason, you may ignore a single "one" on every role you make. {CLEAR SIGHTED} {6 Pt Merit}You can see through all levels of Kindred Obfuscate, Chimerstry & other related Disciplines or Gifts w/ a Perception + Alertness roll (difficulty of the opposing power's level + 3) {DANGER SENSE} {2 pt. Merit}You have a sixth sense that warns you of danger. When you're in danger, The StoryTeller should make a secret roll against your Perception + Alertness. {DESTINY} {4 pt. Merit}You have a great destiny, though you may well not realize it. Your destiny will become more & more apperent as the chronicle continues. Prophecies & dreams guide your way & grant you clues to your ultimate goal. {ECSTATIC} {2 Pt Merit}This is a Merit of dubious benefit. You are prone to the features of religious ecstasy: stigmata, glossalia (speaking in tongues), visions & trances, et al. While some may distrust your religious hysteric, you'll be highly regarded among other Inquistors as "touched by God" Add one die to any rolls involving social interactions in the Society. {ECUMENIST} {4 Pt Merit}Although you're steadfast in your own faith, you recognize the working of the Holy Spirit, which "bloweth where it liseth," in other religions. Usually, when using True Faith, you must use a holy symbol from your own religious tradition. {ENCHANTING VOICE} {2 Pt Merit}You have an almost magical voice, beautiful beyond words. You may add to dice to all rolls directly involving the use of your voice, such as leadership, seduction, singing, etc. {FAERIE AFFINITY} {2 pt. Merit}Your presence does not frighten faries; indeed, it attracts them & your naturally attuned to their ways. You're able, unlike most kindred, to enter Arcadia, the mystical kingdom of the faries, provided you find an entrance. {FOUNTAIN of LIFE} {5 Pt Merit}The healing power of God runs through you. Non-aggravated damage (normally an irrevelant distinction for mortals, who have no supernatural means of healing damage) heals as though it is one level less. if you're wounded, you'll heal in one week. if you're bruised, you will heal in a matter of hours. If you're not wounded, then those under your medical care will heal at your enhanced rate as well. Note that this might seem "miraculous," but it will not be scientifically verfiable. You wont get canonized for this. Unfortunely, vampires find your blood particularly strong & tasty: twice as potent as that of other mortals, in fact. Even better, you heal more quickly. Vampires consider you in the same manner you look at an all you can eat buffet. {GUARDIAN ANGEL} {6 pt. Merit}Someone or something watches over you & protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking after you. In times of great need you may be supernaturally protected. However, no one can never count upon a Guardian Angel. {HOLY AURA} {2 Pt Merit}Your aura, no matter what colour it takes, is unusually brilliant to those who can see it; you're practically a beacon among other mortals, burning w/ a religious devotion. Even those who cannot see auras are immediately drawn to your presence. {INNATE MAGICAL ABILITY} {5 Pt Merit}You have some sort of magical ability that makes you unique. this ability is different from any normal vampiric power or Discipline. The exact nature of your abilty should remain mysterious to you, though you have some say in what that ability is. {INNOCENT} {1 Pt Merit}You're always thought of in the most positive light, unless evidence exists to prove otherwise. If you do something wrong & the act is not easily attributed to you, it will most likely be blamed on someone else. this does not mean that you're "an innocent",it just means that everyone thinks you are. {INOFFENSIVE to ANIMALS} {1 pt. Merit}Animals don't fear or distrust you the way the do most of the Kindred. They treat you as they would any mortal & do not shy from your touch. {TRUE LOVE} {1 pt. Merit}You've discovered, but may have lost (at least temporarily) a true love. Nonetheless, this love provides joy in a torrid existence usually devoid of such enlightened emotions. Whenever you're suffering, in danger or dejected, the thought of your true love is enough to give you the strength to perserve. {LUCK} {3 pt. Merit}You were born lucky or else the Devil looks after his own. Either way, you can repeat three failed rolls per story. {LUNAR INFLUENCE} {1 Pt Merit}The moon has an unusually strong effect on you. During periods of the new moon, your Strength, Dexterity & Stamina are cut in half. During periods of the full moon your Strength, Dexterity & Stamina are increased by half again. During the waxing & waning phases, the Attributes stay the same. {MAGE COMPANION} {3 pt. Merit}You have a friend & ally who just happens to be a mage. Though you have the right to call upon her in times of need, she can call on you as well. Most likely this mage is of the Euthanatos or verbena, but she can be of any Tradition or Convention. {MAGIC RESISTANCE} {2 pt. Merit}You have an inherent resistance to the rituals of the Tremere & the spells of the mages of other creeds & orders. {MAGIC SENSITIVITY} {1 Pt Merit}You have a supernatural gift that allows you to know if any magic is in use or had been used recently within a 10-ft radius of yourself. this includes all supernatural Disciplines as well. {MEDIUM} {2 pt. Merit}You possess the natural affinity to sense & hear spirits ghost & shades. Though you cannot see them, you feel presence & are able to speak w/ them when they are in the vicinity. It's even possible for you to summon them. {MYSTIC ABILITY} {2 Pt Merit}For some reasons you have visions. the visions are not necessarily precognitive, but like precognition, the visions occur outside your control. You may make yourself more sensitive to them through ascetic practices, but you can never consciously induce a vision. The again you may have a vision as you're walking down the street minding your own business. {NINE LIVES} {6 Pt Merit}Fate has granted you the opportunity to come as close to Final Death as anyone can get & still survive. You basically have nine lives. Is a situation arises in which you should be killed, you aactually survive, though you maybe worse for wear. What happens is that is a roll is made that would kill the character, the roll is made the second time. If that roll fails another can be made & so on, until the roll succeeeds or the merit is used up. You get 9 opportuntities to make rerolls, & these opportuntities are never replaced after they've been used, once they are gone, they're gone. {ORACULAR ABILITY} {3 Pt Merit}You see signs & omens in everyday life. you're able to understand many magical portents that are revealed to people every day, but are seen by few & interpreted even less. You're able to draw advice from these omens, for they provide hints of the future & warnings for the present. {OCCULT LIBRARY} {2 pt. Merit}You possess a library of occult materials, which may include at least one version of The Book of Nod. You're not necessarily famaliar w/ the contents of these volumns of knowledge, but in time of need your library can be an invaluable source for research. {PRECOGNITION} {4 Pt Merit}You have the ability to perceive events before they happen. this baility is not under your control. The premonitions come to you when you least expect them to. The focus of the premonition is not under your control either. {SANCITY} {2 Pt Merit}For some reason everyone considers you pure & innocent, though certainly not naive. You have a saint like quality that is hard to put a finger on, but others tend to see it in you. You're trusted, even if your not trustworthy. you tend to receive lesser punishments for wrongdoing & are liked by most. {SILENCE} {1 Pt Merit}You have an unusual ability to move quietly that goes far beyond the norm. Reduce the difficulty on any Stealth roll involving moving quietly by two. you are even able to move quietly over dry leaves. Should the wind blow while you're moving, there's no way to hear you. {SOOTHING VOICE} {3 Pt Merit}Your voice is calm & soothing, almost entrancing. you may add two dice to all rolls that directly include use of your voice: singing, preaching, leadership etc. {SPIRIT MENTOR} {3 pt. Merit}You have a ghostly companion & guide. this spirit is able to employ a number of minor powers when it really struggles to exert itself, but for the most part its benefit to you through the advice it can give. this ghost is the incorporeal spirit of someone who was once living. {SYMBOL INDEPENDENCE} {3 Pt Merit}The use of True faith against a supernatural creature typically requires use of holy symbol. however, Inquisitors & other hunters w/ this Virtue are free from this restriction; they may use their Faith unfettered by any such psychological or religious crutch. {TRUE FAITH} {7 pt. Merit}You have a deep-seated faith in & love for God, or whatever name you choose to call the Almighty. Perhaps your aith came to you before your Embrace & was strong enough to survive even this test; or, incrediably enough, the adversity you've experienced in your current condition has brought out what is best in you. {UNBONDABLE} {3 pt. Merit}You are immune to being Blood Bound. No matter how much blood you drink from other vampires, you'll never be Bound to them. {WRAITH COMPANION} {3 pt. Merit}This is the exact same Merit as Spirit Mentor. just bear in mind that the spirit mentor is a wraith & you can see & touch him in the UnderWorld. For those w/ Wraith: The Oblivion, consider the character one of the wraith's more powerful fetters. {WEREWOLF COMPANION} {3 pt. Merit}You have a friend & ally who just happens to be a werewolf. Though you may call upon this being in time of need, it also has the right to call upon you (after all, you're friends). however, neither your kind nor its appreciate such a relationship, & your respective socities will punish both of you if your friendship is discovered. {UNKNOWN AREA OF USE} {RELIGIOUS PROHIBITION} {2-4 Pt Flaw}Taken from Hebrew or Islamic stock, you grew up strongly religious. part of that religion, however, is a dietary restriction forbidding you to taste blood. Even animal blood is forbidden to you by law, & you find yourself racked by pangs of conscience every time you feed. {CLOAKED IN SHADOWS} {4 pt Flaw}The shadows come to you when you don't call them, wrapping themselves around you like a cloak in constant motion. This makes you stand out in a crowd & you can no longer pass for "normal" even when you so wish. Other Cainites may well avoid your company, being discomfited by your strange affliction. LaSombra in particular find you unpleasant company, beacause your inhability to master your shadows demonstrates a failure of will on your part. {MARKED FOR DEATH} {2-5 Pt Flaw}The Courts of Blood have found against you & at least one fledgling in now hot after your blood. While you probably can defeat this threat on your own, the wait is maddening. furthermore, there's the implied insult bound uo in the court's decision: your peers obviously feel that you are incompetent & need to be replaced. After all, even if you defeat one would be diableriest, there's no guarantee you wont be hunted bu a seconds or third {PRESTIGIOUS CONFESSOR} {1 Pt Merit}You've been granted the favor of confession w/ on of the ranking LaSombra. This provides you w/ access to one of the "powers that be" in the clan, as well as providing you w/ certain prestige among your equals. After all, it was you who was called to the Cathedral, not they. 1