Every one of your accomplishments or triumphs will eventually become soiled or fail in some way. This is only a small area, one easily hidden, such as a patch of skin on your shoulder. warnings. You always seem to be the first to rise and the last to go to bed even if youve been out until dawn. There is a chance he will know of a vampire from another city when he hear his name. (ELY). Additional DisciplineYou can take one additional Discipline (Storyteller discretion) as if it were a clan Discipline. Legendary AttributeYour character has a superhuman Attribute, something in which he has the potential to be greater than human. Image Obsession [LaSombra] (1 - 5 Flaw) You find yourself hypnotized by the vagaries of your own appearance. Pack Disgrace You have done something that has brought shame to your pack and you personally. The Inbred Flaw cover all manner of physical, mental, and emotional defects. The family aids you in your exploits whenever possible, providing shelter from enemies or acting as a method of transportation to or from a city. Although dangerous, any weaponry causes normal damage only; despite its horrid appearance, your arsenal is still only mortal flesh and bone. Dark Ages describe the ability differently, but the cost and effect are the same. For ghouls, being Kinfolk can be an advantage or a hindrance. Special Gift (1 - 3 Merit) Your sire gave you a valuable gift after the Embrace. This bonus does not apply towards casual foes, only blood enemies. (ELY). You may drink an additional two Blood Points from your victim each turn. The pain of seeing so many die while you continued to exist was horrible to bear, so horrible that you have now isolated yourself emotionally from all others. This may not be taken with the flaw Deep Sleeper. The exact nature of the ability should remain somewhat mysterious to you, though you have some say in what the ability is. Rival You have an intense rivalry with another Kindred. Cursed (1 - 5 Flaw) You are the recipient of a supernatural curse. When you bite, your always inject this poison, usually killing your human victims. Your Storyteller should create game stats for the stalker. Because your abilities may not be enough, such overconfidence can be very dangerous. While your packmates may still be groggy, you tend to be awake and aware. You are constantly alert for signs that one or more of your acquaintances are actually seeking to commit diablerie upon you, stake you, or worse. With this Merit, you see the divine spark at the core of religions beyond your own, and you are able to make use of their religious icons and holy ground when confronting the supernatural. (PGS), Foul Blood Your blood tastes truly awful. (GFA), Eerie Presence Other people get a strange feeling when they are around you. Perhaps it is because you have been tainted by your dealings with the Infernal, or perhaps they just dislike your smell. You pass through places like the wind, leaving nothing behind but a whisper. While some may distrust you as a religious hysteric, you will be highly regarded among other Inquisitors as "touched by God." You often suffer ennui for extended periods of time, preventing you from working steadily. You are still Incapacitated normally. You family member is far away. You have both come to each other's aid several times over the years, and you would be aggrieved were anything to happen to your love. Even those who cannot see auras are immediately drawn to your presence. Storytellers should feel free to disallow any communities deemed unbalancing or two inclusive. I like some of the more subtle merits, like Inoffensive to Animals, Acute Sense (s), Catlike Balance, Early Riser, etc. (CB:Tor1), Clear SightedYou can see through all levels of Kindred Obfuscate, Chimerstry, and other related Disciplines or Gifts with a Perception + Alerness roll (difficulty of the opposing power's level + 3). Whenever you kiss someone, you leave traces of sweet vitae behind. This grants you an advantage in your dealings with these Kindred (-1 to the difficulty level of any checks to influence them). Due to your total emotional isolation, you receive a +1 difficulty modifier to any Social skill rolls involving emotions and cannot spend experience points on the Embility Ability. Although she sometimes asks favors of you, you are most definitely in control of the relationship, as it is right for a sire to be. These creatures crawl and hide among the creases and folds of your skin despite your best efforts to remove them. Unless you succeed on a contested Manipulation + Expression roll against your former friend, you do not act against him unless the situation becomes life-threatening. If that roll fails another can be made, and so on, until the roll succeeds or the Merit is used up. Unfortunately, the vampire is more likely to become enraptured by colorful objects. A 3-point Merit indicates that you occasionally can sense the others strong emotions (fear, joy, pain) if your twin is in the vicinity. You have no idea who or what it is, but you have an idea that someone is looking out for you. The bugs may travel up to 20 feet from you to sting and distract your foes. Basically, on average, 2d10 trends to 1 success. Animal Affinity The character has an innate understanding of and rapport with a certain type of animal. (PGS), Stench Few Nosferatu smell good, but you reach a new nadir of odiferousness. (CB:Gio1), Inherited Frailty [Kinain] As part of your fae nature, you have inherited the Frailties of your heritage. These come courtesy Monica Speca, of the wonderful 1d4cast and the award-winning Gaming as Women. (PGS), Swarm Attractor You must have at least one dot in Animalism to take this Merit. Prodigies of Koldunic Sorcery or other forms of blood sorcery reduce the difficulty of all paths and rituals. (INQ), Extremist Group The character has both Influence over and Contacts within an extremist group of some sort. Unfortunately, you have only limited understanding of the world outside the Inquisition. You go out of your way to prepare contingency plans, vary your movement patterns and habits, and otherwise make yourself a difficult target. Even other Nosferatu are repulsed by your stink, and your Stealth Dice Pools are reduced by two against any creature that can smell, unless you are upwind. The exact nature of the duty can be anything. A 3-point rival has no qualms about occasionally attempting to have you killed or has some serious clout with someone of higher standing than you (a mortal authority or clan elder). The difficulties of all die rolls involving the use of the voice to persuade, charm or command are reduced by two. In any case, this pack member tries to get others to side against you, and he tries to ruin every positive thing you accomplish for yourself or for the pack. The difficulty of all Etiquette rolls involving high society are reduced by three. (CB: NOS1), Unconquered Ally (Banu Haqim before Schism) You have a friend and ally among the Unconquered. It also makes you stand out in a crowd; long after youre gone, people will still talk about those marvelous eyes. The number and magnitude of such debts and to whom they are owed determine the rating of the Flaw. You may have gifted them with favors or material items sometime in the distant past, or just last week, but they now owe you a debt. Revenants with this Flaw want nothing more than to serve the glorious ideals of the Sabbat, and leap to indulge many Sabbat vampire's whim. Tzimisce-Specific Merits and Flaws. This geas may be a family curse or duty that you have inherited, or it may have been imposed on you by a changeling using the Sovereign Art. (PGS), Mark of the Blood [Kinain] (1-5 Flaw) Your fae heritage manifests itself in some obvious physical characteristic based on your heritage. The Merits from Prime 5.1 have been included for convenience. As a result, you are less likely to be attacked unawares (-1 difficulty to spotting ambushes and the like). By concentrating for a turn and spending a Blood Point, you may will your body to do something vile, making a Wits + Intimidation roll (difficulty of the opponent's Wits + Self Control). (CB:Tor1), Faint Reflection (LaSombra) You have a reflection if faint one. Regardless, you ignore one-dice wound penalties. 1-pt is something simple and unobtrusive, like eyes too close together or an under-bite. These visions will range from the obvious to the symbolic; the exact nature and effect of the visions is up to the Storyteller. The value of the Flaw determines how powerful these enemies are. Example: the character may make a significant variation in one of the Protean shapes, (as long as it is still a shape traditionally associated with Vampires), such as becoming a black cat instead of a wolf. (PGS). Should your secret ever be revealed you will receive a +3 difficulty modifier to any Social roll involving elder Kindred. This does not heal other sorts of wounds whatsoever. (PGS), Ennui You are world-weary. Vicissitude Modifications (Ghoul) Although you may not be talented at the Tzimisce forms of fleshcrafting and boneshaping, at some point you have been modified into a more warlike form. Neither of the sects appreciate such relationships, and his leaders would punish him if his friendship were discovered. Design your Samadji with the Storyteller, who will assign a final value to it. However, if other Kindred discover who you serve, your life might well be in danger. However, at least once per story, an uncomfortable truth regarding any current situation will appear in your head and come out your lips. For every point taken in this Merit you have two such holdings, which can be almost anywhere in the world. Merits and Flaws - VTM Wiki Merits and Flaws For other Advantages see Loresheets or Coterie Backgrounds and Merits . I'm not a fan of specific ST memory control in ANY game but that's how the flaw works in VTM. This is a list of Merits and Flaws in the Storyteller System used by the Classic World of Darkness and other game lines. You may not progress beyond the second level of Valeren until you receive a ritual of blooding. (ELY), Probationary Sect Member You are a defector. These modifications are permanent unless shaped away by further Vicissitude. When acting on "home soil" (your main haven, not auxiliary havens), you gain an additional die to all your Dice Pools. Particularly persistent are those vermin that drink from you three times and thus become enormous, bloated, Blood Bound ghouls. Vicissitude Modifications (Ghoul) Although you may not be talented at the Tzimisce forms of fleshcrafting and boneshaping, at some point you have been modified into a more warlike form. This can be dangerous for aggravated wounds. Money or blood may be taken or she may force the character to aid the blackmailer in her own schemes. As a result, you draw attention from members of the opposite sex, or your own sex, with raw animal magnetism. Someone wants to harm you. (PGS). You are slow to heal normal wounds as well, requiring two Blood Points per Health Level recovered. (CB:AS1). This debt could have been incurred far in the past, or only last week, but the Kindred to whom you owe the debt is still extant. You may purchase Blood Affinities, or other Gypsy-only abilities from World Of Darkness: Gypsies. A character can not take this merit more than once. Giovanni with this Merit are afforded wide berth, as this Trait is reminiscent of the Cappadocian clan weakness and the Giovanni tend to be quite superstitious about it. This characteristic makes you the center of attention at any gathering, since they all want to wholeheartedly please you. This Merit is obviously very useful for one who powers depend on vitae, and its cost is accordingly high for ghoul characters. Even if people catch you in the act, your impression of innocence leads them to suspect someone or something else to be behind your deeds. Example: The character may modify the incidental effects of a form. In addition, you are often invited to Toreador socials reserved for those of higher Toreador prestige (or Camarilla status) than yourself.