Tag: Supernatural

Results

  • Ancestral Soil Dependence

    Link Back: [[Flaws | Flaws]] Grant: 2 Points Dependence on their native soil hampered the Tzimisce's flight from Eastern Europe. Even a few childer sired elsewhere required the soil of a homeland they had never visited, making them particularly …

  • Animate Shadow

    Link Back: [[Flaws | Flaws]] Grant: 3 Points Your shadow has a bizarre unlife of its own, reaching out with claws to grasp the shadows of those around you in a parody of feeding or billowing to a demonic mien when frenzy threatens to overtake you. …

  • Beacon of the Unholy

    Link Back: [[Flaws | Flaws]] Grant: 2 Points You radiate palpable evil. Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly. Churches and other places of worship are barred to you as …

  • Bound to the Earth

    Link Back: [[Flaws | Flaws]] Grant: 4 Points You feel a deep mystical connection with the earth and must rest amid two or more handfuls of soil from a place of personal significance. The dirt may come from your homeland or your empty grave, as …

  • Arcane

    Link Back: [[Merits | Merits]] Cost: 1 to 5 Points You are mystically unknowable, shrouded from notice and record by the vagaries of circumstance and disinterest. Those who see you seldom care enough to remember you later. For every point invested …

  • Attuned Taste

    Link Back: [[Merits | Merits]] Cost: 2 Points For whatever reason, your character finds blood magic instinctive – more so than for most Tremere. When your Tremere tastes blood, she naturally tastes the subtle currents and occult correspondences in …

  • Burning Aura

    Link Back: [[Merits | Merits]] Cost: 2 Points Your aura, no matter what color it takes, is unusually brilliant to those who can see it' you are practically a beacon among other mortals, burning with a mystical fire. Even those who cannot see auras …

  • Charmed Existence

    Link Back: [[Merits | Merits]] Cost: 5 Points Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore a single "one" on every roll you make. This …

  • Consanguineous Resistance

    Link Back: [[Merits | Merits]] Cost: 1 Points Your character cannot be blood bound by anyone who shares his mortal bloodline. That is, if you were born into the Giovanni family, you cannot be bound by anyone else who was born a Giovanni, though you …

  • Controllable Night Sight

    Link Back: [[Merits | Merits]] Cost: 2 Points You can choose to invert the effects of light and darkness on yourself. Spend one turn in concentration to turn Night Sight on or off, plus one per each health level of injury you currently suffer. While …

  • Can't Cross Running Water

    Link Back: [[Flaws | Flaws]] Grant: 3 Points You believe in the old folklore, and cannot cross running water unless you are at least 50 feet above it. Running water is considered to be any body of water at least two feet wide in any direction and …

  • Cast No Reflection

    Link Back: [[Flaws | Flaws]] Grant: 1 Point You actually cast no reflection, just like the vampires of legend. This can have a very detrimental effect when trying to pass as a human. Vampires of Clan Lasombra automatically have this Flaw [and get no …

  • Cold Breeze

    Link Back: [[Flaws | Flaws]] Grant: 1 Point A chill wind follows you wherever you go. While it may make for dramatic entrances, this effect also discomforts mortals (+1 difficulty on all appropriate Social rolls) and also endangers the Masquerade. …

  • Cursed

    Link Back: [[Flaws | Flaws]] Grant: 1 to 5 Points You are the recipient of a supernatural curse. The strength and pervasiveness of the curse depend upon how many points you wish to incur. Examples follow: If you pass on a secret you were …

  • Danger Sense

    Link Back: [[Merits | Merits]] Cost: 2 Points You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the …

  • Dark Fate

    Link Back: [[Flaws | Flaws]] Grant: 5 Points You are doomed to experience Final Death or, worse, suffer eternal agony. No matter what you do, you cannot avoid this terrible fate. At some point during the chronicle, your Dark Fate will come upon you. …

  • Darksight

    Link Back: [[Flaws | Flaws]] [[Merits | Merits]] Grant: 2 Points At will, you may invert the meaning of light and dark to your eyes. This requires a turn of concentration and a successful Perception + Alertness roll (difficulty 7). With Darksight …

  • Death's Reflection

    Link Back: [[Flaws | Flaws]] Grant: 3 Points You cast a reflection normally, which would cancel out the clan weakness — except that your reflection always shows the state you'd be in if you were dead. Any Lasombra more than a few decades old looks …

  • Deathsight

    Link Back: [[Flaws | Flaws]] Grant: 2 Points Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals look diseased, buildings seems decrepit, and your fellow Kindred seem to be walking, moldering cadavers. You are …

  • Demon Hounded

    Link Back: [[Flaws | Flaws]] Grant: 1 to 4 Points A demon has taken a special interest in your soul. She appears to you occasionally, using threats, bribes and honeyed words to win you to her cause. Sometimes she just asks you to perform innocuous …

  • Destiny

    Link Back: [[Merits | Merits]] Cost: 4 Points You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the chronicle continues. Prophecies and dreams guide your way, and grant you clues to your …

  • Discipline Prodigy

    Link Back: [[Merits | Merits]] Cost: 5 Points You are especially skilled in the use of one of your clan Disciplines. The difficulty to use any level of this Discipline is reduced by 1, although this Merit can never reduce the difficulty of any roll …

  • Disembodied Mentor

    Link Back: [[Merits | Merits]] Cost: 5 Points The voices in your head may tell you things, but by God, they're useful things. You have a personal guide and advisor (bought as usual through the Background: Mentor) who exists largely in your own skull …

  • Disgraced

    Link Back: [[Flaws | Flaws]] Grant: 2 Points You broke the laws of the khabar at some point during your training, and though you have since partially made amends (enough to prevent yourself from being destroyed on the spot, and to be grudgingly …

  • Du'at Enemy

    Link Back: [[Flaws | Flaws]] Grant: 4 Points During your apprenticeship at Alamut, you somehow incurred the displeasure of one of the du'at, and your existence will be considerably more difficult as a result. Your enemy is unlikely to be your direct …

  • Eerie Presence

    Link Back: [[Flaws | Flaws]] Grant: 2 Points Mortals have an unconscious awareness of your undead nature, which makes then anxious and ill at ease in your presence. Because of this, difficulties of all die rolls relating to social interaction with …

  • Faerie Affinity

    Link Back: [[Merits | Merits]] Cost: 2 Points Your presence does not frighten faeries; indeed, it attracts them, and you a re naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, …

  • False Reflection

    Link Back: [[Merits | Merits]] Cost: 3 Points When using Mask of a Thousand Faces, a Nosferatu with this Merit can create a false impression of his disguise on recording media. He can have his picture taken, show up on videotape and even record an …

  • Gifts of the Beast

    Link Back: [[Merits | Merits]] Cost: Freebie Cost of Celerity, Fortitude, or Potence -2, Freebie Cost of Strength, Dex, or Stamina -2 Points, and Freebie Cost of Melee or Brawl -2. As per the example below, the Freebie cost of a Discipline is 7, - 2 is …

  • Guardian Angel

    Link Back: [[Merits | Merits]] Cost: 6 Points Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need you may be …

  • Geasa

    Link Back: [[Flaws | Flaws]] Grant: 1 to 5 Points A powerful magical being — a mage, a fae noble or perhaps an ancient blood sorcerer — has placed you under a pact as binding as the blood oath. Rather than commanding your adoration, your geasa …

  • Grip of the Damned

    Link Back: [[Flaws | Flaws]] Grant: 4 Points There is no ecstasy in your Embrace - only terror and pain. Mortals upon whom you feed struggle and shriek all the while as you attempt to feed, requiring you to grapple with them for as long as you wish …

  • Haven Affinity

    Link Back: [[Merits | Merits]] Cost: 3 Points Caine's curse resonates strongly in your bones, but it possesses a proven advantage. You are connected to the soil of your prime haven, granting you an extra die to all dice pools when you operate there. …

  • Healing Touch

    Link Back: [[Merits | Merits]] Cost: 1 Point Normally vampires can only seal the wounds they inflict by licking them. With but a touch, you can achieve the same effect. Alternative version Dark Ages describe the ability differently, but the …

  • Hand of Hades

    Link Back: [[Flaws | Flaws]] Grant: 5 Points You exude the spiritual blight of death. Insects die if they fly too near you, while most small plants shrivel and die within a foot of your presence. Even large trees take on blight in the places you …

  • Harbinger of the Abyss

    Link Back: [[Flaws | Flaws]] Grant: 5 Points You are a conduit to the ultimate darkness that lies Beyond. Lights dim in your presence and shadows rustle at the edge of vision in dire anticipation of your blasphemy. Small fires extinguish when you …

  • Haunted

    Link Back: [[Flaws | Flaws]] Grant: 4 Points You are haunted by an angry and tormented spirit, most likely one of your first victims. This spirit actively attempts to hinder you, especially when feeding, and does its utmost to vent its anguish upon …

  • Immaculate Aura

    Link Back: [[Merits | Merits]] Cost: 1 Point Whether because of your iron control or some fluke of chance, your aura does not give away your insanity. The aura doesn’t shift or swirl at all, even when you’re confused, frenzied or in a psychotic fit. …

  • Inner Knight

    Link Back: [[Merits | Merits]] Cost: 5 Points Like an heir of Avalon, you possess a higher purpose. Other Technocrats may be working for the future, but you carry a vision of a glorious past. In your dreams, you are a Night of Reason, a valiant …

  • Infectious

    Link Back: [[Flaws | Flaws]] Grant: 3 Points Your bite transmits the madness of your clan. Whenever you feed from a mortal, the power of the Kiss holds them in place as normal. However, your mortal prey gains a temporary derangement for every three …

  • Lucky

    Link Back: [[Merits | Merits]] Cost: 3 Points You were born lucky - or else the Devil looks after his own. Either way, you may repeat any three failed rolls per story, including botches, but you may try only once per failed roll.

  • Light Sensitive

    Link Back: [[Flaws | Flaws]] Grant: 5 Points You are even more sensitive to sunlight than other vampires are. Sunlight causes double normal damage, and the light of the moon can cause lethal damage in a manner similar to the sun, though it must …

  • Lord of the Flies

    Link Back: [[Flaws | Flaws]] Grant: 2 Points Buzzing harbingers of decay swirl around you everywhere. Their constant presence makes it difficult for you to interact socially (+1 difficulty when appropriate) and nearly impossible to sneak up on …

  • Magic Resistance

    Link Back: [[Merits | Merits]] Cost: 2 Points You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other creeds and orders. The difficulty of all such magic, both malicious and beneficent, is two higher when …

  • Medium

    Link Back: [[Merits | Merits]] Cost: 2 Points You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, through pleading or cajoling, draw them to your presence …

  • Magic Susceptibility

    Link Back: [[Flaws | Flaws]] Grant: 2 Points You are susceptible to the magical rituals of the Tremere, as well as to spells of mages of other creeds and orders. The difficulty to cast a spell upon you is two less, and all spells cast have twice …

  • Nine Lives

    Link Back: [[Merits | Merits]] Cost: 6 Points Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. When a roll occurs that would result in your death, the roll is made again. If the next roll …

  • Occult Library

    Link Back: [[Merits | Merits]] Cost: 2 Points You possess a library of occult materials, which may include at least one version of the Book of Nod. You are not necessarily familiar with the contents of these volumes of knowledge (that is a function …

  • Oracular Ability

    Link Back: [[Merits | Merits]] Cost: 3 Points You can see and interpret signs and omens. You are able to draw advice from these omens, for they provide hints of the future and warnings of the present. When the Storyteller feels that you are in …

  • Past Life

    Link Back: [[Merits | Merits]] Cost: 1 to 5 Points The mage can remember one or more of her previous incarnations. This can be as simple as constant déjà vu in places known in her past lives, or as complex as conscious, waking memories of being …

  • Personal Aura

    Link Back: [[Merits | Merits]] Cost: 2 Points You do not project the aura associated with your road. Instead, your aura reflects some deeper aspect of your Nature or personality. You may choose the aura associated with any road or design your own ( …

  • Promethean Clay

    Link Back: [[Merits | Merits]] Cost: 5 Points Your flesh ripples and molds itself to your preternatural will, almost before you consciously invoke the change. The difficulty to use any Vicissitude power on you is 2 less than normal, and you may …

  • Proxy Kissed

    Link Back: [[Merits | Merits]] Cost: 4 Points Before the Embrace, you received the traditional Giovanni Proxy Kiss. This means you have one free dot of Potence, and the other members of your clan tend to be comfortable that you were Embraced in "the …

  • Pure Blood

    Link Back: [[Merits | Merits]] Cost: 5 Points The Curse of Caine runs strongly in your veins. You may spend one more blood point per turn than your generation should permit. You look especially pale and drawn under Aura Perception and yet oddly …

  • Repelled by Crosses

    Link Back: [[Flaws | Flaws]] Grant: 3 Points You are repelled by the sight of ordinary crosses, believing them to be symbols of holy might. When confronted by a cross, you must make a Willpower roll (difficulty 9) or flee from the symbol for the …

  • Repulsed by Garlic

    Link Back: [[Flaws | Flaws]] Grant: 1 Point You cannot abide garlic, and the smallest whiff of its scent will drive you from a room unless you make a successful Willpower roll (difficulty based on the strength of the odor).

  • Repulsive to Animals

    Link Back: [[Flaws | Flaws]] Grant: 2 Points With this Flaw, every natural animal you encounter is automatically and severely upset by your presence. This is much more severe than the unease that almost all Cainites cause animals: Creatures panic …

  • Revenant Disciplines

    Link Back: [[Merits | Merits]] Cost: 3 Points The ties to your revenant family stayed with you well past the Embrace. As such, the Disciplines that were innate to you as a ghoul have remained so as Cainite. At character creation, select the ghoul …

  • Sanctifying Kiss

    Link Back: [[Merits | Merits]] Cost: 2 Points Your lips have a particular crimson luster like roses or fine wine. Whenever you kiss someone, you leave traces of sweet vitae behind. This secretion is not sufficient to create a ghoul or sire progeny, …

  • Shadow Walker

    Link Back: [[Flaws | Flaws]] Grant: 6 Points The Giovanni clan is by its nature inexorably tied to the realm beyond the sudario. Giovanni suffering from this Flaw are so tied to the Shadowlands that even in the lands of the living they are forced to …

  • Sleep Unseen

    Link Back: [[Merits | Merits]] Cost: 2 Points You can use the Obfuscate Discipline to hide while you sleep during the day. Such prolonged use of this ability requires an extra blood point to keep your body hidden for a full day. Of course, you must …

  • Spirit Mentor

    Link Back: [[Merits | Merits]] Cost: 3 Points You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance.

  • Sweet Blood

    Link Back: [[Merits | Merits]] Cost: 1 Point Your vitae tastes like the finest wine, sweet and heady without the slightest trace of salt or metallic tang. As such, you may hide your blood in a chalice or feed ghouls without betraying the true nature …

  • Sympathetic Bond

    Link Back: [[Merits | Merits]] Cost: 5 Points For whatever reason, you unconsciously cause a peculiar supernatural form of feedback through the links of the blood bond. Although you're not immune to being blood bound (and cannot take the Merit: …

  • Thaumaturgically Inept

    Link Back: [[Flaws | Flaws]] Grant: 5 Points Tremere and the council took decades to develop the principles of Thaumaturgy, so it's not a "natural" Discipline. Over centuries it's spread through the Tremere clan as a habitual practice, but a few …

  • Thirst of Caine

    Link Back: [[Flaws | Flaws]] Grant: 7 Points By age or some infirmity of your own blood, you derive no nourishment from the blood of animals or mortals. Though you do not immediately vomit such a meal, living blood tastes bland and provides no …

  • Touch of Frost

    Link Back: [[Flaws | Flaws]] Grant: 1 Point Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you are made of ice. This may not be taken if you possess the merit: Blush of Health.

  • True Faith

    Link Back: [[Merits | Merits]] Cost: 7 Points True Faith is a special Trait that only a few people in the World of Darkness possess. While many mortals are more or less devoted to a belief in some form of higher being or purpose, only a small number …

  • True Love

    Link Back: [[Merits | Merits]] Cost: 4 Points You have discovered, perhaps too late, a true love. He or she is mortal, but is the center of your existence, and inspires you to keep going in a world of darkness and despair. Whenever you suffer, the …

  • Unbondable

    Link Back: [[Merits | Merits]] Cost: 3 Points You are immune to being blood bound. For Ghouls: Cost: 6 Points For ghouls. You are immune to being Blood Bound. No matter how much blood you drink from other vampires, you will never be Bound …

  • UnBroken

    Link Back: [[Flaws | Flaws]] Grant: 3 Points For whatever reason, the Tremere curse was stronger in you than in most of your clanmates. This was no great liability while all of you were so afflicted. However, when ur-Shulgi cast the Breaking, the …

  • Uncontrollable Night Sight

    Link Back: [[Flaws | Flaws]] Grant: 2 Points Light and dark are permanently inverted for you. Pitch-black darkness seems bright and uniformly lit to you, while any light brighter than a hundred watts creates a zone of pure darkness. The penalties …

  • Visible Eye

    Link Back: [[Flaws | Flaws]] Grant: 5 Points You cannot get your third eye to close. It remains open even when you sleep. While you can cover it, covering it tightly is too painful to be borne. You may spend Willpower to force it shut for 10 minutes …

  • Werewolf Companion

    Link Back: [[Merits | Merits]] Cost: 3 Points You have a friend and 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 are friends). However, neither …

  • Lupine Kinship

    Link Back: [[Merits]] Cost: 3, 5, or 7 points You have a cordial relationship with one or more Lupines (probably Get of Fenris). This may be because you helped them in a feud, sheltered them during Outlawry, are considered a heroic warrior, or …

  • Second Sight

    Link Back: [[Merits]] Cost: 3 points You see beyond the shroud of Middle-gard, to perceive the creatures that work beyond the ken of normal men. Perhaps you had this sight while alive; maybe your new condition brought it about. Either way, you know …

  • Foresighted

    Link Back: [[Merits]] Cost: 4 points You are prescient, meaning that you are minutely aware of the workings of fate and have a disturbingly accurate ability to predict the future. Unfortunately, there is no way to control this gift. When you pick …

  • Agent of Prophecy

    Link Back: [[Merits]] Cost: 1 to 3 Points None other than mighty Set himself has foretold your coming, and it is whispered by the elders that you figure prominently in one or more of the Prophecies of Set. This mark of great destiny carries great …

  • Bardic Gift

    Link Back: [[Merits]] Cost: 2 Points Gifted by the Muses, you sing sweetly, play an instrument divinely and speak with passion and eloquence. In all cases, your skill is not as impressive as your delivery. Somehow, everything you say or perform …

  • Blase'

    Link Back: [[Merits]] Cost: 3 Points You can ward off the effects of Presence up to level 7. However, there is one type of person who can use presence on you, and it will work, no matter what. For example, a female Toreador singer.

  • Sphere Natural

    Link Back: [[Merits]] Cost: 5 Points Your character is able to use one of the Spheres of magic with a greater degree of ease than other mages. For whatever reason (inborn talent, powerful heritage, past life, supernatural bargain, etc.), she's got …

  • Blooding by the Code

    Link Back: [[Merits]] Cost: 7 Points For some reason, you were fortunate enough to receive a blooding by the Code of Samiel in the prescribed way. Consequently you may learn the abilities granted by this blooding if you can find a teacher. You must …

  • Sight Beyond Sight

    Link Back: [[Merits]] Cost: 5 Points Your third eye can occasionally see things that are invisible to your normal sight. You have no control over what that eye sees, and sometimes this can get into a great deal of trouble. Perhaps you can see …

  • Blazing Demise

    Link Back: [[Merits]] Cost: 1 Point If you suffer the Final Death, your body will instantly erupt into an all-consuming conflagration that blasts outward from your fallen form as it falls to fine, smoldering ashes. This spontaneous combustion …

  • Clear Sighted

    Link Back: [[Merits]] Cost: 6 Points You can see through all levels of Kindred Obfuscate, Chimerstry & other related Disciplines or Gifts with a Perception + Alertness roll (difficulty of the opposing power's level + 3).

  • Blessed

    Link Back: [[Merits]] Cost: 5 Points You exude an aura of holiness, your voice is like that of an angel and an inner light radiates from you. Others worship you, and even those who want to harm you find it hard to take action. The true source of …

  • 14th Generation

    Link Back: [[Flaws]] Grant: 2 Points You are a childe of a 13th Gen. Lick. Although you have a Bloodpool of 10, you may only use eight of them. You may not have the Generation or Status background. The Thin blood flaw usually acompanies this flaw.

  • Odd Eye

    Link Back: [[Flaws]] Grant: 1 or 2 Points Your third eye looks strikingly different from your other two. For one point, the third eyes is merely a different color, while for two points it's something rather disturbing (ie violet, red, slitted like a …

  • Selective Digestion

    Link Back: [[Flaws]] Grant: 2 Points You can digest only certain types of blood. You can choose whether you can drink only cold blood (the blood of a dead person), blood with the taste of fear (found in blood only in moments of terror), or blood …

  • Unblooded

    Link Back: [[Flaws]] Grant: 5 Points You never received any ritual of blooding from your sire or other warriors, and so your training is at a standstill. You may not progress beyond the second level of Valeren until you receive a ritual of blooding. …

  • Enchanting Gaze

    Link Back: [[Merits]] Cost: 2 Points You've got the most fascinating eyes. People find it hard to avoid them. Even if your gaze is sort of… unearthly… it's most seductive. There isn't anything actually magickal about your gaze, but others cannot …

  • Fist of God

    Link Back: [[Merits]] Cost: 7 Points With this Merit, sometimes called the "Witch-Hammer" you can cause aggravated damage to a Kindred or other supernatural creatures by simply striking him/her. Work with your Storyteller to create a good reason …

  • Fountain of Life

    Link Back: [[Merits]] Cost: 5 Points The healing power of God runs through you. Non-aggravated damage (normally an irrelevant distinction for mortals, who have no supernatural means of healing damage) heals as though it is one level less. if you're …

  • Holy Aura

    Link Back: [[Merits]] Cost: 2 Points Your aura, no matter what color it takes, is unusually brilliant to those who can see it; you're practically a beacon among other mortals, burning with a religious devotion. Even those who cannot see auras are …

  • Hypersensitive Palate

    Link Back: [[Merits]] Cost: 2 Points You have an almost supernatural ability to analyze the blood you drink. Any sip of blood you are able to sample allows a single Perception roll (difficulty 7 + [the age of blood in hours]) to detect familiar …

  • Innate Magical Ability

    Link Back: [[Merits]] Cost: 5 Points 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 ability should remain mysterious to you, though you …

  • Lunar Influence

    Link Back: [[Merits]] Cost: 1 Point 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 …

  • Magic Sensitivity

    Link Back: [[Merits]] Cost: 1 Point 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.

  • Mark of Favor

    Link Back: [[Merits]] Cost: 3 Points Your God or gods have marked you as one of their own. Although you don't look inhuman per se, this Mark is easy to notice: Perhaps you glow with a faint inner light, possess curly "horned" hair, or radiate the …

  • Miracles of the Faith

    Link Back: [[Merits]] Cost: 5 Points Somehow, in some way even you don’t understand, you are able to conjure miracles. You cannot do so on command, or even very often, but when the power comes upon you, the results are impressive. Fountains turn …

  • Mystic Ability

    Link Back: [[Merits]] Cost: 2 Points 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 …

  • No Aura

    Link Back: [[Merits]] Cost: 3 Points By some fluke of fate, you have absolutely no aura of any kind. While this is extremely useful for preventing others from reading your emotions or recognizing you for what you are (if you are Kindred or Garou, …

  • Pale Aura

    Link Back: [[Merits]] Cost: 2 Points Any color your aura takes has a pallor to it like a Vampire’s. In fact, if a Vampire makes less than 5 successes on an Aura Perception roll, she believes you to be one of them.

  • Precognition

    Link Back: [[Merits]] Cost: 4 Points You have the ability to perceive events before they happen. this ability 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 …

  • Prescience

    Link Back: [[Merits]] Cost: 6 Points Some people bear the strange gift of foresight, though their revelations are brief and dim, Prescience gives little insight of immediate or tactical value, but it does prepare the character somewhat for the …

  • Prophetic

    Link Back: [[Merits]] Cost: 3 Points You see the future and detect pivotal moments in time. You may have some ritual or routine to perform when you try to glimpse future nights, but most often, your ability is sporadic and involuntary. You might be …

  • Prophetic Ability

    Link Back: [[Merits]] Cost: 4 Points God speaks to you in signs and portents, visions and images. Some visions may be precognitive, while others might be warning or advice. You can not request or induce others a prophetic vision; they come in on …

  • Silence

    Link Back: [[Merits]] Cost: 1 Point 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 …

  • Sorcerous Awareness

    Link Back: [[Merits]] Cost: 4 Points For some reason, you have been gifted with the ability to detect when any of the Devils arts (i.e.,magic) is in use or has been used recently within a 10ft radius of yourself. This also includes all supernatural …

  • Spark of Life

    Link Back: [[Merits]] Cost: ? Points Life thrives in your presence. Something about your vibrant soul stirs the life-force in plants, animals and your fellow human beings. In your hands, flowers bloom, children laugh and sickly beings revive. …

  • Uncanny Sight

    Link Back: [[Merits]] Cost: 2 Points Either due to some innate ability or to your long exposure to vampires, you are aware on a visceral level of their inhuman nature. On meeting a vampire, possibly even at first glance, you may have an immediate …

  • Unmarred Face

    Link Back: [[Merits]] Cost: 2, 4, or 6 Points Even if your body is a leprous husk of pustules or a monstrous chimera of fused animals, your face is eerily pristine. So long as your face is the only part of you that is visible, your effective …

  • Faeblood

    Link Back: [[Merits]] Cost: 4 Points Though not a changeling you've got their heritage running through your veins literally. This doesn't necessarily make you Irish, though a little touch of Eriu never hurts. Faerie blood allows you to walk in the …

  • Fortune's Favor

    Link Back: [[Merits]] Cost: 5 Points By re-weaving the strands of Fate, a Numinist may use his Mana Background to alter the difficulty of another character's die roll. No difficulty may be lower than two or higher than nine, and none may be raised …

  • Wild Talent

    Link Back: [[Merits]] [[Flaws]] Cost: 4 Points Though many psychics lack formal training of their gifts, some lack even the most basic control of their powers. These “wild” psychics tend to have powerful gifts, though the lack of control makes up …

  • Cast No Image

    Link Back: [[Merits]] Cost: 6 Points When using Cloak of Shadows or Unseen Presence, a vampire with this Merit can't have his picture taken, show up on a videotape or even have his voice recorded. Vampires without this Merit can hide themselves from …

  • Without a Trace

    Link Back: [[Merits]] Cost: 2 Points The wilderness is your friend, working to hide your passage. You leave no trail to follow as the earth swallows your footprints, and the trees and grasses cover your scent. Even magical means of tracking you are …

  • Strength of Shadows

    Link Back: [[Merits]] Cost: 4 Points Allows to strengthen the shadows called forth so that even daylight will not immediately dispel them. The Strengthened shadows dissipate after four hours in the sun.

  • Feeding Tongue

    Link Back: [[Merits]] Cost: 2 Points This merit gives the Nosferatu a cartilaginous tongue through which he feeds. It is believed to stem from the Larvae Nosferatu and any of their progeny. The tongue cannot extend more than six inches past the …

  • Natural Vicissitude

    Link Back: [[Merits]] Cost: 5 Points You have "inherited" more of your clan's stolen Tzimisce blood than most of your clanmates and have thus become something of a throwback to your "parent" clan. You may, therefore choose Vicissitude, rather than …

  • Naturally Supple

    Link Back: [[Merits]] Cost: 4 Points You are attuned to Vicissitude like a fish in water (or blood, or puss). Your difficulties are reduced by two when using Vicissitude on yourself (copying someone exactly, bonecrafting someone into an elaborate …

  • Secular

    Link Back: [[Merits]] Cost: 4 Points You have begun to explore the first glimmers of what awaits mankind after the renaissance. You have a dim understand of the scientific method, and while such concepts as evolution and entropy are still beyond you …

  • Addicted to Kindred Vitae

    Link Back: [[Flaws]] Grant: 3 Points You need the rush Vampire blood gives you when you drink it. You feel dead and listless otherwise. This is a very dangerous habit. It can only be overcome with long therapy and friends to help you quit cold …

  • Bard's Tongue

    Link Back: [[Flaws]] Grant: 1 Point You speak the truth, uncannily so. Things you say tend to come true. This not a facility for blessing or cursing, or an ability that can be ruled by any conscious control. However, at least once per story, an …

  • Disconcerting

    Link Back: [[Flaws]] Grant: 2 Points You creep people out. It's not the things you say, or your looks, it's just… you. People don't handle your presence very well, and animals are skittish around you. Your actions may put them at ease, or might make …

  • Fortune's Folly

    Link Back: [[Flaws]] Grant: 7 Points There are people born of this world who are lucky, and lucky to be around. You aren't one of them - in fact, when bad luck strikes it hits you especially hard. And worse, those around you who mean you harm, as …

  • Scorched Aura

    Link Back: [[Flaws]] Grant: 5 Points You have, whether willingly or without awareness of what you were doing, made a pact with a Demonic entity and lost the rights to your soul. You may or may not be aware that such a pact exists even now. …

  • Spiritually Noticeable

    Link Back: [[Flaws]] Grant: 3 Points Only people who possess either the medium or spirit sight merit can take this flaw. Spirits automatically notice that people with this flaw can always perceive them. Unlike the spirit magnet merit or flaw, …

  • Static Flesh

    Link Back: [[Flaws]] Grant: 1 Point For some reason, your body is literally incapable of change. Whether you have died and been brought back to life, or simply have a psychological compulsion never to invest in your physical form, all of your …

  • Unlucky

    Link Back: [[Flaws]] Grant: 4 Points It’s surprising how rarely things go your way. Every time an opportunity comes along that might let you shine, something comes along to ruin it. Once per game session, the Storyteller should increase the diff of …

  • Arcane Manifestation

    Link Back: [[Flaws]] Grant: 4 or 6 Points For some reason, when you use your supernatural abilities (numina, gifts, disciplines, etc.) you tap into an ancient, primordial source. Unfortunately, said source doesn't provide you with any benefits. …

  • Degeneration

    Link Back: [[Flaws]] Grant: 3, 6, or 9 Points Your character will die without the aid of magic or science to sustain her. She might be the victim of a disease or curse, or maybe she's something that wasn't meant to be alive in the first place. At …

  • Eyes of the Unholy

    Link Back: [[Flaws]] Grant: 2 Points Your eyes are inhuman, resembling FX contact lenses or reflecting light off them like an animal. Interaction with mortals carries a +2 penalty to Social rolls.

  • Psi Focus

    Link Back: [[Flaws]] Grant: 3 to 5 Points Perhaps your psychic needs his lucky crystals to properly heal the sick. Possibly, his cyberkinetic powers require him to mime the action he wishes the machine to perform. Maybe his telekinesis only works on …

  • Psychic Feedback

    Link Back: [[Flaws]] Grant: 1, 2 or 6 Points While the psychic is gifted with potent powers, the use of the talent tires him. Some psychics even experience minor cerebral hemorrhages from the strain of using the power. As a 1pt Flaw, the character …

  • Unsettling Effect

    Link Back: [[Flaws]] Grant: 1 or 3 Points Though many psychic powers are completely intangible and unnoticeable, something about your character’s psychic phenomena causes others to recognize that there’s something weird going on. For 1pt, you have a …

  • Witchwalk

    Link Back: [[Flaws]] Grant: 1 to 5 Points You suffer from a magical prohibition of sorts. The exact nature varies; perhaps salt burns your skin, or perhaps a spring of mistletoe drives you away. The severity of the witchwalk is determined by the …

  • Blood Madness

    Link Back: [[Flaws]] Grant: 2 or 4 Points The curse that the Baali of Chorazin laid upon the warrior caste has fallen on your head, and you are plagued with an unending hunger for the blood of other Cainites. Whenever you taste Cainite blood, you …

  • Beast in the Mirror

    Link Back: [[Flaws]] Grant: 1 or 2 Points Whenever you stare into a reflective surface, you see your Beast leering back at you. If this horror is visible to you alone, this Flaw is worth only one point. If mirrors betray your monstrous nature to …

  • Coffin Bound

    Link Back: [[Flaws]] Grant: 2 or 3 Points You must sleep in a coffin, or else you are unable to regain any willpower from rest. For three points, you require a coffin that has been specially prepared in some manner for you, such as having been …

  • Crimson Haze

    Link Back: [[Flaws]] Grant: 2 Points When you reach half your blood pool, a strange effect clouds your mind. Your Beast clouds your vision by showing you the pulsing vitae in the people around you. The ST may call for a Self-Control roll to resist …

  • Curse Diluted

    Link Back: [[Flaws]] Grant: 5 Points Though you are irrevocably a vampire and cannot survive on anything but human prey, your blood is so weak that you have not completely shed many characteristics that other vampires leave behind at embrace. Your …

  • Face of the Beast

    Link Back: [[Flaws]] Grant: 2 Points The Beast Within emerges in times of hunger or stress, twisting your visage into a monstrous caricature of human form. Your Appearance rating can never exceed your current blood pool. In addition, you must roll …

  • Frail Stomach

    Link Back: [[Flaws]] Grant: 2 Points You are physically unable to stomach blood that you consider filthy or poor. The overwhelming stink of kerosene and coal in a factory worker's blood might turn you away - or perhaps the sticky caramel-sweet blood …

  • Animal Enmity

    Link Back: [[Flaws]] Grant: 5 Points A species of animal refuses to answer to you or fraternize with you in any way. They may even attack you without provocation. Animalism is useless toward these species (i.e., canine, feline, rodent). Even if used …

  • Eyes of the Shark

    Link Back: [[Flaws]] Grant: 3 Points No matter how humane you are when others look you in the eye they see you as an eating machine, emotionless and cruel. Whatever your Humanity, it is treated as a three when others make eye contact with you.

  • Pied Piper

    Link Back: [[Flaws]] Grant: 2 to 4 Points Animals follow you around, making it fairly easy to track you and/or find your haven. The points of the flaw determine the size of the animals (2pt -rats, bats and mice, 3pt - Cats and dogs, 4pt - Wolves, …

  • Repelled by Amulets

    Link Back: [[Flaws]] Grant: 2 Points Some animistic beliefs revere animals as sacred and create amulets from, or wear their feathers and claws. These amulets repel you the same as if they were crosses. You must make a willpower roll whenever you are …

  • Cloaked in Shadows

    Link Back: [[Flaws]] Grant: 4 Points The shadows come to you even when you do not call them, wrapping themselves around you like a cloak in constant motion. This makes you stand out in any crowds, and you can no longer pass for "normal" even when …

  • Enmity of Shadows

    Link Back: [[Flaws]] Grant: 4 Points The shadows summoned by the Lasombra are unpredictable, and could possibly attack the summoner. The Lasombra must make a Willpower roll difficulty 6 each time he uses Obtenebration power of Level 3 or greater. A …

  • Methusalah's Thirst

    Link Back: [[Flaws]] Grant: 7 Points You can only feed on other Vampires, the blood of mortals and animals does nothing for you. This is a very dangerous flaw, normally one possessed only by ancient vampires.

  • Red Sacrament

    Link Back: [[Flaws]] Grant: 5 Points Most Kindred are able to recover from grievous injury on command, so long as they find themselves with vitae to spare. Not so, for individuals possessing this unfortunate malady. Whether a purely mental block, …

  • Aura of the Wyrm

    Link Back: [[Flaws]] Grant: 5 Points You radiate corruption to such a degree that any Garou in the locale are drawn towards you. This is a serious Flaw, as your unlife is constantly threatened by frenzied attacks directed against you by enraged …

  • Forked Tongue

    Link Back: [[Flaws]] Grant: 2 Points Your tongue is forked and flickering, like that of a snake. You speak with a hiss. Upholding the Masquerade becomes difficult for you. Note that this tongue does not inflict aggravated damage, nor draw blood.

  • Heartless

    Link Back: [[Flaws]] Grant: 4 Points Having removed your heart via the fifth level of Serpentis, you have lost it. The heart might be in the possession of a foe, or simply missing. If it is possesses by some other Cainite (perhaps a Setite elder, or …

  • Scales

    Link Back: [[Flaws]] Grant: 1 to 3 Points During your Embrace, a portion of your skin became scales. If only a small area, one easily hidden, such as a patch of skin on your shoulder, this is only a one-point Flaw. Having an entire limb affected, …

  • Sire's Kiss

    Link Back: [[Flaws]] Grant: 1 Point You have the bite wound inflicted upon you by your sire. It is a permanent scar, both physically and psychologically. It bleeds once a night at the exact time it was inflicted upon you during your Embrace. Every …

  • False Third Eye

    Link Back: [[Flaws]] Grant: 4 Points For reasons unknown to you or your sir, your Embrace left you with the imprint of a third eye upon your forehead. This remainder of Tremere’s diablerie of Saulot renders you both an embarrassment to other members …

  • Uninvited

    Link Back: [[Flaws]] Grant: 3 Points A Kindred with this Flaw is barred from entering any private residence for which he has not been given an express invitation by the person who dwells within. This invitation need not necessarily come from the …

  • Psychic Medium

    Link Back: [[Merits]] Cost: 2 Points During your Embrace, you developed a natural affinity to sense and hear ghosts and shades. Although you cannot actually see them, you can sense their general presence and converse with them at times. With some …

  • Arcane Resistance

    Link Back: [[Merits]] Cost: 3 Points You have an inherent resistance to the rituals of one or more forms of magical rites and practices, particularly blood-sorcery. You are granted resistance to the effects of rituals and spells cast through the use …

  • Repelled by Holy Symbols

    Link Back: [[Flaws]] Grant: 1 Point Ever since your Embrace, a holy symbol of a particular local faith (a crucifix, the Star of David, etc.), normally representative of the faith you ascribed to in life, fills you with self-loathing and terror …

  • Ragged Bite

    Link Back: [[Flaws]] Grant: 2 Points Unlike most other Cainites, you lack the innate ability to lick the wounds of your feeding closed. Instead, you leave raw puncture wounds or bite-like rends in the flesh of your prey. Your bite also ceases to …

  • Cast No Shadow and Reflection

    Link Back: [[Flaws]] Grant: 2 Points You cast no reflection whatsoever. Not upon the surface of still water, or within a mirror, nor upon any other reflective surfaces you might encounter. This can be a highly detrimental effect when trying to pass …

  • Beacon of the Infernal

    Link Back: [[Flaws]] Grant: 2 Points Not only can the effects of True Faith harm you as it does other vampires, but your mere presence alerts those touched by the Divine that unholy evil is within their vicinity. Any individual who possesses True …

  • Glowing Eyes and Permanent Fangs

    Link Back: [[Flaws]] Grant: 2 Points Ever since your Embrace, your eyes have taken on a predatory glow and a more vibrant coloration (teal, violet, crimson, etc.). The glow is faint and not enough to read by, but enough to clearly notice in a dimly …

  • Ghostly Haunting

    Link Back: [[Flaws]] Grant: 3 Points You are haunted by one or more angry and tormented spirits, likely the ghosts of your victims. These wraiths actively seek to hinder you whenever possible, especially when hunting and feeding, and it does its …

  • Weak Blood

    Link Back: [[Flaws]] Grant: 4 Points Your blood is weak and carries only a fraction of the power that is the unholy legacy of Caine. All blood point costs are doubled (for example; using blood-related Disciplines or healing damage), and you can …

  • Recognize Supernatural

    Link Back: [[Merits]] Cost: 3 Points This Merit, which only “normal” humans may purchase, involves the ability to pick out common qualities and features of a specific supernatural “race”. Some Kinfolk are skilled at spotting their Trueborn relatives …

  • Half-Damned Parentage

    Link Back: [[Merits]] Cost: 7 Points Only “normal” human characters may take this Merit. The character is the child of a dhampyr, and therefore the grandchild of a (Yang-Imbalanced) Kuei-jin. Unlike Shade Walkers, the character ages like a normal …

  • Wraith Affinity

    Link Back: [[Merits]] Cost: 2 Points Your knowledge of death draws friendly spirits to you. A successful Perception + Occult roll (diff 8) will allow you to communicate with a Wraith for up to one scene.

  • 15th Generation

    Link Back: [[Flaws]] Grant: 4 Points Your vitae is so weak that only six of your 10 blood points can be used for Disciplines, healing or raising Attributes. For these functions, you must expend two blood points to obtain the effect a normal vampire …

  • Perceive Vampires

    Link Back: [[Merits]] Cost: 2 or 5 Points A dhampir with this Merit can always recognize a vampire for what it is. This Merit comes at two power levels. 2 points, the dhampir can automatically recognize a vampire despite makeup, Merits such as …

  • Ravaging Years

    Link Back: [[Flaws]] Grant: 2 Points The curse of Caine did not grant you immortality. You still age, just very slowly - perhaps one mortal year for every 20 calendar years. Most of the time, neither you nor anyone else would notice, but eventually …

  • Clan Weakness

    Link Back: [[Flaws]] Grant: 2 Points This one's for Caitiff. Even though you did not become a full member of your sire's clan, and do not get the cost break for Clan Disciplines, you still suffer from that clan's natural weakness. What's more, some …

  • Decrepitude

    Link Back: [[Flaws]] Grant: 3 Points No thin-blooded vampire has felt the full force of this Flaw. None of them have existed long enough. In time, they will learn it's full horror. The Curse of Caine holds most vampires in ageless stasis, …

  • Fangless

    Link Back: [[Flaws]] Grant: 2 Points Your Embrace malfunctioned: the Curse of Caine made you a vampire… but it didn't give you fangs! You must use a knife, syringe or other sharp instrument to extract the blood you need to survive. Very few mortals …

  • Blood Flaw Immunity

    Link Back: [[Merits]] Cost: 3 Points For some reason, you are resistant to the bloodline flaws of any vampire from whom you drink. You can guzzle Nosferatu vitae until your stomach bursts, and your complexion won't suffer a whit.

  • True Gypsy

    Link Back: [[Merits]] Cost: 5 Points The blood of the Rom runs true in your veins. Perhaps you have a Ravnos domitor who chose you for your potential, or perhaps you simply acquired a taste for Kindred blood in your travels. You may purchase Blood …

  • Virulent Strike

    Link Back: [[Merits]] Cost: 1 Point Through strange Thaumaturgical sorcery, unknown rituals or even an odd quirk of your ghoul physiognomy, you have been imbued with the power of the supernatural. You can cause aggravated damage to supernatural …

  • Invisible

    Link Back: [[Merits]] Cost: 4 Points Your very nature makes it difficult for Kindred to even look at you. To them, you have a Level 10 obfuscate. (Mortal only merit)

  • Ghoul

    Link Back: [[Merits]] Cost: 5 Points You were previously turned into a Ghoul by a Vampire (and obviously had a failing out with your prior master). This gives you all the Ghoulish benefits, including a Blood Pool, a Potence rating of 1 (and the …

  • Vitae Sink

    Link Back: [[Flaws]] Grant: 3 Points For whatever reason, you metabolize vitae more quickly than other ghouls do. You must be fed every two weeks, rather than every month, or lose all supernatural traits and revert to a human once more. Few ghouls …

  • Potent Blood

    Link Back: [[Flaws]] Grant: 3 Points Your blood, for some reason, is very potent and Kindred will desire to drink it. They will not easily give up the chance to continue using you as a vitae source. They gain two blood points for every one drunk.

  • The Beast Within

    Link Back: [[Flaws]] Grant: 5 Points The Beast is awake within you. You are prone to frenzies, just like Vampires. These are caused by situations of intense emotions: fear, anger, hate. You are a figure of great rage and fear to the rest of humanity …

  • Faint Reflection

    Link Back: [[Merits]] Cost: 2 Points Those with this talent can actually appear in mirrors, albeit in extremely pale, ghostly guises. Objects moving behind a Lasombra casting a faint reflection will be clearly seen through her form. However, often …

  • Fused Lid

    Link Back: [[Flaws]] Grant: 1 Point The lid of the Salubri's third eye is damaged; it is fused shut. Anytime she must use her third eye - to practice Obeah or otherwise - she automatically takes one health level of lethal damage as it is torn open. …

  • Stained Aura

    Link Back: [[Flaws]] Grant: 2 Points The evidence of the Salubri's sire's demise will never fade; her aura is forever marked with the black veins of a diablerist. While other diablerists' telltale marks fade, hers remain as strong and visible as the …

  • Unpredictable Eye

    Link Back: [[Flaws]] Grant: 3 Points The Salubri's third eye seems to have a mind of its own, and it often opens of its own accord. This can be extremely disconcerting to onlookers and has the potential to reveal the Salubri for what she is. The …

  • Uncontrollable Ancestry

    Link Back: [[Flaws]] Grant: 4 Points The voice of the Salubri's sire, her sire's sire, and all her ancestors back to the beginning ring in her ears. Though they attempt to guide her, the competing cacophony of voices is maddening. All rolls …

  • Piercing Gaze

    Link Back: [[Merits]] Cost: 3 Points Your gaze seems to be paralyzing. Whether it instills people with fear, love, or self-loathing, all Disciplines that require sight contact have their difficulties reduced by 3.

  • Iron Stomach

    Link Back: [[Merits]] Cost: 7 Points The taste of Ventrue is so refined that they can normally feed from only one class of mortal. With this merit, the Ventrue-in-question may temporarily ingest the blood of any other class as well, and even hold it …

  • Legendary Attribute

    Link Back: [[Merits]] Cost: 5 Points Your character has a superhuman Attribute, something in which he has the potential to be greater than human. Although this Attribute isn't necessarily automatically better, the character could potentially exceed …