Clan Specific Merits and Flaws
Contents
Brujah
Entelechy :: 0 pt Merit
- The Brujah gains an additional Willpower that goes above their maximum. However, if they fail a virtue test and fail the willpower retest, they must expend two points of permanent virtue to resist the Frenzy
Martial Adept :: 2 pt Merit
- You gain an additional 1 point exp reduction when learning Kibatsumenjutsu. In addition, you provide this reduction when teaching others
Dynamic Personality :: 3 pt Merit
- The Brujah can have an additional dot of Retainers Contacts and Allies.
Fury’s Focus :: 5 pt Merit
- The Brujah can spend a willpower to target their frenzy for a scene
Menacing Presence :: 2 pt Flaw
- You are 2 traits down on all non intimidating social challenges. Mortals find you especially unnerving.
Out of Touch :: 4 pt Merit
- You've lost your edge and your connection to the revolution. When other Brujah fail their rage trigger for their clan flaw, you do not have to make a frenzy check.
Hair trigger :: 2 pt Flaw
- You gain a second rage trigger as per your clan flaw.
Hopping Mad :: 1 pt Flaw
- When under the effects of a rage frenzy, the Brujah must leap their full step count every action with potence.
Boiling Blood :: 2pt Merit
- Your anger makes your blood boil, When Frenzying anyone who drinks your blood, magically or otherwise, takes 1L for every trait of blood they drain.
The Discourse :: 2pt Flaw
- If someone begins a discussion involving something integral to the brujah (such as a background), they feel compelled to make their opinions known. Dif4 self-control or stop what they are doing and begin debating the argument initiator. At least 2 topics of such importance must be chosen when this is selected, and all Brujah with this flaw respond to the word Carthage in this way..
A Master Class In Pain :: 4pt Merit
- It costs ½ as much money to build a Lab for you. (Only works on Labs you are spending an action to build) You may also build 2 labs for one action.
Malkavian
Paper Trail :: 1 pt Flaw
- You’ve spent some time in a state institution before your embrace. You are in the system. Your face, fingerprints, and name are all easily findable. As a plus, the Malkvaian knows how to game the system. Once per game, the Malkavian may use any one influence as any other influence with half (round up) the effectiveness. This does not work for between game actions.
Dead Inside :: 1 pt Flaw
- You cannot gain willpower from fulfilling your nature
A Loose Cord :: 3 pt Flaw
- You are not connected to the madness network and cannot use your clan advantage
Distracting Aura :: 3 pt Merit
- Whenever someone looks at your aura you gain a Merit level retest against them gaining any sort of knowledge about you. In addition your aura triggers the fascination flaw of clan Toreador.
Prophet :: 4 pt Merit
- At the start of the game, you can ask the HST a single ( Yes No) question about an NPC’s actions or plans for the night. They will secretly roll a d6. 5/6 times they will answer truthfully. The sixth time they will lie.
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Seeing without Sight :: 2 pt Merit
- This Merit is a form of the Blind fighting Merit only available to Malkavians. The Malkavian possesses and moves with uncanny deftness even when blind
I hear such Pretty Sounds :: 3pt Merit
- You suffer the Daughter of Cacophony Flaw but Melpomine is an inclan for you.
Malkavian Time :: 1pt Merit
- You may spend an action during downtime on malkavian time. This involves you just walking around. The staff will make a roll and add you to a scene, or tell you about something you witness.
Ananke :: 3pt Merit
- Replace one inclan with presence
Synthesia :: 3pt Merit
You can make manner of creature chops (and only manner of creature chops) based on hearing or smell, not needing sight. Recorded voices do not count. Stale scents come at higher difficulty. Auspex costs still apply.
Caitiff
Almost a Clan :: 1 pt Merit
- You may take any other clan Merit or Flaw at a +1 surcharge ( or -1 bonus) at staff discretion.
Versatile Psychology :: 3 pt Merit
- You contain a plethora of ideas within your brain. You can develop a second Caitiff Discipline.
Dusk Walking :: 3 pt Merit
- At Dusk and Dawn, for one hour. You take only 1 lethal per minute while in the sun.
Third In Clan :: 4 pt Merit
- You have a third In- Clan discipline (staff discretion.)
Masquerade Victim :: 1 pt Flaw.
- Just because you are a vampire doesn’t mean vampires are real. You still believe in every stupid vampire myth in existence. All Kindred lore checks are two difficulties higher.
Clan Flaw :: 2 pt Flaw
- You gain the clan flaw of another clan.
Fangless :: 3 pt Flaw
- You never developed Fangs. You have to stab people with a knife or find some other way to get blood flowing
If it can Bleed it can Die :: 3 pt Flaw
- You can bleed out. After taking lethal damage you take one more lethal every minute until a medicine test is made on you. Diff equal to the amount of damage on you/2
Fourteenth Gen :: 1 pt Flaw
Embraced in the modern age, your blood is thin, beyond even that of most Caitiff. You are no more than five years as a vampire, created by one of the 13th generation. You have 10 Blood Traits, but you can only use eight of them; the other two are inert, treated like mortal blood. You must take the Flaw: Thin Blood (although you do get Free Traits for it), and you are most likely Caitiff, for your blood is too weak to pass the distinguishing characteristics of clan. The Vampire gets a free dot of the Insight background.
Fifteenth Gen :: 2 pt Flaw
You are 15th generation. You take bashing from sunlight. You have half the normal blood pool and a max willpower of 6. You gain 2 bonus actions each month. All the things from Fourteenth Gen as well
The Time of Thin Blood :: +2 or -2 pt Flaw/ Merit
The Caitiff may take a second Merit or Flaw from any of the other clans. It provides two points less if a flaw or costs two points more if a merit.
Gargoyle
Soapstone Skin :: 3 pt merit
- You are easier to tattoo. The cost of Gargoyle Rituals is one less for you and the difficulty of inscribing the tattoos is reduced by one.
Blood of the Magi :: 4 pt Merit
- The Tremere blood runs strong in you. Enough Magic gathers in your blood each night for you to refill a single Gargoyle Ritual tattoo.
Heavy Hands :: 4 pt Merit
- The gargoyle is a living weapon. It does one more lethal damage when making unarmed attacks. These must be true unarmed attacks with no weapons or gloves.
Old Style Gargoyle :: 3 pt Flaw
- You are an old style of Gargoyle. Visceratika is purchased at out of the clan cost.
Hybrid :: 3 pt flaw.
- You have the clan flaw of two types of Gargoyle.
Rippling Traps :: 3 pt Merit
- Your Wings are supernaturally strong. Gain 1 extra step when using the power of Flight.
Broken Wings:: 4pt flaw
- Something didn't take when they made you. You lack the ability to fly with your kin in the sky.
Scared Stiff :: 5 pt Flaw
- Fear Frenzy makes you freeze in place instead of run.
In the likeness of David :: 3 pt Merit
- You were carved by an expert who took pride in their work. Your maximum Socials cap is increased by one.
Living Grimoire :: 5 pt Merit
- You were a living instruction manual. You can teach/ Though not cast any 5 thaumaturgies, though you can’t teach the casting merit. You must choose the thaums at character creation. You may not choose Focused Mind as Gargoyles were never entrusted that knowledge. You are an expert instructor.
Ritual Slave :: 5 pt Merit
- Your creator tinkered with the formula and made something strange. Your blood still isn't capable of Thaumaturgy but you can cast rituals. Each level of Visceratika you have unlocks another ritual inscribed directly into your skin. You may cast those and only those rituals. You cannot cast any ritual above level 4
Tzimisce
Dracon’s Temperament :: 3 pt Merit
- You can choose a second nature. You gain willpower from fulfilling this nature as well as gain willpower from your first nature
Promethean Clay :: 4 pt Merit
- The Mutations points required to Fleshcraft yourself are halved. Round Up
Privacy Obsession :: 3 pt Flaw
- You must spend a Willpower to enter someone’s home without being invited.
Tzimisce Clan Flaw :: 3 pt Flaw
- You suffer from the traditional clan flaw of the Tzimisce. A -10 to all actions if you dont sleep on the soil of your homeland. At least 25lbs.
It’s Inside you :: 4 pt Flaw
- Every Vampire has a beast. You have something else. Once per game, any staffer can make you do something dangerous -and bad. You can resist with a diff 5 self-control. Even when we aren’t making you act out of character you can hear it, whispering… "fe..."
Mutation :: 6 pt Merit
- You possess an in clan that isn't standard among your kind. You may swap one of your in-clans for another core-8 discipline.
Kupala's Favorite :: 4pt Merit
- You are loved by the demon of the earth. You gain one of the 5 listed dark thaums, (Inferno, Corruption, Black Waters, Twisted Forest, Trappings of the Gaian Prison) as an in-clan and do not suffer a price when casting it. In addition, you cast it as though it was Koldonics. Kupala made you some sweet sweet dark thaum. Open wide for the Dark Thaum. (Kupala is the demon who powers Koldunism, an extremely dangerous entity, an additional caveat to this merit is that you have her eye in some way... whether that's a merit or a Flaw really depends on circumstances.) *Koldonics itself is not Dark Thaum, Because Kupala was merely a conduit to help its creation. This Merit provides powers granted directly through her Infernal might.*
South Beach Customs :: 2pt Merit
- You may add flesh crafting mutations to your horrid form. You may also decide the look and appearance of your Horrid form. You can still only add the ones that can be added to vampires, but you can add them directly to your horrid form and not to yourself.
Inhuman Rationale :: 5 pt Merit
- When making a check to degenerate on a road other than humanity you gain an additional discipline retest
Fiend For Pleasure :: 3 pt Flaw
- (Zantosa) At the end of every game, if you have not triggered your pleasure addict clan flaw, make a degeneration check.
Choir of Caine :: 4 pt Merit
- (Obertus) Gain a disciple level retest when casting rituals.
Salubri
The Scent of the Spirit World :: 1 pt Merit
- Spirits are less likely to be rude or hate you just because you are kindred. Garou are less likely to treat you with hostility and more with wary.
Split Devotion :: 5 pt Merit
- Obeah, Valeran, or Visa becomes in-clan for you in addition to whichever one your caste naturally has. You can have and use two of the three. However, each comes with an additional ban. Violating the Ban causes the eye to shut and disallows you from using any of the powers for one month.
- Healer: Never attack a surrendering foe.
- Warrior: Never Flee or run from a challenge.
- Watcher: Defend those who cannot defend themselves.
Tremere Holdover :: 6 pt Merit
- The art of blood magic has permeated your spirit. You may self teach a single Path of Thaumaturgy in the hermetic style. (Must be approved by staff) This is still treated as out of clan. Hermetic casting is included with this Merit
Cyclops :: 2 pt Flaw
- Your eye is an actual physical eye, as opposed to a spiritual eye. You can still close it but there is a slit in your forehead.
Soft-Hearted :: 3 pt Flaw
- Death is too much for you to handle. You must make a conscience test (Dif 5) to kill another kindred. If you accidentally kill or torpor a kindred, you must make a Rage frenzy check (Dif 4)
Descendant of Zao-Lat :: 2 pt Merit
- If on a Dharmic path, you only need to make one test for violating the tenets of said path.
Paragon :: 3pt Merit
- While you maintain a 5 on your path rating, you gain a free discipline retest in all dealings with unaugmented mortals.
Messiah Complex :: 3pt Merit
- Once per night after saving a life, regain a temporary Willpower. (Does not work if you are responsible for the danger.)
Sight Beyond Eyes :: 2pt Merit
- This Functions as per blind-fighting, but is cheaper for Salubri.
Outer Plane Touched :: 4pt Merit
- You may replace Obeah with any one other Spirit discipline as an inclan. This also changes the color of your eye.
Inquisitor :: 3pt Merit
- While your third eye is open and visible you can tell if humans (ghouls, count) are lying.
Gangrel
Hive Minded :: 5 pt merit
- A gangrel with this power can use their animalism powers on insects.
Totemic Changer :: 5 pt Merit
- The Gangrel may change the animal they transform into every time they activate the Protean powers that allow them to become animals. The form they take must still be of the proper size category.
Beastial :: Variable Merit
- Choose a single personal Fleshcrafting mutation. It costs half its experience number in freebie points for you. You gain this mutation.
Former Kin-folk :: 4pt Merit
- You have a dot of rage that refills each night. Frenzy difficulties are one higher for you until you spend it.
Beast king Aura :: 3pt Merit
- YAnimals, even ghouled animals take a -3 on all challenges against you.
Shaman :: 5pt Merit
- You may learn Weather Control as an inclan discipline. You retest it using survival instead of occult
Mariner :: 2pt Merit
- When you get protean 4 you get a Sea form as well as your land and air forms
Feral impulse :: 2pt Flaw
- For an hour after frenzying, you may only speak in grunts, growls and yes/ no answers. You take a -4 to all mental checks.
Akunanse :: 3pt Merit
- You are one of the Laibon of Africa. Replace Protean inclan with Abombwe inclan.
Lasombra
Call of the Sea :: 1 pt merit
- You gain +2 traits to all actions while within view of the ocean
Secret Stash :: 2 pt Merit
- The Lasombra may store an item within the abyss. One item that may be up to large size. The Lasmobra can retrieve the item by spending a step in combat. If the Lasombra is killed the Item emerges from their ashes. Storing the item takes 5 minutes.
King (or Queen) of Shadow :: 3 pt Merit
- The Lasombra typically have trouble holding onto their Humanity. Lasombra with this Merit have established themselves as rulers of the Kine and draw strength from their interactions with Humans. The Lasombra gains a Discipline level retest on checks to avoid Road Degeneration.
Shadow Evocation :: 6 pt merit
- The Lasombra may choose a single Thaumaturgy to be able to cast through use of the same skill as Oblivion. The appearance of the spell takes on an inky blackness but functions the same. They may choose Levinbolt, Lure of Flames, or Movement of the Mind.
Sight of Death :: 1 pt merit
- The Lasombra constantly sees into the deadlands, and may always affect and be affected by wraiths as though they were in the deadlands
Abyssal Mystic :: 3 pt merit
- Learn 5 Abyss Mysticism Rituals at game start. Learning Abyss Mysticism rituals costs 1 exp less.
Oubliette Den :: 3 pt merit
- You possess a particularly powerful Oubliette. While within your oubliette all your traits increase by 3. This provides justification for the Super Haven background and halves the costs to attain it.
Evil Revelation :: 2 pt merit
- You looked into the abyss too long and something looked back. You understand fear like no one else. You are 3 traits up on Dread gaze. But your courage max is lowered by one.
Seeping Wound :: 1 pt Flaw
- Your bite wounds seep with black ichor, leaving tell tale black streaks like black lipstick on victims necks. People you feed from fall into a state of ecstatic bliss and agony unable to move for several hours after. Anyone you feed from becomes addicted to your touch as though they were bloodbound and will go to .. lengths to find you. ( basically this makes you easily trackable by hunters and other vampires when you feed from anyone but your herd.)
Nosferatu
Sleep Unseen :: 3 pt Merit
- The Nosferatu can have his Obfuscate active while he sleeps.
Rugged Bad Looks :: 4 pt Merit
- The Nosferatu may call 3/4 of his social traits (round up) instead of half.
Full of Bees :: 4 pt Merit
- You have a hive of Bees or other swarming insects inside you. You can make an attack with this swarm at the end of the round after celerity actions. Your bees deal 1 bashing damage. Their damage can be upgraded via the spawning pits up to 2 times as though they were creatures. These are not ghouls, they are equipment.
Monster among Monsters 2pt Flaw (Flarit)
- Even among the nosferatu, you are hideous. You never count as having more than 3 social traits. However, this does come with an added benefit. Unaugmented mortals must make a courage check Dif 3, or be affected as though by delirium when they see your face. Also, be sure to tell people the nature of your deformity when you drop mask in front of them.
Bump in the Night :: 4 pt Merit<be>
- Pick one level one variation from the Deviant page.
Connected :: 2 pt Merit
Your search-for actions are twice as effective due to your clan's extensive web of contacts.
Machine Kindred Hybrid :: 4 pt Merit
- May have one cybernetic from the Garou list. Opens you up to Drone Frenzy. Difficulties are all one higher for you
Cleopatra :: 2 pt flaw
- You were once beautiful and are more sensitive about your appearance. Bringing up your appearance causes a diff 4 rage frenzy.
Guruhi :: 2 pt Merit
- You are a Laibon of Africa. Swap one of your inclans for Presence
Toreador
Master of the Masquerade :: 1 pt Merit
- There are many small tics, habits, and instinctive behaviors that Kindred lack that separate them from the mortal world - you remember these, performing them naturally as you would walk down the street. You are up two Social when interacting with mortals.
Indelible :: 2 pt Merit
- Whereas other vampires return to the state of their original embrace naturally, you may only do so by spending a Willpower point, however, you are also in an advantageous position to commit your body to lasting modifications.
Slowed Degeneration :: 4 pt Merit
- You gain a discipline level retest on Degeneration checks so long as you remain on humanity.
Two-worlds :: 3 pt Merit
- The toreador may exist in two cliques at the same time.
Tremere
Embraced Without Cup :: 2 pt Merit
- Each Tremere is blood bound to the clan but not you. For some reason the clan forgot to blood bind you upon embrace, maybe there’s a reason for this oversight? If discovered it will be rectified but for now, you are free.
Natural ThaumSight :: 4 pt Merit
- You have a sixth sense or (maybe a third invisible eye) that allows you to see magic as per thaum-sight. You must still focus to do so.
Mage Blood :: 2 pt Flaw
- Your blood is thick with the energy of sorcery. However, it is poor at channeling the power of disciplines. So poor that you cannot learn any Discipline. Thaumaturgy costs only 3/ level. This Merit can never be bought off.
Mundane :: 5 pt Flaw
- You are unable to learn Thaumaturgy. As a Tremere, your chance for advancement within the clan is exceedingly limited.
Ventrue
Connoisseur :: 3 pt Merit
- The Ventrue may taste the blood of another kindred or kine and learn several things about them. He may know about any addictions, merits, or flaws in addition to the target’s nature when he tastes their blood.
Blessed By St. Gustav :: 4 pt Merit
- The Ventrue gains Auspex as an In-clan discipline. This usually only shows up in Ventrue antitribu but it can appear in any Ventrue.
Especially Uncommon Vitae Preference :: 2 pt Flaw
- You may only ever have a single dot of herd. Your feeding restriction is something like only NFL employees, Only 40+-year-old virgins, Only Kindergarten Teachers.
The One True King 3pt Merit
- While on the Road of Kings, you treat Degeneration checks as though you were on Humanity.
Kiyasid
Connoisseur :: 3 pt Merit
- The Kiyasid may taste the blood of another kindred or kine and learn several things about them. He may know about any addictions, merits, or flaws in addition to the target’s nature when he tastes their blood.
Secret Stash :: 2 pt Merit
- The Kiyasid may store an item within the abyss. One item that may be up to large size. They can retrieve the item by spending a step in combat. If they are killed the Item emerges from their ashes. Storing the item takes 5 minutes.
Legalistic 3 pt Flaw
- You gain a Rage trigger like a Brujah. Your trigger is specifically " Someone breaks a contract or agreement in your presence."
Baali
Plague of Demons :: 2 pt merit
- Demons like you. While this might seem like a Merit, demons are not the most subtle of spirits and furthermore they often have little to no concept of the Masquerade. Demons will just walk up to your character on the street.
High Price :: 3 pt Merit
- The Baali have their maximum physical traits reduced by 4 but the Baali gain a +2 trait bonus when using any discipline. This represents a missing body part or just being in poor health.
Angelis :: 4 pt Merit
- Swap one of your in-clans for Oblivion
Daughters of Cacophony
Chorus Trained :: 3 pt Merit
- When the Daughter acts in concert with another trained in Melpominee ( all at the same level) she gains a +3 trait bonus to all actions so long as they are both performing the same action.
True Performer :: 2 pt Merit
- You may use a variety of Performance types with your Melpominee; Instruments, oratory, Rapping, etc
Scattered 3 pt Flaw
- You may not take Awareness or Investigate. You literally cannot make the voices stop long enough to examine your surroundings.