Clan Specific Merits and Flaws
These merits and flaws can only be taken by their respective clans.
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 :: 5pt 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. (this is not multiplicative with the bonus for Scrounge, but it is additive.)
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.
Unsettling :: 2 pt Flaw
- Being around you is nerve wracking and you give off a weird vibe to most people. All of your Relationship backgrounds are limited to 2."
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.
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.
OCD :: 2 pt Flaw
During Downtime, you must repeat every action you take at least once. If you cannot take an action twice then you cannot take the action.
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 discipline 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. Since this is filling your Obeah "slot" it locks you out of other forms of Obeah as though it were healer, warrior, watcher obeah.
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 StormCaller 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.
CityBorn:: 5pt Merit
- Replace Animalism with Celerity
Greek :: 2pt Merit
- Replace Fortitude with Obfuscate
Bug Speach :: 1pt Merit
- You can talk to bugs with animalism 1. ( *Warning* Bugs are exceedingly dumb and don't care about humans, limiting this merit’s usefulness)
Giovanni
Family Debts: 1 Point Flaw
- You owe $50,000 a year to the clan, for unspecified extraneous spending on “their” behalf.
Cappadocian Heir : 4 Point Merit
- Fortitude or Auspex becomes in-clan for you but not both.
On Offer You Can’t Refuse : 1 Point Merit
- When making an intimidation check your specialty counts double.
Mortuario : 2 Point Merit
- You died but were brought back across the shroud by the family’s embrace bringing a little ghostly know-how with you. Oblivion and Necromancy rituals are at -1 difficulty for you.
Shadow rider : 5 Point Flaw
- You died and were brought back by the family’s embrace, with an unexpected visitor. Your beast shares a room with your shadow and once a session the shadow(ST) can give you the devil’s dare, a single dare no longer than a sentence that must be possible. If you decide not to complete the dare or do not by the end of the night, you lose a road rating. If you drop to 0 this way your beast and shadow will have a fight to decide whether you wassail, turn into a spectre or something worse.
Shroud walker : 5 Point Merit
- Once a session not in combat you can step into and out of the deadlands.
Blood of the Neverborn : 2 Point Flaw
- Powers that work specifically on wraiths also work on you(Wraith Ward, wraith specific arcanoi etc)
Don : 2 Point Merit
- Your underworld influence actions(grow underworld, attack underworld, monitor underworld) have double the effectiveness and you always qualify for dominance in underworld influence.
My Brothers and the Boys : 3 point Merit
- You can have 2 extra human retainers.
Passage Paid : 2 Point Merit
- You have particularly good ties with the Ferrymen, you can take a travel action into the deadlands for 1 action instead of 2.
Marked by the Capuchin : 2 Point Merit
- You have been selected by a black skull above your heart, it provides no discernable benefit, but you can tell when another of your clan with the mark is nearby, this beats obfuscate lower than 4.
Fettered : 2 Point Flaw
- You are a fetter for a wraith, perhaps of a family member you wronged who feeds on your energy, your max blood pool is reduced by 1.
Lasombra
Call of the Sea :: 1 pt merit
- You gain +2 traits to all actions while within view of the ocean
Shadow Cache :: 2 pt Merit
- The Lasombra may store an item within the abyss. One item that may be up to Conceable 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, Fire and 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 :: 2pt merit
- Learn 5 Abyss Mysticism Rituals at game start.
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.)
Mansplain :: 2 pt Flaw
- Choose a topic, if the topic comes up in conversation the character must talk for the next 5 minutes about it as if giving a speech. If you are cut off or interrupted to talk about anything else. You must make an anger frenzy ( Dif 4)
Versatile Mastery :: 6pt Merit
- The Lasombra gains a second Master of Shadow advantage. They must follow the Dedication of both but can choose which version of Oblivion 2 to use freely.
Insubordinate :: 2pt Flaw
- You must check against rage frenzy when commanded directly to do something. Dif 4.
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, using your animal ken. 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.
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 Technomancy thaum. 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
Oversized Fangs 2 pt Merit
- Your bite attacks deal an additional level of Ag. You still must be grappled to bite.
Slimy 4pt Merit
- You have an additional discipline retest when defending against being grappled.
Foul Blood 3pt Merit
- Anyone who tastes your blood must make a difficulty 4 self Control or spend their next action Vomiting it up.
Creature of Nightmare :: 5pt Merit
- The Nosferatu may choose a single Nightmare (see Beast). The Nosferatu may activate this Nightmare once per Scene for the cost of a Blood. They may not pick the Sunfear one, as trying to use it makes them fear frenzy. Their Legend is 2, if it matters. https://www.edencallinglarp.com/index.php/Nightmares
Lair :: 3pt Merit
- The Nosferatu is up one trait on all tests while within the Warrens.
Bonsam :: 8pt Merit (This one will be limited)
- You swap Animalism for Abombwe, and you may purchase Flight at out of Clan Costs. You specifically look like a Bat.
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.
Just so Beautiful :: 2 pt Flaw<be>
- When the Toreador clan Flaw triggers you cry tears of blood, creating a possible masquerade issue.
Road of Kinks :: 5 pt Flaw
- You possess an extremely odd and somewhat dangerous kink. You can only feed for 10 minutes after engaging in said kink. All other blood tastes foul. You always enter the game down 2 blood. Your Herd is capped at one
Vogirre :: 5 pt Merit
- Vicissitude is in-clan for you.
Too Beautiful to Die :: 2 pt Merit<be>
- You possess a single use of the 9 lives merit
Connected :: 4 pt Merit
- Your search-for actions are twice as effective due to your clan's extensive web of contacts.
Ishtarri :: 3 pt Merit
- You are a Laibon of Africa. Swap one inclan for Fortitude
Obsession :: 4 pt Flaw<be>
- Your clan flaw is more precise. Choose a specific form of beauty or art. Like the spatter of blood, a look of true love, or a beautiful sunrise. When presented with them your entrancement is a dif 5 self control check.
Student of Eastern Culture (Weeb) :: 3 pt Merit
- The Toreador gains the Gaki Clan advantage but does not gain Kai as an inclan discipline
It Still Works! :: 3 pt Merit
- Your reproductive organs still work. Any child you have however will become a dhampir.
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.
Mansplain :: 2 pt Flaw
- Choose a topic, if the topic comes up in conversation the character must talk for the next 5 minutes about it as if giving a speech. If you are cut off or interrupted to talk about anything else. You must make an anger frenzy ( Dif 4)
All Nighter :: 3 pt Merit
- You gain a free research action each month but your maximum willpower is reduced by one.
OverAchiever :: 2 pt Merit
- The Tremere may be a member of two houses
Adopted :: 5 pt Merit
- You were not embraced tremere but you are tremere now. Your "sire" made you tremere through a ritual that bound you to the house. You are two traits blood bonded to the house instead of one. Choose any other clans disciplines, and replace one of those inclans with Thaumaturgy. You suffer that clan's curse as well.
It Still Works! :: 3 pt Merit
- Your reproductive organs still work. Any child you have however will become a dhampir.
Telyvalic :: 5 pt Merit
- You may learn and cast Koldunism as though it was Thaumaturgy. However, Symbols of Christian faith provoke difficulty 3 fear checks. You can never enter a church. You still require a teacher for Koldunism
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
- If you have the classic Ventrue Clan Flaw, it is doubled so 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. If you have a Blood Resonance, you also gain the classic Ventrue Clan Flaw, limiting you to two max dots of herd.
The One True King 3pt Merit
- While on the Road of Kings, you treat Degeneration checks as though you were on Humanity (winning ties).
Mansplain :: 2 pt Flaw
- Choose a topic, if the topic comes up in conversation the character must talk for the next 5 minutes about it as if giving a speech. If you are cut off or interrupted to talk about anything else, you must make a Self-Control chop ( Dif 4) to avoid rage frenzy.
The Count :: 2 pt Flaw
- The Vampire has inherited one of the flaws of the Jiang Shi. If rice, coins, or beans are spilled to the floor, the kindred must make a conviction check (Dif4) or stop what they are doing and begin counting them.
Line go up! (Stonks) :: 1 pt Merit
- You win and lose double on finance influence stock trades.
Good to be the King :: 2 pt Merit
- While in an elysium or gather that you are Prince, Baron, or Bishop of, you gain 1 additional trait to all actions.
Mithraian :: 6 pt Merit
- You were inducted into the secretive cult of Mithras. They have taught you the ancient blood magics of the ?dead? god Mithras. You can choose 1 of 3 paths you can self-teach. Vine of Dionysus, Path of Mars, and Path of Levinbolt. Your casting style is Animism. If you have already bought the casting merit this merit costs 2 less. If you choose Levinbolt the secondary skill needed is Academics instead of science. It is still out- of clan in cost.
Armory of a Blood Knight :: 3 pt Merit
- Your Armory is upgraded with the following items:
Armory 1 - Long Sword (3 traits/ 2lethal)
Armory 2 - Potence rated Long Swords, Silver Ammo
Armory 3 - Expensive, Potence rated Long Swords, Gold Ammo
Powerful blood 5pt Merit
- Your generation is considered one lower for the purposes of dominate commands on clan members from any “Low clan” (Does not apply to Toreador, Ventrue, or Lasombra)
Agoge Gift. :: 7 pt Merit (4 if camarilla aligned)
- You possess one item from Q Laboratories or one Animal Ghoul from East India trading company. If these items are lost, you probably can’t replace them. They cannot be made Durable. They were given to you by an older vampire, possibly your sire. You do however get the specialty so only you can use them.
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."
Cousin of Shadows or Madness +1pt Merit or Flaw
- The Kiyasid can take any one Lasombra or Malkavian Merit or Flaw. It provides one point less if a flaw and costs 1 point more if it's a merit.
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 has their maximum physical traits reduced by 4, but the Baali gains 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 Melpomene ( all using the same level) she gains a +3 trait bonus to all actions so long as they are both performing the same action.
Scattered 3 pt Flaw
- You may not take Awareness or Investigate. You literally cannot make the voices stop long enough to examine your surroundings.
Cousins in Beauty and Madness +1 pt Merit or Flaw
- The Daughter can take any one Malkavian or Toreador Merit or Flaw. It provides one point less if a flaw and costs 1 point more if it's a merit. (Can be taken twice)
The Fugue 4pt Flaw
- You gain a Frenzy trigger called Bored. This frenzy causes you to wander away from scenes. Once per Night, a Staff member can have you make a Self-Control (Difficulty 4) during any scene you are in or during Gather. If you fail. You just wander off, leaving the scene; others likely won’t notice if it's during a scene unless someone had explicitly declared to be looking at you. At Gather, people may notice, but you’ll usually leave during a conversation that many people consider rude.
Oooh Pretty! 2pt Flaw
- You gain the Toreador Clan Flaw
Mad Like Me :: 4pt Merit
- You are connected to the madness network and may learn Madness rhythms You use Melpomene in place of Dementation.
Solid Sound :: 5pt Merit
- The Daughter may learn Movement of the Mind, except that she uses Expression to cast instead of Occult. In addition, she must make noise when she uses her powers and cannot cast in silence.
Princess 4pt merit
- The Childe gains animalism as an in-clan Discipline.
Ravnos
Chimerical Savant 6pt Merit
- You get 3 Signature Illusions, and in addition, you are up one trait on all Chimerstry tests. However, once per game, a staff member may lie to you about the result of an action. You are beginning to have difficulty determining the difference between reality and illusion: the real and the imagined.
Oathbreaker 3pt flaw
- You cannot spend willpower for retests on virtue challenges.
Chosen 2pt merit
- Things tend to go your way. No game effect… or is there?
Marked by Zappathustra :: 5 pt Merit
- You have been marked by Zappathustra. You may self-teach all Sadhana paths
Dance of Scarves :: 3 pt Merit
- You may replace your in-clan Animalism with Celerity.
Vice :: 0 or 3 pt Flaw
- You must choose a vice or crime you enjoy. When presented with the opportunity, you must succeed on a dif 4 self-control or you must engage. The Vice must be approved by staff. The zero-point version replaces your Clan Flaw. The three-point makes it in addition.
Anti-Toxin blood :: 2pt Merit
- You are immune to Poison, Drugs and all manner of blood-borne illness.
Critters :: 2 pt Merit
- You may have 2 more animal ghouls than you normally should be allowed.
Illusion Addict :: 3pt Flaw
- Once per night the ST may lie to you about what is happening in a scene. You've lost control of the illusions.
Throwback :: 0pt Merit
- Chimerstry is a Discipline and not a Thaum for you. However, you also cannot learn Sadhana.
Many-Faced Man :: 3pt Merit
- Each dot of the Alternate Identity background creates 2x as many identities for you.
Reputation Permeating Aura :: 5pt Merit
- Any Lie Detecting powers come back as "Inconclusive" when used on you... You're honestly not sure when you are lying anymore.
Follower Of Set
Warrior :: 2pt or 5pt Merit
- The Setite gains Potence as an inclan discipline. This either replaces Presence or is just added to the list.
Wizard :: 5pt Merit
- Setite sorcery becomes an In-clan in place of Protean.