Merits are special advantages that help distinguish a character and show the effects of their history and ongoing story.

These qualities allow you to customize your character by specifying particular advantages (or, in the case of Flaws, disadvantages) that give added depth and personality. Both merits and flaws are optional. If you don’t see any that suit your character, you can create your character and play without adding any to your sheet.


Each merit and flaw has a specific XP cost associated with it. This number indicates the points needed to purchase a merit or the points you will receive for taking a flaw. You may purchase up to 7 points of merits. However, a character can never have more than 7 points of merits at any time. This rule encourages players to make significant choices about the qualities that make a character unique. In addition, you may select flaws at character creation.

The 4 Types of Merit:

  • General Merits
  • Clan-specific Merits
  • Bloodline-Specific Merits
  • Morality Merits

General Merits: everyone can buy (this page lists all the General Merits, see lower down).

Clan-Specific Merits: Each clan has a list of merits that are available only to vampires Embraced into that clan. These merits are not available to adopted members, allies, revenants, or ghouls, even if the ghoul’s domitor is a member of the clan.

To see Clan-Specific Merits visit the appropriate parent clan's entry on the website, or see Chapter Five, page 238 of the MET core PDF.

Bloodline-specific Merits: The word “bloodline” indicates a sub-group of a clan; some few vampires of the clan whose vitae has altered over the centuries, developing different powers or unusual capabilities. For example you can be of Clan Gangrel while also being a City Gangrel, which is a rare bloodline of Gangrel and confers slightly different Disciplines as well as roleplay style.

Bloodline merits must be purchased at character creation (or when a mortal or ghoul character becomes a vampire), as they reflect an aspect of the character’s Embrace. A character’s clan and bloodline must be the same as her sire; a sire’s Embrace always creates a vampire of her clan and bloodline (if any). If the sire has no bloodline, then the childe will always be a member of the standard clan (just like the sire). Remember that a character can never have more than one bloodline merit, and you cannot remove that merit from the character’s sheet.



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Adding Merits and Flaws

If you have not purchased the maximum points of merits for your character, or did not take the maximum amount of XP in flaws, you may purchase merits and flaws during the chronicle, with Storyteller permission. Note that there are some merits and flaws that can only be purchased at character creation and cannot be added to a character sheet thereafter. These merits and flaws represent qualities that happened in a vampire’s history, and they cannot suddenly develop now. Some examples of these items include: all bloodline merits, clan rarity merits, Embrace-related flaws, and merits and flaws that directly represent events occurring prior to a character’s Embrace. A character could spontaneously become a Medium after going through a ghost-related plot, for example, but she could not develop a bloodline that she did not acquire at her Embrace.

To purchase a merit, obtain your Storyteller’s permission, expend a downtime action and the necessary XP, and then add that merit to your character sheet. This purchase cannot cause the character’s total point value of merits to exceed 7. Benefits conveyed by a merit begin immediately upon the merit’s purchase. If you choose to replace a removed merit with a new one, you must pay for the new merit normally; a character cannot simply “swap merits.” For example, let’s assume a player has her Storyteller’s permission to remove the Calm Heart merit from her character sheet and add the Daredevil merit. The player must first remove Calm Heart, receiving no refunded XP when that merit is removed. She must then spend 2 XP to place the Daredevil merit on her sheet. If you have any questions about whether a specific merit or flaw is appropriate for purchase during the play of your chronicle, speak to your Storyteller.

Unless otherwise stated in the mechanics of a merit or flaw you cannot purchase a specific merit or flaw more than once. A character cannot have 'Rugged' multiple times, gaining a plethora of additional health levels nor take the flaw 'Deep Sleeper' twice and claim to be “Sleepier.”



Finally there are Morality Merits. Some vampires forgo the petty mortal concerns embodied by the concept of Humanity. These vampires reason that since they are no longer human, they have no need to apply the sentiments of the living to themselves. Such vampires seek out alternative moral codes: Paths of Enlightenment. If no Path of Enlightenment is chosen then they are automatically on the expected Path of: Humanity, as almost all Camarilla vampires in the Victorian age follow it.


These merits represent learning one Path of Enlightenment. For more information on how to adopt and use Paths of Enlightenment, see Chapter Seven: Dramatic Systems, Alternate Paths of Enlightenment, page 305 or the Morality Paths (opens in a new window) section of the website. A character can possess only one Morality merit.

It is not common to be on an alternative path of Morality from the Path of Humanity (the default path for all characters - and does not require any merit spend). Paths represent a fundamental shift in the character’s ethics and personality, and it is impossible to adhere to more than one Morality path at a time.

A more detailed description of each bloodline mentioned is listed under the parent clan’s entry in the book and on the website (link opens in new window). For more details, see Chapter Two: Introduction to the World of Darkness, The Clans, page 41.


General Merits

The following merits may be purchased by all vampires, regardless of their clan or bloodline, unless otherwise stated in the merit.

 

(1 point merit) One of your senses is exceptionally sharp, and you gain an advantage from its use. You can choose to augment your sight, hearing, smell, touch, or taste. When using this enhanced sense, you gain the effects of the Auspex power Heightened Senses. If you already have that power, you do not have to spend a point of Blood to enact the Heightned Senses effects that would otherwise require spending Blood.

(4 point merit) It is said that the blood of the first vampire could support all disciplines and had no intrinsic disposition. Your blood holds a faint trace of that quality and manifests four in-clan disciplines rather than three. Choose one common discipline as a fourth in-clan discipline. You do not start with a free dot (or dots) in this fourth in-clan discipline, you can teach this discipline, powers that affect in-clan disciplines (such as Possession) affect it, and you pay all costs to learn this discipline as if it were native to your clan. You may select from the following common disciplines: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence, and Presence. This merit cannot be combined with other merits that give your character additional in-clan disciplines.

(5 point merit) Choose one uncommon discipline as a fourth in-clan discipline. You do not start with a free dot (or dots) in this fourth in-clan discipline, you can teach this discipline, powers that affect in-clan disciplines (such as Possession) affect it, and you pay all costs to learn this discipline as if it were native to your clan. You may select from the following uncommon disciplines: Protean, Dementation, Serpentis, and Quietus. This merit cannot be combined with other merits that give your character additional inclan disciplines.

(2 point merit) Most people have a single dominant hand, either the right or left. Once per turn, when attacking with weapons (melee or firearms), you can use the qualities of your main weapon and one of the qualities from a second weapon in your off hand, allowing both to augment your attack. You cannot use the same bonus twice in a single challenge. For example, you cannot choose Accurate twice in order to receive a +4 bonus. Both weapons must logically be able to hit your opponent in order to apply this advantage; thus, you cannot use this merit to apply an offhand sword’s quality when using a pistol’s ranged attack. Ambidextrous can be used during Celerity rounds, but can only be used once per turn. For more information on one-handed and two-handed weapons, see Chapter Thirteen: Influences and Equipment, page 515.

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(1 point merit) You are mystically shrouded from notice. People you interact with briefly will not remember your presence unless you have been specifically pointed out. Paper trails related to you disappear, and computer records randomly become corrupted, misplaced, or accidently erased. This effect gives no benefit to Stealth and doesn’t handicap people who know you personally, such as other characters, but individuals who you meet in passing have difficulty recalling details about who you are. This is both a benefit, and potentially a mild annoyance.

(1 point merit) Either you’ve been undead long enough to have collected a veritable storehouse of antique odds and ends, or you had a windfall when some other vampire met his Final Death. You can expend a downtime action to apply the Antique item quality to a piece of non-combat equipment. This quality does not count against the item’s two-quality limit. At your Storyteller’s discretion, some of the items in your antiquities vault may be of historical value; these may draw attention from various mortal agencies, if discovered.

(2 point merit) You fought for the Camarilla during the Anarch Revolt and were present at the signing of the Treaty of Thorns. You are considered one of the founding members of the Camarilla, and as such, are granted the innate status trait Architect.

(3 point merit) You’ve seen everything, done everything, and been everywhere. You are notoriously difficult to impress, and you have a knack for looking at facts without emotional coloration. You gain a free retest when resisting the effects of Dementation, Melpominee, and Presence. This retest can be used before or after the normal Willpower retest, and is an exception to the rule limiting retests to one per challenge.

(1 point merit) You have a great deal of control over your emotions and can maintain your calm even in outrageous situations. You are considered to have 2 fewer Beast traits when resisting frenzy, Additionally, increase your test pool to resist frenzy by +3. Brujah characters cannot take this merit. This restriction does not apply to members of the True Brujah bloodline.

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(3 point merit) You have the unusual ability to see with great clarity, overcoming distractions, illusions, and hypnotic effects. You gain a free retest when you are targeted by the disciplines Chimeristry, Obfuscate, or Mytherceria. This is a defensive retest; you cannot use Clear Sighted when using Auspex (or similar powers) to see through another individual’s already established Obfuscate or to actively pierce Chimerical illusions. This merit does give you a free retest when resisting powers like Horrid Reality, or when trying to keep track of someone attempting to disappear using Vanish From the Mind’s Eye. This retest can be used before or after the normal Willpower retest, and it is an exception to the rule limiting retests to one per challenge.

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(2 point merit) You adhere to a personal code of ethics. The specifics of this code must have restrictions as well as ideals. Restrictions might include “I cannot allow a woman to be injured,” “I cannot set foot on holy ground,” or “I can never own, carry, or use a weapon.” Ideals might include “I must always show generosity and charity,” “I must kneel and show respect to every Prince, no matter how I feel about her personally,” or “I must accept any quest offered to me.” This code must be genuinely restrictive and must be approved by the Storyteller prior to play.

A Code of Honour cannot replicate any moral or ethical restrictions your character must already maintain, such as the basic precepts of Humanity or those of your Path of Enlightenment. Your character must follow her code strictly; your Storyteller can remove this merit without refund if you repeatedly violate this code. One per hour, when someone attempts to use a Social or Mental power to make you violate this personal Code of Honour, you gain a +2 wild card bonus to your defensive test pool to resist that power. However, if you willingly violate your personal Code of Ethics, even under great duress, you lose access to this merit for two game sessions or one month, whichever is greater.

(2 point merit) You are good at taking risks and even better at surviving them. When attempting exceptionally dangerous Physical actions, such as leaping from one moving carriage to another, your test pool increases by 3. If you engage multiple opponents on your own, you receive a +2 bonus to your Physical defense test pools.

(1 point merit) Your physical systems are extremely efficient, and you gain more than the usual nourishment from blood. When feeding from animals, the amount of Blood points you gain is not reduced by half. When feeding from mortals, you gain an additional point of Blood for every point you consume. This merit doubles the effectiveness of the Herd background when used during a game session. For example, if a character with this merit and 3 dots of Herd spends five minutes out of play, she gains 6 Blood rather than the standard 3. This merit does not allow you to exceed your Blood pool maximum. Efficient Digestion only works on mortal or animal blood; it does not work on vampire blood, including vampire blood ingested by ghouls.

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(2 point merit) Your mind is well-adapted to mastering difficult knowledge, and you have always been quick to learn new skills. When learning a power from another character, your instructor is not required to spend Willpower to teach you. Additionally, you are not required to spend a downtime action to learn a discipline.

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(5 point merit) You are on the path to Suspire, researching and working toward the mythical state of enlightenment known as Golconda. Purchasing the Golconda Seeker merit indicates that you have discovered actual, useful information helping you along the path to Suspire. Your intense efforts to control the Beast have altered your physiology slightly, and as such you gain a slight advantage over your vampiric condition. You emanate a feeling of serenity, a tangible reflection of the weakening of the Beast. Your Storyteller will work with you to determine which specific myths your character has heard and how much knowledge your character possesses about Golconda. To make an attempt to reach Golconda, you need to have at least 4 points of the Lore skill, including Golconda lore. Additionally your Morality must be Humanity, at rating 5 or higher. Although purchasing the merit Golconda Seeker provides your character with clues about achieving Suspire, keep in mind that successfully achieving Golconda is exceptionally rare. The majority of seekers will fail and eventually succumb to their Beasts. Those who fail often turn bitter, watching a new generation foolish enough to try where they have failed.

Choose one of the following benefits when you purchase this merit:

  • You can spend 2 additional Blood points per turn.
  • You do not need to spend a point of Blood to wake each evening. You also naturally regenerate 1 point of Blood per day, without feeding.
  • You no longer suffer the penalties of your clan weakness.

If your Humanity dips below rating 5, you lose access to the benefits of this merit until you repurchase your Humanity. If your Humanity drops below 4, you must remove this merit entirely, with no refund of XP.

Please note that having this merit does not in any way guarantee that you will reach Golconda, as this state is incredibly rare and difficult to achieve. It only denotes that your character is a seeker along the path, with more knowledge than most. For further information regarding Golconda, please see Chapter Seven: Dramatic Systems, page 303.

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(2 point merit) You are more than just a connoisseur of vitae, you are an aficionado. Any sip of blood you are able to sample allows a single Investigations test (difficulty 7 + the age of blood in hours) to detect familiar tastes or distinctions (retest with Willpower). If you are successful, you can discern distinct qualities in the taste that might give you hints as to the source of the blood. For example, you could identify water from the Thames, French merlot, Lingenwald factory soot or a particular family's blood. Depending on the obscurity of the information and your character's familiarity with it, a further test may be required. Each use of this Merit allows at least one fact to be learned about the blood tasted, although you can learn more at a Narrator’s discretion.

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(3 point merit) You swore your soul to a demon, devil, or other dark entity (as you identify such things according to your character’s personal beliefs), and that diabolic creature imbued you with supernatural power. Nearly all supernatural creatures fear and hate infernalists and will kill characters with Infernal Power without question or remorse. Additionally, if you fail to obey your demonic master’s orders or displease the demon, you immediately lose access to this merit. Further, you take 5 points of aggravated damage, which cannot be reduced or negated by any means, for your failure to obey. This does not free you from the infernal compact; it is only an expression of your master’s wrath. To regain the use of this merit, you must fulfill a task assigned by your infernal master: one that is always cruel, inhumane, and vile. If you fail to complete that task within 30 days, you meet Final Death. There is no escaping this fate.

Characters with Infernal Power must choose one of the following infernal gifts. Each infernal gift has two effects, one minor and one major. When you choose a gift, you gain access to both effects provided by that gift.

  • Gift: Demonic Fire

›› Minor Effect: Your Infernal Power grants you resistance to fire. Flaming weapons or incendiary weapons inflict normal damage instead of aggravated damage. Additionally, by expending a simple action (and no need for kindling or other fuel), you can create a small ball of greenish-black flame in the palm of your hand. This flame is approximately the size of a baseball. While holding demonic fire, your hand-to-hand attacks cause aggravated damage.


›› Major Effect: By expending a simple action, you can sheath your body in an aura of greenish-black flame for the next five minutes. You can end this effect at any time prior to the end of its duration by expending another simple action. While you are within this aura, your clothing and equipment are not damaged by fire and your Brawl and Melee attacks inflict aggravated damage. Anyone foolish enough to Grapple you, or who is grappling you when you activate this effect, takes 3 points of aggravated damage.

  • Gift: Profane Contract

›› Minor Effect: You are authorized by your demonic master to forge lesser contracts, offering another character infernal power in exchange for a portion of her immortal soul. The target of this effect cannot be forced into the bargain through supernatural powers or threats of violence, although she may be coerced through politics, general persuasion, treachery, or other social maneuvers. When she signs the contract, you become her infernal master, and she becomes your infernal servitor. The target gains access to her choice of one minor infernal effect, without needing to purchase the Infernal Power merit. The demon that bestows the infernal pact upon you gains power over any soul who willingly accepts an infernal contract from you. Your demonic master can rescind power from either of you, if it desires.


If your servitor disobeys or displeases you, you have the option to punish her by inflicting 5 points of aggravated damage, which cannot be reduced or negated by any means. You may also choose to strip the target’s infernal power and to require that she perform a dark task in order to regain the power. You must assign a task that is possible to achieve, but it can be as difficult or easy as you desire. If the target doesn’t complete your task within 30 days, she meets Final Death. As with any infernal bargain, a lesser contract can only be negated if the target dies, or if you die. If you temporarily lose access to your Infernal Power merit, you cannot use any of these effects against your servitor, nor can you create new contracts. However, your underlings do not lose their powers simply because yours are in abeyance.


›› Major Effect: As long as you maintain at least one Profane Contract with another player-character, you may call upon your Infernal Power, step through the fires of hell, and appear at a place on the physical realm that is sacred to your demonic master, such as a diabolic temple or your infernal altar. To do so, you must concentrate for three full turns while chanting in an infernal language. When you appear at your chosen site, you may choose to spend one minute there and then return to the location you just left. Or, you may choose to remain at the place where you have traveled. You can use this effect once per game for each lesser contract you currently hold.

  • Gift: Unholy Regeneration

›› Minor Effect: If you have any damage in your Incapacitated wound track, you automatically regenerate 1 point of normal damage per turn without spending Blood. If you have no remaining normal damage, but still have aggravated damage in your Incapacitated wound track, you heal 1 point of aggravated damage every three turns. This merit heals a character on the her initiative during the everyman round; this power has no effect during Celerity rounds. This merit ceases to function if the character has no wounds in the Incapacitated wound track. Healing provided by this merit doesn’t require an action or an expenditure of Blood.


›› Major Effect: If you are damaged to the point of torpor or Final Death, you immediately resurrect in a blast of greenish-black flame. You resurrect at full health. For the next five turns, you receive a +5 wild card bonus to all defensive test pools. Before the end of that time, you must kill another character and verbally condemn your victim’s soul into your master’s power. If you fail to achieve this goal in the allotted time, you meet your Final Death permanently and irrevocably, regardless of health or any other supernatural power. You cannot use this effect if your infernal master is the one who damaged you to the point of torpor or Final Death, or if your initial death resulted from something other than taking damage. This effect can be used once per game.

Simply being an infernalist does not create a visible mark on a character’s aura. A diabolist does not show taint or corruption until she utilizes an infernal power. When she does (and while that power is in effect), the character’s aura shows the clear corruption of infernal taint. Further, anyone who witnesses you use a major infernal effect will automatically notice your infernal taint whether or not they are using Auspex.

A character can never permanently lose this merit.

Demonic compacts are inviolable, and there is no way to escape a bargain once you have become part of the infernal chain of command. The only way out of such an agreement is death — and even then, the character’s soul is forever damned into the service of their diabolic master.

(3 point merit) The curse of Caine runs strongly in your veins. You can spend 1 more Blood point per turn than your Generation permits. Neonates and Ancilla can purchase this as a 2 point merit, while Elders of any generation must pay the full 3 point cost. Characters who diablerize above 9th generation must spend an additional XP to offset the increased cost. If your character is unable to pay this increased cost, or if this increased cost would bring the character over the 7 point merit cap, you lose this merit, and the XP spent to purchase it is refunded.

(3 point merit) By achieving a level of mental control worthy of martial arts masters or intensely dedicated scholars, you have mastered a rigid thought structure. You can use this internal resolution to focus your mind, resisting torture, intimidation, and powers that directly attempt to control you. You gain a free retest when resisting the effects of Auspex, Animalism, and Dominate. Iron Will cannot be used to retest attempts to pierce Obfuscate or Chimerstry, but it does grant a retest when you attempt to resist powers such as Telepathy or Psychic Assault. This retest can be used before or after the normal Willpower retest and is an exception to the rule limiting retests to one per challenge.

(1 point merit) While the dawn renders most vampires sleepy and sluggish, you have the unusual capacity to force yourself fully awake. A character with this merit can remain vigilant for up to one hour after sunrise and wakes up one hour before sunset. Additionally, you can awaken instantly at any sign of trouble or danger and do so without sluggishness or hesitation. You ignore any penalties for acting during the daylight hours, regardless of your level of Humanity or number of Beast traits.

(1 point merit) While you might not have been formally schooled (which would require the Academics skill), you are able to read and write. You likely lack the skill of professional writers unless you also possess the appropriate skills, and this merit doesn’t necessarily reflect any exceptional facility with grammar or syntax, but being able to read and write still gives you a significant advantage that most of the unwashed masses don’t possess.

(1 point merit) You are a veritable font of knowledge and have spent a great many years studying history, discovering secrets, and hoarding valuable information. You can assign two Lore specializations for each dot of the Lore skill you purchase, rather than one. Additionally, you receive a +3 bonus any time you make a challenge using your Lore skill.

(2 point merit) Like most tricksters, fools, and madmen, your life has been a series of fortuitous coincidences and second chances. Whether you rely on this luck or just fall into it, you lead a charmed existence. If an opponent achieves an exceptional success against you, you downgrade it to a normal success. You can use this benefit once every five minutes or once per combat.

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(1 point merit) You are exceptional at presenting yourself, manipulating others, and rising to the top of your social environment. This talent has served you well since your Embrace. Socially, you are treated as though you are one social class higher than your true generation. If you are a neonate, you are socially considered to be an ancilla (and gain the abiding status allocated to an ancilla); if you are an ancilla, you are considered an elder of the sect (and gain the status allotted to an elder). Elders receive no benefit from the purchase of this merit.

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(3 point merit) Legends say that the first vampire did not have a natural aptitude for magic. Your blood may be a throwback to that state, or it may simply be naturally resistant to enchantment. You gain a free retest when resisting the effects of Thaumaturgy, Necromancy, Sabbat ritae, enchanted rituals, and the powers of mages. This retest can be used before or after the normal Willpower retest and is an exception to the rule limiting retests to one per challenge. However, you can never learn any path or rituals of Thaumaturgy, Necromancy, or any other form of blood magic. If you possess blood magic when you purchase this merit, you must remove those powers, and do not receive a refund of any XP spent on those powers.

(2 point merit) You have gained control of an influence network that has proven to be particularly adroit and capable. You gain two extra influence actions, to allocate as you please.

(2 or 4 point merit) You have, either naturally or through training, an affinity for receiving ghosts and spirits around you. With the two-point merit, you are able to hear, smell or otherwise vaguely sense spirits in your vicinity. You may communicate with them using whatever means you have for mundane communication but can exert no more power over them than you could any other discomforting stranger. With the 4 point merit, you are able to actually see or feel those spirits about you. You may be able to deduce their identity or history from your findings. What's more, you project a strange authority in the spirit world, affording you an additional +2 on any Social challenges to intimidate, soothe or otherwise persuade a neutral spirit. Spirits with their own motives may not be particularly respectful of your power, however. Either way, you stand out in the spirit world and may attract some unwanted attention with this merit.

(1 point merit) You have your fingers in almost everything that happens within your city, and your clout extends much further than most. You receive a second specialization for every dot of influence you purchase.

(1 point merit) Some individuals have excellent minds for retention and association, capable of learning multiple languages with ease. You can assign two language specializations for each dot of the Linguistics skill you purchase. Additionally, you receive a +3 bonus any time you’re called upon to make a challenge using Linguistics.

(5 point merit) Necromancers closely guard their knowledge, and those who know Necromancy’s secrets – like the Giovanni – rarely share mastery of their art. Somehow, in your past, you were trained by a necromancer or studied ghastly texts, and you have gathered enough skill to become proficient in one path of Necromantic magic. With this merit, you can learn a single path of Necromancy, and you can purchase its powers at out-of-clan costs. If your character learned this discipline in her history, you must justify such education in the character’s background. If you wish to purchase Necromancy after your character enters play, you must purchase the merit first.

(1 point merit) Your sire is an impressive elder or holds an important position in the Camarilla. You possess the innate status trait Loyal so long as both you and your sire avoid scandal. Should either of you gain the negative status Disgraced, you lose the benefit of this merit until the Disgraced status trait is removed.

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(3 point merit) The Victorian era is rife with those who claim to be able to discern the future. Most are simply charlatans, out to fleece the unsuspecting of their riches. Some rare few are genuine oracles, and you are among their number. You might use techniques such as casting the bones, reading predictive cards, utilizing mystic boards, studying astrology, or undergoing drugged hallucinations; most often, your ability is sporadic and involuntary. Although you might require some sort of ritual, depending on your own particular method of prognostication, most often your glimpses of pivotal moments in the future come without warning. You might be harassed by distant sounds echoing backwards through time, or you might receive terrifyingly vivid mental images of a single future moment. The Storyteller may require an Awareness test to make sense of your prophetic signal (difficulty eight as a base challenge, modified up or down according to your proximity to a person or place that will be instrumental to history). Prophecies may be important or insignificant and may relate to the future of the world or your future alone.

(1 point merit) Although your aura is pale, and you have most of the spiritual hallmarks of a vampire, your flesh retains a semblance of the human condition. You appear alive and healthy, your skin is warm to the touch, and you can pretend to be human more easily than other vampires. Additionally, you have the capacity to eat and drink as a mortal does and can even savor the taste of such refreshments. While you do not derive nourishment from this food, the ability to eat is a benefit to a vampire who is pretending to be human. A character on a Path of Enlightenment cannot possess this merit. If you purchase a Path of Enlightenment while you have this merit, you must remove Personal Masquerade, and your XP are not refunded.

(2 point merit) Your accomplishments are well known beyond the boundaries of clan and sect. Even vampires of other sects and groups have heard of you and know your reputation. You can carry one more fleeting status trait than your normal status limit allows. Should your reputation significantly tarnish, your Storyteller can remove the additional fleeting status until you recover from any scandals.

(3 point merit) You may be larger than other people, more resistant to hardships, or have tougher skin, but for whatever reason, you have a greater capacity to withstand injury. Characters with this merit gain 1 additional health level in each wound track, resulting in four Healthy levels, four Injured levels, and four Incapacitated levels. This merit works in conjunction with the Stamina focus bonus granted by Fortitude; a character with both of these advantages possesses five health levels in each wound track.

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(2 point merit) Due to some facet of your history, whether it is intense training or simply natural talent, you are prodigally gifted with a single skill. Choose one skill and raise your character’s potential maximum number of dots in that skill by 1. You must still spend XP as normal to purchase that still to its maximum level. You can purchase the Skill Aptitude merit multiple times, but each time you do, you must apply the merit to a different skill.

(2 point merit) Either you are extremely lithe, incredibly dexterous, or amazingly sharp-witted; whatever the reason, you have the uncanny ability to avoid damage. You gain a +3 bonus to your Dodge-based defense test pools.

(3 point merit) In your past, you held a prestigious social position: perhaps as a long-ruling prince, an Archon, or a famous Harpy. Although you don’t necessarily hold the position at this time, your name has become synonymous with the upper echelons, and you are treated with an extraordinary amount of respect. When someone satisfactorily repays a boon owed to you, you may give them the fleeting status Gallant.

(4 point merit) Thaumaturgists closely guard their knowledge, and those who know Thaumaturgy’s secrets – like the Tremere – rarely share mastery of their art. Somehow, in your past, you were trained by a thaumaturge or sorcerer, or you gained access to forbidden texts, and you have gathered enough skill to become proficient in one path of Thaumaturgy. With this merit, you have the capacity to learn a single path of Thaumaturgy, and you can purchase its powers at out-ofclan costs. If your character learned this discipline in her history, you must justify such education in the character’s background. If you wish to purchase Thaumaturgy after your character enters play, you must purchase this merit first.

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(4 point merit) There is something strange and powerful lurking in your blood, providing it with the ability to make foreign vitae lose its influence over your emotions. You are immune to the blood bond, including the lesser bonds of the Vinculum. Tremere characters, including those in Tremere bloodlines, cannot take this merit.

(4 point merit) Whether you call it being stubborn, intractable, or just plain ornery, your character has a fire inside her that just won’t quit — no matter the circumstances. Increase your maximum permanent Willpower to 7. You also begin each game session with 7 Willpower, rather than the standard 6.

(3 point merit) You’ve always been capable of multi-tasking, splitting your attention to accomplish two goals at once. Choose one attribute category (Physical, Social or Mental) and select an additional focus for that attribute. For example, a character with this merit can focus her Physical attribute in both Strength and Stamina.

(1 point merit) Perhaps you did not entirely die when you were Embraced, or perhaps the vampiric blood in your system altered your physiology less than others. You register as a mortal on all attempts to determine your creature type. Further, your aura is unnaturally bright for a vampire, and animals cannot sense your Beast (they act as though you are a mortal). If your Morality drops to 3 (temporarily or permanently), this merit ceases to function until your Morality is once more raised above 3. A character on a Path of Enlightenment cannot possess this merit.

Design made with ♥ by Delia Drew, 2015.

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