Merits & Flaws

Optional advantages and disadvantages — physical, mental, social, and supernatural.

Merits and Flaws are optional modifiers purchased during character creation with freebie points or gained by taking Flaws for additional points. They represent unusual advantages and disadvantages beyond the standard trait array.

Point economy: Merits cost freebie points equal to their rating. Flaws provide freebie points equal to their rating (maximum 7 points of Flaws). The total Flaw value taken cannot exceed 7.


Physical Merits

Acute Senses (1 pt)

One sense is exceptionally sharp. Add 2 dice to all Perception rolls involving that sense.

Ambidextrous (1 pt)

No off-hand penalty. Can use both hands equally without dice pool reduction for hand weapon attacks.

Bruiser (1 pt)

Appearance is intimidating regardless of actual build. Intimidation attempts using physical presence gain +1 die.

Catlike Balance (1 pt)

Exceptional equilibrium. No roll required for simple balance tasks; +2 dice on rolls involving balance.

Daredevil (3 pts)

Can push physical performance beyond normal limits. Once per scene, reroll any failed physical action roll, keeping the better result.

Efficient Digestion (3 pts)

Get more sustenance from blood. Each blood point provides 1.5 times normal benefit (round down practically; regain 1 extra BP per 2 consumed when feeding).

Huge Size (4 pts)

One additional Health Level (Bruised). Difficult to hide; Height 6'6" or more.

Lightning Reflexes (3 pts)

Add 3 to initiative dice pool. Also add 1 die to all dodge rolls.

Quick Healer (3 pts)

Heal at twice normal rate. Lethal heals to Bashing in one day (not two). Aggravated heals at one level per 3 days (not 5).


Physical Flaws

Addiction (1 pt)

Compelled to consume a specific substance. Failing to get it causes dice pool penalties.

Asthma (1 pt)

Respiratory weakness (relevant primarily for pre-Embrace history, occasional contextual penalties).

Infirm (3 pts)

Serious physical impairment — missing limb, wheelchair, chronic condition. Significant physical penalties specified at creation.

Lame (3 pts)

Restricted movement — slow, cannot run normally. Speed reduced by half.

One Eye (2 pts)

Lose stereoscopic vision. All ranged attack rolls and Perception rolls involving distance at +1 difficulty.

Permanent Wound (3 pts)

A wound that never fully healed. Permanently suffer one level of wound penalties (as if at Wounded on the health chart).

Repelled by Crosses (3 pts)

The vampire has genuine faith issues. Must make Courage rolls (difficulty 5) when faced with holy symbols, regardless of faith of wielder.

Thin Blood (4 pts)

Diluted vampiric vitae. All blood-based effects cost 1 additional blood point. Disciplines cost 1 extra BP when activated.


Mental Merits

Code of Honor (1 pt)

A personal ethical code provides psychological anchor. Gain 3 dice to resist Dominate or Presence that would violate the code.

Common Sense (1 pt)

Storyteller can remind the player of obvious oversights once per session.

Concentration (1 pt)

Reduce distraction penalties. Environmental distractions do not impose dice penalties on rolls.

Eidetic Memory (2 pts)

Perfect recall. Can remember anything the character has experienced with perfect clarity; no Memory rolls required.

Elusive Target (2 pts)

Difficult to target at range. +2 difficulty to all ranged attacks against this character.

Iron Will (3 pts)

Exceptional resistance to mental powers. +3 difficulty to any Dominate, Dementation, or Presence used against this character (not Presence Awe at 1 blood).

Light Sleeper (2 pts)

Wake at the slightest disturbance. Never surprised while sleeping; auto-wake on any unusual sound or movement.

Calm Heart (3 pts)

Difficult to provoke. All Frenzy difficulties are 2 lower than normal.


Mental Flaws

Amnesia (2 pts)

Missing personal history. Cannot recall anything before the Embrace, or a specific period. Storyteller controls the unknown content.

Confused (2 pts)

Difficulty processing complex situations. In high-stress scenes, Wits-based rolls at +1 difficulty.

Deep Sleeper (1 pt)

Difficult to wake. Alertness rolls on waking at +2 difficulty.

Nightmares (1 pt)

Disturbing dreams during day sleep. Lose 1 die from all pools during the first hour after waking.

Overconfident (1 pt)

Never acknowledges own limitations until it’s too late. Storyteller can use this to drive character into bad situations.

Phobia (2 pts)

Irrational fear of a specific thing. Courage rolls (difficulty 7) whenever the phobia trigger appears; failure means flee or freeze.

Short Fuse (2 pts)

Easier to push into Frenzy. Frenzy difficulties are 2 higher than normal. (Brujah already have this; cannot take if already present from Clan weakness.)

Soft-Hearted (1 pt)

Cannot stand cruelty. Taking violent action against those who cannot defend themselves requires Willpower (difficulty 6) or refuse.


Social Merits

Ambidextrous — Social Variant (1 pt)

Comfortable in multiple social classes. No difficulty penalty when moving between different social strata.

Enchanting Voice (2 pts)

Unusually compelling voice. +2 dice to all Social rolls where voice is primary medium (phone calls, speeches, singing).

Natural Leader (1 pt)

Others follow instinctively. +1 die to Leadership rolls; Followers gain +1 die to morale-based rolls when following this character.

Peacemaker (2 pts)

Anarch-specific. Reputation for honest mediation. −2 difficulty on all Social rolls aimed at keeping peace or mediating between factions, even across sect lines.

Prized Patch (2 pts)

Anarch-specific. Member of a respected and feared Anarch gang. −2 difficulty on Manipulation rolls with other Anarchs (unless they have historical enmity with your specific gang).

Soapbox (3 pts)

Anarch-specific. You operate a recognized publication, podcast, zine, or social media channel. −2 difficulty on Expression and Subterfuge rolls against Kindred who follow your platform.

Sugar Daddy (3 pts)

Anarch-specific. Personal relationship with a high-ranking member of another sect. Invoking their name lowers Manipulation difficulty by 2 when dealing with that sect. They may expect reciprocal services.

Benevolent Domitor (3 pts)

Ghoul-specific. Your domitor holds genuine affection for you and treats you with unusual care — not as a disposable asset. You will not be casually endangered. Prerequisite: Domitor Background 1+.

Groomed for Embrace (5 pts)

Ghoul-specific. Your domitor intends to Embrace you and has begun treating you as an apprentice. Access to specialized training and elevated status among other ghouls. Drawbacks: jealous fellow ghouls, enemies of your intended sire may target you. Benevolent Domitor (1 pt cost) included if also taken.

Prestigious Sire (1 pt)

Sire has high Status in Kindred society. Character inherits reflected Status from sire’s reputation.

True Love (1 pt)

A mortal who loves the character unconditionally. Once per session, regain 1 Willpower by thinking of them. The love may complicate the character’s unlife significantly.


Social Flaws

Clan Enmity (2 pts)

A specific clan bears your character particular ill will. Social rolls with members of that clan at +2 difficulty; they are more likely to act against you.

Expiration Date (2 pts)

Anarch-specific. Wanted in several domains for minor crimes. On the verge of a bloodhunt announcement. All Social rolls to acquire help at +2 difficulty (except Intimidation).

Black Sheep (5 pts)

Anarch-specific. You defected from a prestigious lineage associated with another sect. Your sire, grandsire, and broodmates view you as an embarrassment and actively attempt to bring you back or remove the stain. +2 difficulty on Social rolls with fellow Anarchs, who suspect you as a double agent. Combines Sire’s Resentment and Hunted Like a Dog — cannot take those Flaws separately if this one is taken.

Dark Secret (1 pt)

Something in your past that would cost you Status if revealed. The Storyteller knows what it is.

Infamous Sire (1 pt)

Your sire is disgraced. Reflected shame. Initial Social rolls with characters who know your lineage at +1 difficulty.

Mistaken Identity (1 pt)

Resembles another Kindred. Confusion, misdirected anger, or misdirected trust as circumstances warrant.

Outsider (2 pts)

No Sect affiliation or recognition. Receive no automatic protections in Camarilla or Sabbat domains.

Reputation (1 pt)

Known for something unflattering. The reputation is not false, but the details or context may be wrong.


Supernatural Merits

Danger Sense (2 pts)

Receive warning of danger. Storyteller rolls Perception + Alertness (difficulty 7) when danger approaches; success gives warning.

Oracular Ability (3 pts)

Occasional flashes of prophetic insight. Storyteller provides cryptic warnings at dramatically appropriate moments.

Psychic Powers (various)

Mortal psychic abilities that survived the Embrace. Telepathy (3 pts), clairvoyance (3 pts), telekinesis (3 pts). These are weak compared to Disciplines but function separately from blood expenditure.


Supernatural Flaws

Beacon of the Unholy (2 pts)

True Faith mortals can detect the vampire automatically within line of sight; no roll required.

Cast No Reflection (1 pt)

No mirror reflection. (Normally a Lasombra weakness; this Flaw gives it to any clan, at Storyteller discretion.)

Cursed (1–5 pts)

A specific supernatural curse. Scope and severity determine point value.

Haunted (3 pts)

A specific ghost pursues the character. It cannot be permanently banished. It interferes at dramatically inconvenient moments.

Ward (3 pts)

Responsibility for a mortal. If the ward dies or is seriously harmed, the character loses Willpower points equal to the ward’s importance to them.


Bloodline Merits & Flaws

These Merits and Flaws are restricted to specific bloodlines unless noted otherwise. They represent unique aspects of each bloodline’s condition, history, or supernatural signature.

Baali

The High Price (3pt. Merit) — The character sacrifices part of their soul for power. Physical Attributes are capped at 4 dots and 1 Willpower point is spent each evening on rising. In exchange, gain +2 dice to all Discipline-related checks.

Simply Waiting (4pt. Merit) — The Baali accepts their place in the cosmic order and knows the end is coming. They appear apathetic but are internally prepared for what’s ahead. (Mechanical effect at Storyteller discretion — typically Social advantages for nihilistic interactions.)

Carrion Presence (2pt. Flaw) — Pestilence is attracted to this Baali. Flies circle them, rats crawl along their limbs, vultures appear overhead. The swarm cannot be permanently dispersed. Significant difficulty in non-Baali social circles.

Dark Aura (3pt. Flaw) — Even without Auspex, the Baali seems wrong to anyone who interacts with them. +2 difficulty to all Social rolls, except Intimidation. Auspex users see the aura as a thin red mist with watchful eyes within.

Plague of Demons (4pt. Flaw) — Demons are constantly drawn to this Baali. They scream in the character’s ear, tug at clothing, and interfere at the worst moments. +1 difficulty to all Perception rolls. Once per session, the Storyteller may convert one die roll into a botch.


Daughters of Cacophony

Chorus Trained (3 or 5pt. Merit) — Trained to use the Fugue cooperatively. At 3 points: +2 dice to any Melpominee dice pool when using the power alongside another Chorus Trained character. At 5 points: +2 dice to any action performed by any Chorus Trained partner, including combat and artistry.

Fugue Instinct (3pt. Merit) — By forgoing one action to listen deeply to the Fugue (defense still permitted), the character gains an insight granting +2 dice to their next roll.

Banshee-in-Waiting (5pt. Flaw) — The Fugue is gradually consuming the character’s mind. Whenever temporary Willpower reaches 0, the character gains a permanent derangement that can never be removed. Three such derangements are the maximum; the fourth triggers total loss of self — the character becomes a Storyteller-controlled entity walking wherever the music leads, killing everything in their path.


Gargoyles

Stillness of Death (2pt. Merit) — The character excels at hiding as statuary. Any search roll to find the character while motionless has difficulty increased by 2.

Heavy Hands (3pt. Merit) — The Gargoyle’s hands have become tougher and more impervious than normal. All difficulties for damage rolls using unarmed attacks are reduced by 1.

Stone Tongue (3pt. Flaw) — The Embrace altered the character’s mouth — tusks, raptor beak, or thick tongue. +2 difficulty to any Social roll requiring speech.

Blood Weakness (4 or 7pt. Flaw) — The Gargoyle’s mixed-lineage heritage left an additional clan weakness. At 4 points: choose either the Gangrel weakness (animal features from frenzy) or the Tzimisce weakness. At 7 points: both weaknesses apply simultaneously. Additionally, one of the four Gargoyle Disciplines is treated as out-of-Clan and costs the higher experience point amount to advance. Warrior Gargoyles with the Gangrel version may gain stone features and animal features from the same frenzy.


Harbingers of Skulls

Disciple of Lazarus / Japheth (2pt. Merit) — The character speaks for powers-that-be within the bloodline and bears the white death mask of a respected ancestor. Most Harbingers treat their words at face value. +2 dice to Social rolls when invoking the name of Lazarus or Japheth.

Styx Baptism (3pt. Merit) — The character pledged fealty to the Harbingers despite not being of the bloodline. Baptized head-first in the Styx, their Appearance Rating is permanently reduced to 0 (flesh sloughing over a month). They are held in esteem by Lazarenes and may take one bloodline Discipline as a Clan Discipline in place of one of their own.

Half-Life (6pt. Merit) — The character is more wraith than vampire. Spend half the normal experience points to advance Necromancy Paths after the first dot. May move between Shadowlands and Skinlands by spending 1 Willpower point. Cannot be controlled as a normal spirit through Necromancy.

Unsanctioned Embrace (2pt. Flaw) — The character was Embraced without permission or proper guidance, leaving them disconnected from the bloodline’s traditions.

Shadow Scarred (3pt. Flaw) — Extended exposure to the Underworld has left psychological damage. Must roll Courage (difficulty 7) or spend 1 Willpower whenever using Necromancy, out of fear of the Underworld’s repercussions.


Kiasyd

Prized Collection (1–2pt. Merit) — The Kiasyd maintains an impressive collection (books, blood vintages, rare objects). At 1 point, the collection has sentimental or scholarly value. At 2 points, it has significant monetary or trade value. Any Kiasyd or relevant expert will treat the character well for access to it.

Alien Perfection (2pt. Merit) — Unsettling, flawless beauty. Appearance roll difficulty reduced by 3. However, anyone in the character’s presence for longer than one scene for the first time must make a Stamina roll or become nauseous and be driven away.

Paranormal Link (2pt. Merit) — Linked to another strange species (selected at purchase). Difficulties to decipher the hidden rites and languages of that group are reduced by 3.

Skin of Porcelain (4pt. Merit) — Ceramic-like skin coating. On a Stamina roll (difficulty 8), the character may convert up to 3 points of aggravated damage from a fire source to lethal damage before soaking attempts. The hardening dissipates for the remainder of the current story after use.

Vitae Mutation (5pt. Merit) — The character has consumed the blood of unusual entities (Methuselahs, lupines, fae). Each night, roll Willpower (difficulty 7) to manifest 1 temporary point of Auspex, Chimerstry, or Dementation — which can be added to an existing rating but disappears the following night.

Lightweight (1pt. Flaw) — Cannot feed from non-mortal, non-ghoul, non-vampire sources. Any attempt to drink from other entities results in immediate purging with no sustenance gained.

Illiterate (1–2pt. Flaw) — Cannot read or write. At 1 point, this is temporary (curable with teaching). At 2 points, it’s permanent due to disability. Either way, it causes ostracization if discovered among Kiasyd.

Refined Palate (1–3pt. Flaw) — Self-imposed feeding restrictions, functioning like the Ventrue clan weakness. The severity determines the point cost — minor restrictions cost 1 point; extreme restrictions (won’t feed from anyone below a certain social class, only certain age groups, etc.) cost 3 points.

Dreadful Mara (4pt. Flaw) — Something the character drank still lives within them and hates them. Each night, the Storyteller may convert one rolled success into a 1, potentially causing a botch. The entity may also whisper advice or insults, increasing the difficulty of concentration attempts.


Salubri

Scent of the Other (1pt. Merit) — The character’s third eye closes completely when hidden, and their blood/aura doesn’t reveal their Clan. They may be mistaken for Caitiff or another Clan; Tremere hunters and Salubri-hunters are thrown off the trail unless the character reveals themselves.

Sight Beyond Sight (3pt. Merit) — When the third eye is open (via Auspex or Obeah), the character may occasionally pierce Obfuscate or Chimerstry, glimpse faerie miens, or see the dead lands. The third eye opens involuntarily in response to these phenomena; the character has no control over when it activates.

Warrior’s Heart (3pt. Merit) — The character may learn Valeren antitribu powers at a cost of current rating ×6 experience points. Knowing the first two dots of both Obeah and Valeren grants a 2-die bonus to using those first two dots. However, the character suffers from the Precept of Samiel: for every week spent in the same location, lose 1 Willpower as the soul agitates for movement.

The Eighth (6pt. Flaw) — The character’s sire is one of the Seven (the diablerist Golconda-seekers), and the character fled rather than accepting their sacred duty. Hunted continuously — not only by the Tremere, but by the sire, the other Seven, and their allies. Requires at least 9th Generation to take.

Permanent Third Eye (2 or 4pt. Flaw; Salubri and Tremere only) — The third eye remains permanently open. At 2 points, the eye is open and can be closed for one scene with a successful Willpower roll (difficulty 6). At 4 points, the eye sheds light, increasing all Stealth difficulties by 2.


Samedi

Death Grip (3pt. Merit) — When in physical contact with a dead body, roll Wits + Alertness (difficulty 7). On a success, the character intuitively knows the cause of death. On a failure, an illusory version of the death wound costs 1 Willpower. On a botch, the body mirrors the wound on the character’s own form as lethal damage equal to the fatal blow.

Stitcher (3pt. Merit) — When body parts are severed due to damage, the character may make a Dexterity + Medicine roll (difficulty 7) to reattach them properly. Success reduces the healing cost of that wound by 1 blood point.

Brittle Body (2 or 4pt. Flaw) — The character’s corpse-form is more fragile than other Kindred. At 2 points: +2 difficulty to all Physical rolls. At 4 points: in addition to the Physical roll penalty, all dice penalties from injuries persist until the next evening when the character rises — they do not reset normally during the night.

Mortal Flashbacks (5pt. Flaw) — The character’s body remembers their death. Each night upon rising, they vividly relive the pain of their death wound, which physically reopens and closes before dawn. They lose 1 Willpower each night from the trauma.


True Brujah

Advanced Tech (1–5pt. Merit) — The character possesses an advanced device (or devices) of improved design. The device has no unique functions, but works better than its contemporaries — reducing the chance of mechanical fault by half and lowering the difficulty of all uses by 1. The Storyteller determines cost based on the number and power of items.

Fatalist (3pt. Merit) — The character’s deep study of time has produced a philosophical acceptance that destiny is fixed. Subtract 2 from the difficulty of all degeneration rolls against losses of Humanity or Path of Enlightenment.

True Celerity (5pt. Merit) — The character has developed a unique form of Celerity distinct from the Brujah version. Rather than moving quickly, the character slows time around them. Mechanically identical to Celerity but cannot be taught to anyone without at least one dot of Temporis. May be purchased as if it were a Clan Discipline.

Out of Phase (2pt. Flaw) — The character perceives time in too many layers. People seem to be in slightly different positions, speech echoes, and alternate timelines intrude on perception. All Perception rolls are at +2 difficulty.


Nagaraja

Extra Sharp (2pt. Merit) — Additional rows of shark-like fangs. Each successful bite deals 2 unsoakable lethal damage instead of 1. Requires Stamina 3 minimum.

Speed Eater (2 or 4pt. Merit) — Reinforced jaws allow faster feeding on flesh. At 2 points: devour 2 blood points worth of flesh per minute. At 4 points: devour 3 blood points worth per minute. Requires Stamina 3 minimum.

Wolverine’s Palate (3pt. Merit) — The character can eat bone as easily as flesh, converting it to blood. A single bite can cut through flesh and bone together with no ill effect, and the character may gain up to 5 additional blood points from a body by consuming the skeleton entirely.

The Largest Maw (2pt. Flaw) — Shark-like rows of teeth make clear speech difficult. Speech comes out thick with spit; the character may accidentally bite their own teeth mid-sentence. +2 difficulty to all rolls where clear speech is required (speeches, delicate rituals, social performance).

Body Trail (4pt. Flaw) — The character is consistently sloppy about cleaning up kills, or deliberately leaves signatures. For each person killed during a single story, reduce the difficulty of Survival checks to track the character by 1. This cumulative penalty resets at the beginning of a new story — assuming the character survives that long.


Caitiff Merits & Flaws

These Merits and Flaws apply to Caitiff (clanless vampires) and reflect the unique social and supernatural circumstances of vampires without clan identity.

Personal Masquerade (3pt. Merit) — Through charm, manipulation, or luck, the character has convinced other vampires they belong to one of the clans. Social interactions with vampires ignorant of their true nature ignore the usual Caitiff status penalty. The ruse requires constant vigilance; discovery means swift and severe consequences. The higher the character climbs in Kindred politics, the more likely exposure becomes. Taking the Clan Weakness Flaw can actually support this Masquerade.

Clan Weakness (2pt. Flaw) — Despite failing to develop the parent clan’s other abilities, the character inherited their weakness. A canny Caitiff might turn this to advantage to better blend with the parent clan — some Nosferatu would never notice a Caitiff bearing their weakness, and might stand up for them against accusations.

Fangless (2pt. Flaw) — The character never developed fangs, or lacked teeth before the Embrace. Feeding requires a knife or drinking from wounds inflicted by other means. The character has no natural way to inflict aggravated damage without Disciplines.

Ignorance (2pt. Flaw) — The sire abandoned the character without instruction. The character starts with no knowledge of vampire abilities, customs, or politics and must learn from mistakes or find a mentor — who will most likely blood bond them. For most Princes, ignorance is no excuse for a Masquerade breach.

Bulimia (4pt. Flaw) — The character hungers for blood but cannot retain it. Whenever they feed, roll Stamina (difficulty 8); failure means the blood is vomited out before absorption, spraying everywhere. Blood taken in frenzy is absorbed normally.


Tal’Mahe’Ra Merits & Flaws

Open to Tal’Mahe’Ra characters; available to other Sects at Storyteller discretion.

Physical Merits

Discerning Palate (4pt. Merit) — With a single drop of blood, roll Perception + Awareness (difficulty 8):

  • 1 success: relative potency/freshness; species (if previously tasted); Generation within 2 steps of own; under/over 100 years old; same Clan.
  • 2 successes: contamination by disease/poison; Generation within 4 steps; age within 50 years (if under 300 years old); any Clan previously tasted.
  • 3+ successes: specific contaminants; Generation within 6 steps; vintage within 25 years (if under 600); any Clan plus family line (if previously tasted).

Mental Merits

Grand Library (2, 4, 6, or 7pt. Merit) — A collection of books, both common and rare. At 2, 4, or 6 pts: choose 3 Knowledge dots per 2 points. At 7 pts: 10 Knowledge dots. While working in the library, −2 difficulty to rolls involving those Knowledges.

Berserker (3pt. Merit) — May willingly enter a berserker state for one scene. While berserking: ignore wound penalties; −3 difficulty to all combat rolls except dodges; cannot take complex actions other than combat, dodging, or running.

Social Merits

Arcane (1 to 5pt. Merit) — An aura of forgetfulness. People who encounter the character have difficulty remembering them. Each dot subtracts 1 die from dice pools used to actively locate the character or recall her from memory. The character can suppress this effect at will. Does not function in combat. Incompatible with any dots in Status or Fame — those Backgrounds cause Arcane to cease functioning. (Available to any Kindred; listed here as signature to Tal’Mahe’Ra infiltrators.)

Entrepreneur (2pt. Merit)−2 difficulty on all rolls involving acquiring money through business dealings.

Paragon (7pt. Merit) — Others find the character particularly compelling. Select one Background from: Allies, Contacts, Domain, Fame, Herd, Influence, Mentor, Resources, Retainers, or Status. Receive one free dot in that Background; maximum Trait score in that Background may exceed normal Generational limits by one.

Without a Trace (2pt. Merit) — In the wilderness, the character leaves no tracks or scent. Normal tracking attempts automatically fail. Supernatural tracking attempts suffer +2 difficulty.

Psychic Leech (5pt. Merit)Cost: 1 Willpower. The character feeds on the Willpower of victims at a distance. The consumed Willpower becomes temporary blood points that dissipate by morning. These temporary BP: may be spent as normal BP; cannot be lost to damage or drain; do not affect hunger/frenzy rolls; cannot create or sustain blood bonds or ghouls. Requirements: The target must have at least one of the character’s blood points in their system and must be in eye contact.

Social Flaws

Vulgar (1pt. Flaw) — Tact is a foreign concept. Famous for being abrasive and unpleasant. +1 difficulty on Social rolls involving social graces or delicate situations.

Oathbreaker (4pt. Flaw) — Broke a sworn fealty or binding contract, and everyone knows. +3 difficulty to Social rolls to establish trustworthiness; even coterie members may be suspicious.

Supernatural Merits

Apostate (2pt. Merit) — The character was initiated into a Nergali Baali nest without Embrace. The initiate is completely drained by a Baali nest-master, who extracts a still-beating mortal heart, fills it with his blood, and buries it in a Well of Sacrifice. The initiate swims through remains to find and consume it.

Result: replace one in-Clan Discipline with Daimoinon. Gain Baali Clan weakness on top of existing Clan weakness. Can still pass as a member of former Clan. Any childer the Apostate Embraces are indistinguishable from standard Baali. Such childer share only Baali Disciplines/weaknesses, not the sire’s former Clan traits. The replaced Discipline’s existing dots are retained but further advancement costs out-of-Clan rates. Baali may not take this Merit.

Supernatural Flaws

Kiss of Death (2pt. Flaw) — If the character drains a mortal vessel completely and the heart stops, the corpse rises as a zombie (V20 p. 164 stats). These zombies are free-willed, hostile toward the character, and cannot be directed without necromantic or sorcerous means.

Devil’s Mark (3pt. Flaw) — A physical deformity marks the character with the taint of the demonic: bestial eyes, hooves, horns, colored/scaly skin, a sigil birthmark, parasitic infestation, claws, misshapen teeth, or ineffectual/additional limbs. Cannot be removed or improved (magic/Disciplines can hide it temporarily).

Mechanical effects: lower maximum rating in one Attribute by 1 (cost to raise that Attribute increases by 1; max 4 dots, cost = 1 + current × 4). If the mark is visible or known to a mortal: −1 difficulty on Intimidation; +1 difficulty on all other Social rolls.

Lord of the Night (3pt. Flaw) — Lights dim in the character’s presence; tiny flames extinguish; shadows move with surreal unlife. Impossible to pass as human in most situations. The shadow is a malicious entity with its own will — it lashes out at friends and enemies alike, tears at scenery, and snarls at passersby. These effects can be suppressed for one scene by spending 1 Willpower.

Vassal of the Clan (6pt. Flaw) — By natural predisposition or curse, the character bears a permanent blood bond to vampires of lower Generation within their own Clan: 1-step bond to those 1 Generation lower; 2-step bond to those 2 Generations lower; full 3-step bond to those 3 or more Generations lower. These override any other blood bonds earned during play. In the Tal’Mahe’Ra, this can force allegiances to vampires of potentially heretical ideologies.

Methuselah’s Thirst (7pt. Flaw) — The character can no longer sustain on mortal blood. Must feed on vampiric vitae or other supernatural creatures with potent reserves (lupines, fairies, etc.).