Advantages and Flaws

Allowed Merits

Looks

chevron-rightBeautiful •• (Core p.179)hashtag

You add one extra die to all appropriate Social dice pools.

chevron-rightIngénue • (Players Guide p.118)hashtag

You look completely innocent and blameless, making others believe in your good intentions much easier. Add two dice to any rolls related to avoiding suspicion or deflect blame, at the Storyteller’s discretion.

chevron-rightRemarkable Feature • (Players Guide p.118) hashtag

You possess a rare, memorable feature such as a striking eye color, atypical pupils, or an unusual complexion, providing a two-dice bonus to social interactions with strangers. (The novelty quickly wears off.) Take a one-die penalty to disguise yourself.

chevron-rightFamous Face • (Live From the Succubus Club p.26)hashtag

You bear a passing or very close resemblance to someone very well known. Sometimes this works in your favor. Other times this results in “Charlize Theron bit that cop on the neck!” You gain two dice to social tests in circumstances where you can leverage your lookalike status, but suffer a two-dice penalty whenever you try to hide in a crowd or in other areas where you want to avoid recognition.

chevron-rightStunning •••• (Core p.179)hashtag

You add two extra dice to all appropriate Social dice pools, as above.

chevron-rightScene Kid • (Live From the Succubus Club p.26)hashtag

Every subculture has its trappings; you’re the unliving embodiment of its particular style. While it may not impress the masses, for those in the know, you look every inch the part. Add one die to all appropriate Social pools when dealing with that subculture.

chevron-rightUp All Night ••, •••• (Blood-Stained Love p.151)hashtag

Not all Kindred resemble walking corpses as they lose themselves to the Beast. For purposes of the Blush of Life, eating or drinking, and sexual intercourse, treat your Humanity score as one point higher than it is (maximum 10), or two points higher if this merit was purchased for 4 dots. Nosferatu cannot select this merit, and Hecata can only select it as a two-dot merit. This merit doesn’t combine with others that treat your Humanity as higher: if you have multiple ways to treat your humanity as higher than it is, choose the most effective one in any situation.

Psychological

chevron-rightSoothed Beast • (Blood-Stained Love p.151)hashtag

Choose a storyteller character as your obsession. Once per session when in the presence of your obsession, you can choose to ignore one Bestial Failure or Messy Critical. If this character dies you immediately gain three Stains, but can choose a new obsession at the beginning of the next session.

chevron-rightFalse Love • (Blood-Stained Love p.151)hashtag

Choose a storyteller character as your obsession. When in their presence, treat your Humanity as one dot higher (max 10) for purposes of the Blush of Life, eating or drinking, and sexual intercourse. If this character dies you immediately gain three Stains, but can choose a new obsession at the beginning of the next session. This merit doesn’t combine with others that treat your Humanity as higher: if you have multiple ways to treat your humanity as higher than it is, choose the most effective one in any situation.

Substance Use

chevron-rightHigh-Functioning Addict • (Core p.180)hashtag

You add one die to any one category of pool (specify when you choose which substance you use) when the last person you fed from was on your drug.

Bonding

chevron-rightBonds of Fealty ••• Requires Dominatearrow-up-right (Gehenna War p.44)hashtag

Your powers of Dominate do not require a target’s eye contact so long as the target is blood bound to you. You still need to be able to communicate your instructions to them, though you do not need to be physically present.

chevron-rightBond Resistance •-••• (Core p.181)hashtag

Your Blood rebels against control. Add one die to your dice pools to resist a Blood Bond per level you take of this Merit (maximum three).

chevron-rightEnduring Bond • (Gehenna War p.44)hashtag

Your bonds last longer than those of other Kindred. Complete and partial blood bonds only weaken every other month, not every month.

chevron-rightShort Bond •• (Core p.181)hashtag

Blood Bonds on you lose their Bond strength more rapidly than normal, decreasing at both the full moon and new moon (i.e., by two each month) if not reinforced.

chevron-rightUnbondable ••••• (Core p.181)hashtag

You cannot be Blood Bound. If you’re ever short of cash, you can probably sell your vitae to alchemists, too.

Feeding

chevron-rightVessel Recognition • (Players Guide pp.118-119) hashtag

One easy way to piss off a Kindred is to feed off their kine. Kindred guard their herds jealously, and you’ve learned how to avoid them, being able to smell out which mortal belongs to a herd or is a particular Blood Doll.

A win on a Resolve + Awareness test at Difficulty 2 lets you smell whether a mortal has been fed on recently. A critical win lets you sense if the feeding is recurring, likely making them part of someone’s herd.

chevron-rightBloodhound • (Core p.182)hashtag

You can smell the Resonance of a human’s blood without tasting it. You still need to be within olfactory range of the person. Make a Resolve + Awareness test at Difficulty 3. Increase Difficulty for perfume or distance; lower it for more intimate contact.

chevron-rightDrive-thru • (Live From the Succubus Club p.25)hashtag

You’ve mastered the art of feeding while on the move, grabbing what you need before getting the hell outta there. Once per session, by adding +1 to the Difficulty, you can safely complete a hunt within minutes.

chevron-rightIron Gullet ••• (Core p.182)hashtag

You can feed from cold blood, rancid blood, and fractionated plasma. None of these provide Resonances. Ventrue may not take this Merit.

Blood Ties

chevron-rightConsanguineous Influence •• (Gehenna War p.44)hashtag

Some find the powers of their Blood are more effective on those of the same bloodline. When you use a mental Discipline against a member of your own clan or a direct ancestor or descendant, you gain one bonus die to do so, or 2 bonus dice if the character is only one or two generations removed from you (e.g. your grandsire or grandchilde or closer).

chevron-rightConsanguineous Sense •• (Gehenna War p.44)hashtag

Your Blood calls out to your close relations, whether ancestors or descendants. You instinctively recognize those in your direct bloodline when you get within a few paces from them. A Resolve + Awareness test at Difficulty 3 lets you determine if a Kindred within about 3 meters of you shares your bloodline. You only learn that they share your bloodline, not the exact distance from your in terms of Generation.

chevron-rightSins of the Fathers ••-••• (Gehenna War p.44)hashtag

After committing diablerie upon a direct descendant — or ancestor — you do not show any telltale signs of the crime. Powers such as Scry the Soul or A Taste for Blood do not detect your crime. As a three-dot Merit, this works when committing diablerie upon any member of your own clan. Caitiff and Duskborn cannot take this as a three-dot merit.

Mythic

chevron-rightNuit Mode •• (Players Guide p.119) hashtag

Your body doesn’t automatically revert to the death-state each night, enabling you to keep things like new haircuts, tattoos, and other body modifications at your option. You are still able to return to your original death-state, though, and can mend any later modifications as if they were Aggravated damage. This Merit is available only to Kindred of Blood Potency 1 or lower. (If your Blood becomes more potent at any point, the Merit no longer grants any benefit, but if you drop back down to Blood Potency 1 it returns.)

chevron-rightEat Food •• (Core p.182)hashtag

You can consume food without effort and might even enjoy it, though it gives no nourishment and must be expelled before resting for the day.

chevron-rightLey Line Leech • (Live From the Succubus Club p.26)hashtag

Whether through divination, archaic maps, or gut instinct, you follow the ancient paths of power while traveling, thus benefiting from their mystical energy. After spending more than a few hours travelling to a different city or locale, your Blood becomes positively charged, negating the need for a Rouse Check when rising the following night.

chevron-rightMystic of the Void •-•• (Tattered Facade p.100)hashtag

Choose one Oblivion Power you do not know with a level equal to or less than your current dots in Oblivion. You count as knowing that Power for the purpose of prerequisites to learning Oblivion Ceremonies. If you later learn a Power chosen for this Merit, you may select a new Power to replace it from among those you do not know.

Hecata and Lasombra characters may select this merit at the two-dot level and choose three Oblivion Powers in lieu of one.

chevron-rightPersistent Blush ••• (Live From the Succubus Club p.26)hashtag

Your dead flesh is uniquely receptive to the Blood when it’s time to imitate life. Your lifelike demeanor and biological responses last much longer than your peers, and you can walk among mortals for nights at a time without extra effort. A single activation of Blush of Life persists for one week.

Miscellaneous

chevron-rightSide Hustler ••• (Players Guide pp.119-120) hashtag

Folks on the fringes constantly have to grind to keep the little that they have. Juggling a million tasks, favors, and debts has become second nature to them.

Once per session you can get your hands on an item, a piece of information, or access to an event as if you had two dots in the appropriate Resources, Contacts or Influence Background. (Items obtained with Resources likely have to be returned intact.) Often this requires you to spend part of the night calling in markers and pressing your informal network.

chevron-rightCheck the Trunk • (Players Guide p.119) hashtag

Mercenaries and gig workers have to keep their tools of the trade close at hand. They never know what their next job might require, but they do their best to keep a supply of useful tools close at hand. Caitiff, Ravnos, Anarchs, and even some mortals especially benefit from this Merit.

You have easy access to an armory or cache of tools and hardware. None of these items can exceed a value available to a character with Resources 2. Common items found in a cache could include a sawed-off shotgun, rusty bolt cutters, half a roll of duct tape, homemade stakes, half empty squeeze bottles of lighter fluid, and whatever else the Storyteller allows. Take an additional two dots in Preparedness pools (Vampire: The Masquerade, p. 410) for items within this Resource band. Losing your car, haven, or other storage space may interrupt this Merit until you build up a new stash.

chevron-rightUntouchable ••••• (Players Guide p.120) hashtag

The powers that be are very reluctant to punish you for even the most egregious crimes. Perhaps you’re the secret power behind the throne, or you hold some damning blackmail over the local Baron, or you’re the secret childe of a Justicar or other political potentate. Once per story you can escape all official punishment for a crime that would otherwise see you destroyed or cast out of your sect, though you may be privately reprimanded or face consequences through unofficial channels. The Court or Council often ignores your lesser crimes as well, but lower-level Kindred may take it upon themselves to step to you for your perceived transgressions and flaunted impunity.

chevron-rightTempered Will ••• (Players Guide p.120) hashtag

Your stubborn spirit didn’t die during your Embrace, and you find yourself knowing when people are trying to force you to do something against your will.

You are always aware of when someone is using Dominate and Presence against you. Once per session, when resisting Dominate or Presence, you may add two additional dice to your resistance pool. Only someone with no dots in either Dominate or Presence can take this Merit. (If you acquire the Disciplines afterward, or temporarily as with thin-bloods, the Merit no longer grants any benefit while you possess them.)

chevron-rightLinguistics •-••••• (Core p.179)hashtag

Each dot in Linguistics allows the character to fluently speak, write, and read one additional language besides those two default languages. Characters who are local to South Africa may take an additional language for free.

Characters that are local may take an additional language for free, regardless of if they possess this Merit or not.

Allowed Backgrounds

Allies

chevron-rightAllies •-•••• (Core pp.184-185)hashtag

Allies are mortals who support and help you: family, friends, or even a mortal organization that owes you some loyalty. Although Allies usually aid you willingly, without coaxing or coercion, they are not always available to offer assistance; they have their own concerns and can do only so much for the sake of your relationship. Usually, Allies appear about once per story. Allies will not use Reliability.

Contacts

chevron-rightContacts •-••• (Core pp.185-186)hashtag

A Contact is someone in an excellent position to get information. They might be a police dispatcher, rather than a homicide lieutenant, or a congressional staffer, rather than a senator. Information brokers, gossip columnists, underworld fixers, and reporters make excellent Contacts.

Fame

chevron-rightFame •-••••• (Core pp.186-187)hashtag

Each level of Fame subtracts one from the Difficulty of Social tests against your fans and from many hunting tests, depending on your predation strategy – you have less trouble attracting prey. In some circumstances, the Storyteller may allow you to use Fame in a Social test dice pool instead of another Trait, especially to get into an otherwise exclusive venue or event. “Do you know who I am?” doesn’t work everywhere, but it does work.

chevron-rightEnduring Fame • Requires Fame •••+ (Live From the Succubus Club p.25)hashtag

As an immensely beloved figure before your Embrace, you’ve learned that the benefits — and drawbacks — of stardom remain after death. When you lose points of Fame during a story, they return to full value at the start of the next story with no effort necessary.

chevron-rightInfluencer • Requires Fame ••+ (Live From the Succubus Club p.25)hashtag

People don’t just love you — they take your word as gospel. You write social media posts that make or break businesses, and even high-ranking officials who should know better listen to you. Once per story, with the Storyteller’s approval, you have the equivalent of an Influence rating equal to your Fame minus one towards a single fan or a field related to your stardom.

Influence

chevron-rightInfluence •-••••• (Core pp.187-188)hashtag

Influence applies most within one group or region of your city. Groups can be large, even diffuse: organized crime, media, religion, the police, city government, etc. The Storyteller may require you to use Influence in place of a Trait in some dice pools, particularly Social tests attempting to sway minor bureaucrats or the equivalent in your group. This Background helps you have an “abandoned” building demolished (or preserved), not start global wars.

Herd

chevron-rightHerd •-••••• (Core pp.189-190)hashtag

Mask

chevron-rightMask •-•• (Core p.190)hashtag

chevron-rightCobbler • Mask (Core p.191)hashtag

chevron-rightZeroed • Mask (Core p.191)hashtag

Mawla

chevron-rightMawla •-••••• (Core pp.192-193)hashtag

Resources

chevron-rightResources •-••••• (Core p.193)hashtag

Retainers

chevron-rightRetainers •-••• (Core p.194)hashtag

Status

chevron-rightStatus •-••••• (Core p.194)hashtag

chevron-rightCity Secrets • (Players Guide p.118) hashtag

You have somehow acquired a damning secret about the city’s Kindred power structure, perhaps specifically about someone in it. Decide the exact nature of the information with the Storyteller. If the secret refers only to mortal business (“the Mayor is secretly fucking a Russian Mafiya soldier”), it’s just a way to explain your Influence.

A few power players in the city know you have this information, or strongly suspect it. Hopefully, you’ve made arrangements for the secret to get out upon your mysterious disappearance. You could sell this information for a high price, but its truest value is protection: those who want it to stay secret have some interest in keeping you happy. Of course, if you push your luck, they may decide keeping you quiet forever takes higher priority.

This Background resembles Influence more than Status in some circumstances; the Storyteller should determine when or if it adds to a Social pool, or possibly a Research or Insight test.

You can take this Background a maximum of three times, with a different secret each time.

Allowed Flaws

Diablerie

chevron-rightBlatant Diablerist • (Gehenna War p.45)hashtag

The telltale signs of diablerie are always noticeable to those who have the ability to sense it. Discipline Powers or Merits that reveal past evidence of diablerie, such as Scry the Soul (Auspex 3) or A Taste for Blood (Blood Sorcery 1)always reveal diablerie, even if the test would otherwise fail or fail to reveal other information. You can only take this Flaw at character creation if your character has a history of having committed diablerie at least once.

chevron-rightInherited Bane •• (Gehenna War p.45)hashtag

You gain another clan’s bane in addition to your own. Tremere may select this Flaw to gain the Salubri clan bane (Vampire Players Guide, p. 47) without having committed Diablerie.

Looks

chevron-rightUgly • (Core p.179)hashtag

You lose one die from all relevant Social dice pools.

chevron-rightStench • (Players Guide p.120) hashtag

Your breath and body odor are supernaturally foul, redolent of open graves and rotting flesh. Even Nosferatu object to your stink. You can take minor steps to minimize the stench, such as splashing on plenty of cologne, but that causes other problems. Lose one die from seduction and similar Social dice pools, and lose two dice from Stealth pools against opponents who can smell, unless you are upwind.

chevron-rightTransparent • (Players Guide p.120) hashtag

Your breath and body odor are supernaturally foul, redolent of open graves and rotting flesh. Even Nosferatu object to your stink. You can take minor steps to minimize the stench, such as splashing on plenty of cologne, but that causes other problems. Lose one die from seduction and similar Social dice pools, and lose two dice from Stealth pools against opponents who can smell, unless you are upwind.

chevron-rightUnblinking Visage • (Gehenna War p.45)hashtag

Your dead body has forgotten the basics: blinking, breathing, and automatic reflexes You count your Humanity as two levels lower (To a minimum of zero) for the purpose of Blush of Life and similar life-mimicking activities, such as mortal intercourse or food consumption.

chevron-rightRepulsive •• (Core p.179)hashtag

You lose two dice from all relevant Social dice pools.

Substance Use

chevron-rightAddiction • (Core p.180)hashtag

Lose one dice from all pools when the last person you fed from was not on your drug, except pools for actions that will immediately obtain your drug.

chevron-rightHopeless Addiction •• (Core p.179)hashtag

Lose two dice from all pools when the last person you fed from was not on your drug, except pools for actions that will immediately obtain your drug.

Bonding

chevron-rightBond Junkie • (Core p.181)hashtag

The Bond feels sweeter to you once it happens. Subtract one die from your dice pools to act against a Blood Bond.

chevron-rightBondslave •• (Core p.180)hashtag

You bond instantly with the taste of another’s vitae; only one drink of blood binds you, not three. Either you begin as your sire’s thrall, or consult with the Storyteller to come up with a reason that first bond has broken.

chevron-rightLong Bond • (Core p.181)hashtag

Blood Bonds on you lose their Bond strength more slowly than normal, decreasing by one for each three months without being reinforced.

Feeding

chevron-rightVein Tapper • (Players Guide p.120) hashtag

You find the act of feeding extremely personal and cannot take blood from mortals while being observed. This means you often feed from the unaware and go out of your way to find (or create) drugged or unconscious victims.

chevron-rightMethuselah's Thirst • (Core p.181)hashtag

Your Hunger can only be fully slaked by the blood of supernatural creatures. (Alchemists may be able to thicken the Blood of thin-bloods enough to sate you.) Otherwise, it constantly remains at a minimum of 1. (Or higher, depending on Blood Potency (see p. 215).

chevron-rightResonance Mimic •• (Live From the Succubus Club p.25)hashtag

The vessels you feed from have a habit of sticking around with you. You don’t just pick up the Resonances in their blood, you’re absorbing parts of their memories, personality, or maybe even their very soul. After you feed on a mortal of any Resonance at a Fleeting Temperament or higher, you experience vivid and distracting visions of your victim’s memories during the next scene, which inflicts a two-dice penalty to a test of the Storyteller’s choice. Killing someone through feeding has an additional effect: the victim’s personality and memories persist in your mind and might take over your body for a scene when your Willpower is Incapacitated. This effect lasts until your Willpower is fully restored or the end of the story.

chevron-rightResonance Sensitivity • (Live From the Succubus Club p.25)hashtag

You’re sensitive to the secret flavors of blood, and one of them really messes with your head. Pick one Resonance, excepting Animal and Void. When you feed on a vessel with that Resonance at an Intense or higher Temperament, your Storyteller creates a unique Compulsion (Vampire, p. 208) based on that Resonance that must be carried out before the end of the story. This Compulsion persists even if you feed from a vessel with a different Resonance or the same Resonance with a lesser Temperament later in the story. If it isn’t resolved at the end of the story, these suppressed emotions are released in a messy, potentially violent way of the Storyteller’s choosing. You may select this Flaw again to be sensitive to an additional Resonance.

chevron-rightSloppy Feeder •• (Live From the Succubus Club p.25)hashtag

Wherever you go, a telltale pattern of attacks follows, as your feeding style leaves much to be desired. If caught feeding by the authorities, they’ll have sufficient evidence to connect you to a series of assaults (and probably murders), as well as leaking your location to Second Inquisition assets.

Mythic

chevron-rightStarving Decay •• (Players Guide p.120) hashtag

Your undead body is constantly on the verge of reverting to a corpse and only staving off Hunger keeps you from decaying.

At any point in which your Hunger is 3 or higher your body shrivels and decays, incurring a two-dice penalty to physical tests as well as social interactions with mortals, not to mention risking the Masquerade.

chevron-rightTwice-Cursed •• (Players Guide p.121) hashtag

You are cursed with additional Bane, making you labor under additional weight borne out of your clan founder’s flawed nature.

Take your clan’s variant Bane (see p. 56) in addition to your regular Bane. The Storyteller can prohibit this Flaw if the second Bane would cause problems for, or lack impact in, the chronicle.

chevron-rightCorpse Flesh ••• (Live From the Succubus Club p.26)hashtag

Your body is truly and irrevocably dead, rendering you unable to use Blush of Life.

chevron-rightResistant Blush • (Live From the Succubus Club p.26)hashtag

Your dead flesh accepts the Blood in every way save for the pretense of mortality. Blush of Life doesn’t come as naturally to you as your peers, and sometimes it won’t work without further effort. When you make a Rouse Check to activate the Blush of Life, roll twice and take the lowest result.

Supernatural

chevron-rightTwo Masters • (Blood-Stained Love p.151)hashtag

You can be Blood Bound to two individuals at the same time. This may cause no end of trouble if your character is prone to drinking the Blood of other Kindred for recreational reasons. The Storyteller should disallow this Flaw if Blood Bonds are unlikely to be an issue for the player character.

Miscellaneous

chevron-rightRisk-Taker • (Players Guide p.121) hashtag

You’re one of those people who feel compelled to take every chance to experience life at its fullest.

When confronted with a chance to indulge a risky temptation you haven’t done before (such as snorting a new drug, imbibing vampire blood, or taking a Kindred lover), you suffer a two-dice penalty to all actions until you either partake of the new experience or the scene ends. This Flaw doesn’t compel you to do something suicidal ... but you may not always accurately predict the full consequences of your actions.

chevron-rightWeak-Willed •• (Players Guide p.121) hashtag

You struggle to assert your own personality when confronted with the will of another. You may not necessarily be submissive; perhaps you feel more confident when following another person’s lead. You might be part of a vampire’s entourage or Herd, but you aren’t necessarily loyal to that vampire.

Take a one-die penalty to Social pools against your leader or superior. Even when you’re aware of an attempt to sway you mentally or emotionally (such as with Dominate or Presence), you may not use the active resistance systems to avoid those effects.

chevron-rightKnowledge Hungry • (Players Guide p.121) hashtag

You always feared that you wouldn’t have the time to learn everything you wanted about what’s truly important. Well, that’s one problem solved. The time to learn is not always now, though — you regretfully put a bookmark in your studies and attend to more life-threatening matters.

At character creation, pick a topic that your character hungers to study. When your character comes across books, tutorial videos, college seminars, or other methods of learning about their chosen subject, make a Willpower roll at Difficulty 3 to resist chasing their obsession.

chevron-rightIlliterate •• (Core p.179)hashtag

You cannot read or write. Your Academics and Science Skills are capped at 1, and you can have no specialty in them incorporating modern knowledge.

Allies

Contacts

Fame

Influence

Herd

Mask

Mawla

chevron-rightSecret Master • Requires Mawla 1+ (Gehenna War p.45)hashtag

Your Mawla has a hold over you, and once per story requires you to do a minor task (equivalent to a minor boon) which cannot become public. If you fail to complete this task, next story it increases from the equivalent of a minor boon to a major boon. If the task is still left unresolved, this flaw is forfeited and should be replaced by 2 or more combined dots of other flaws, such as Shunned or an Adversary.

Resources

Retainers

Status

chevron-rightMortal Pretender • Status (Live From the Succubus Club p.26)hashtag

While all right-minded Kindred do their best to blend in with mankind, you go above and beyond to the point where you might have decided to lead a mortal life despite your new diet. It unsettles your undead peers. You suffer a two-dice penalty for all Social tests involving vampires specifically dedicated to upholding the Masquerade, such as Vehme coteries, Sheriffs and their Hounds, Archons and Justicars.

Banned Merits

chevron-rightMythic, Luck of the Devil •••• (Players Guide p.119) hashtag

You owe another Kindred (or two others) two minor boons. The debt-holder wields more power and influence than you within vampire society, though not necessarily within your sect. They receive a one-die bonus in Social combat against you while they hold your marker. They may call in either of these debts at any time, but practically they do so when you really really don’t want to (or absolutely can’t) pay them off. However, if you do manage to successfully pay off both debts, you don’t need to take another Flaw to “balance” your character. The creditor still likes to lord it over you, though, and retains the one-die bonus.

You can absolutely take this Flaw alongside one or more Minor Boons (Vampire: The Masquerade, pp. 193 and 315) at character creation. You cannot take this Flaw owing another player’s character the boons in question.

For more a more detailed breakdown of Prestation Debts and Boons as Backgrounds, see Boons and Debts, p. 115.

Banned Flaws

chevron-rightPrestation Debts • (Players Guide p.121) hashtag

You owe another Kindred (or two others) two minor boons. The debt-holder wields more power and influence than you within vampire society, though not necessarily within your sect. They receive a one-die bonus in Social combat against you while they hold your marker. They may call in either of these debts at any time, but practically they do so when you really really don’t want to (or absolutely can’t) pay them off. However, if you do manage to successfully pay off both debts, you don’t need to take another Flaw to “balance” your character. The creditor still likes to lord it over you, though, and retains the one-die bonus.

You can absolutely take this Flaw alongside one or more Minor Boons (Vampire: The Masquerade, pp. 193 and 315) at character creation. You cannot take this Flaw owing another player’s character the boons in question.

For more a more detailed breakdown of Prestation Debts and Boons as Backgrounds, see Boons and Debts, p. 115.

chevron-rightLiving in the Past • Archaic (Core p.180)hashtag

You haven’t grasped the modern mindset, or you just don’t want to. You have one or more seriously outdated Convictions, e.g. “The Pope’s word is law,” “Women are delicate flowers,” “Lower classes exist only to serve,” or “Burn your enemies’ baggage.” These archaic moralities maintain your Humanity but are odious to many; you lose one die from Social test dice pools involving such archaic beliefs except with vampires your age and older, who may admire your steadfast virtue.

chevron-rightArchaic •• Archaic (Core p.180)hashtag

You haven’t been able to adapt to the present, or you have been long in torpor. You cannot use computers or cell phones, and your Technology rating is permanently 0. The Storyteller may penalize other dice pools involving very modern technology by one die.

chevron-rightStake Bait •• Mythic (Core p.183)hashtag

You meet Final Death when staked through the heart, rather than entering torpor.

chevron-rightLand Locked • Mythic (Live From the Succubus Club p.26)hashtag

You cannot leave the land, and any journey over air or sea enrages your Beast to the point of madness. You must make a Fear Frenzy test (Difficulty 3) to board a boat or plane.

Ingrained Discipline Flaws

To acquire an Ingrained Discipline Flaw, a character should have at least three levels in one Discipline, and have the Storyteller’s consent. These Flaws have no associated dot value.

When a character acquires an Ingrained Discipline Flaw, three ranks’ worth of new powers in that Discipline become available to purchase with Experience points. The cost for new powers is calculated as if bought at the appropriate level for the first time. New powers purchased do not affect the overall Discipline rating.

Characters are typically limited to Flaws related to their Clan Disciplines (Caitiff experience no such limitation), but Storytellers may waive this restriction if it makes sense for the character. Characters may only take one Ingrained Discipline Flaw.

chevron-rightIngrained Animalism Flaw: Untamed (Tattered Facade p.108)hashtag

Such a tight relationship with the Beast comes at a cost, as it refuses to be leashed. Failing to Ride the Wave during Frenzy inflicts two Stains. Convictions cannot mitigate these Stains.

chevron-rightIngrained Auspex Flaw: Daymares (Tattered Facade p.108)hashtag

While rarely recalling more than an acute sense of terror, the vampire’s daylight rest becomes plagued by horrifying visions, causing them to sweat blood. When awakening for the night, make two Rouse Checks instead of the usual one.

chevron-rightIngrained Blood Sorcery Flaw: Sanguinary Animism (Tattered Facade p.109)hashtag

The sorcerer has become so attuned to reading the vagaries of blood that during feeding, the flood of information and voices from the victim cannot be avoided, even persisting beyond the hunt. For any scene following a feeding, the vampire loses two dice from all Social and Mental pools due to the distraction.

chevron-rightIngrained Celerity Flaw: Breakdown (Tattered Facade p.109)hashtag

The vampire’s physiology runs at the same pace as the vampire, burning blood and energy at equal volumes. Whenever the vampire fails a Rouse Check when activating a Celerity power, they sustain a point of Aggravated Health damage, and their body withers and ages before their very eyes.

chevron-rightIngrained Dominate Flaw: Blunt (Tattered Facade p.109)hashtag

The strain of enforcing their will upon others erodes something critical in the mind of the dominator, making mundane social interactions fraught. Vampires with this Flaw cannot spend Willpower to reroll a Social test.

chevron-rightIngrained Fortitude Flaw: Scar Tissue (Tattered Facade p.109)hashtag

This Flaw impairs the vampire’s ability to maintain the appearance of health following an injury. While rousing the Blood restores Health as normal, the physical appearance of any injuries sustained remains until they rest for the day. This can easily result in Masquerade breaches if not carefully managed.

chevron-rightIngrained Obfuscate Flaw: Faded (Tattered Facade p.109)hashtag

The vampire spends so much time hiding from others that they have begun to forget who they truly are. This lack of conviction weakens their moral fortitude and makes them second-guess decisions. When making Remorse tests, the vampire rolls one fewer die (the one-die minimum still applies).

chevron-rightIngrained Oblivion Flaw: Monstrous (Tattered Facade p.109)hashtag

The forces of Oblivion sap away at the vampire’s connection to even their sham life. Treat the vampire’s Humanity rating as if it were three levels lower for such things as Blush of Life, Social dice pools, physical appearance, etc. If this takes the rating below one, they gain the Repulsive Flaw — perhaps they appear as a rotting corpse, their shadow constantly taunts them, or reflections reveals only inner darkness. This Flaw does not affect daytime dice pools or how many Remorse dice they roll.

chevron-rightIngrained Potence Flaw: Killer Instinct (Tattered Facade p.109)hashtag

When the blood’s up, the echo of the Beast is never far away, and the unholy strength of Potence only serves to feed it. If the character fails a Rouse Check when activating a Potence power, they must immediately test for Fury Frenzy as if physically provoked.

chevron-rightIngrained Presence Flaw: Egomaniac (Tattered Facade p.109)hashtag

Having had others consistently fawn over you has stroked your ego to the point where you can’t tolerate a world without you at its center. Whenever a Presence power generates a messy critical or fails to sway your target, you must make a Fury Frenzy test at Difficulty 2.

chevron-rightIngrained Protean Flaw: Stasis (Tattered Facade p.109)hashtag

The vampire’s static nature rebels against the forces of change. If the vampire fails a Rouse Check while activating a Protean power, when they revert to their normal form the change is incomplete — dulled and useless claws persist, a foot remains stuck in the soil, or the fleshcrafter finds their skin attached to their subject. Unfinished transformations never provide any benefit. The vampire must remove the affected area (sustaining one Aggravated damage) or wait for it to revert (un)naturally during day-sleep.

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