Guide to the Camarrila
Modern Days
Back to main Merits and Flaws page
Merits and flaws are divided into four categories: physical, mental, social and supernatural.
The physical category describes merits or flaws that deal with a
character's physical makeup or abilities, while the mental category
addresses intellectual abilities or patterns of behavior. The social
category comprises relationships and individual status in Kindred or
mortal society, while supernatural merits and flaws concern the
paranormal abilities of vampires and the way they interact with the
physical world.
| Physical | Mental | Social | Super Natural |
| Bruiser (1-pt) Friendly Face (1-pt) |
Coldly Logical (1-pt) Useful Knowledge (1-pt) Computer Aptitude (2-pt) Precocious (3-pt) |
Elysium Regular (1-pt) Former Ghoul (1-pt) Harmless (1-pt) Natural Leader (1-pt) Protégé (1-pt) Rep (1-pt) Sabbat Survivor (1-pt) Boon (1- to 6-pt) Bullyboy (2-pt) Old Pal (2-pt) Open Road (2-pt) Scholar of Enemies (2-pt) Scholar of Others (2-pt) Sheriff’s Friend (2-pt) Domain (2- to 4-pt) Alternate Identity (3-pt) Friend of the Underground (3-pt) Mole (3-pt) Rising Star (3-pt) Holder of Office (3- to 5-pt) Broken Bond (4-pt) Clan Friendship (4-pt) Primogen Friendship (4-pt) Harpy (5-pt) Primogen (7-pt) |
Deceptive Aura (1-pt) Healing Touch (1-pt) Inoffensive to Animals (1-pt) Hidden Diablerie (3-pt) Additional Discipline (5-pt) |
Physical Back to Top
Bruiser (1-pt Merit)
Your appearance is sufficiently thuglike to inspire fear or at least disquiet in those who see you. While you’re not necessarily ugly per se, you do radiate a sort of quiet menace, to the point where people cross the street to avoid passing near you. You are at –1 difficulty on all Intimidation rolls against those who have not demonstrated their physical superiority to you.
Friendly Face (1-pt Merit)
You have a face that reminds everyone of someone, to the point where strangers are inclined to be well-inclined toward you because of it. The effect doesn’t fade if you explain the “mistake,” leaving you at –1 difficulty on all appropriate Social-based rolls (yes for Seduction, no for Intimidation, for example) when a stranger is involved. This Merit only functions on a first meeting.
Mental Back to Top
Coldly Logical (1-pt Merit)
While some might refer to you as a “cold fish,” you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all Sense Deception and related rolls).
Useful Knowledge (1-pt Merit)
You have expertise in a specific field that makes your conversation intriguing to an older Kindred. So long as your knowledge holds the other vampire’s attention, he has a vested interest in keeping you around. Then again, once he’s pumped you for every iota of information you possess, that patronage may suddenly vanish. (Note: This Merit should be played like a 1-dot Mentor with a specific interest. However, unlike a Mentor, Useful Knowledge does not imply a permanent relationship.)
Computer Aptitude (2-pt Merit)
You are familiar with and talented in the uses of computer equipment. Other Kindred may not understand computers, but to you they are intuitive. All rolls involving computers are at –2 difficulty for you.
Precocious (3-pt Merit)
You learn quickly. The time for you to pick up a particular Ability (or Abilities, at Storyteller discretion) is cut in half, as is the experience cost.
Social Back to Top
Elysium Regular (1-pt Merit)
You spend an unusual amount of time at the various Elysiums in your city. You see and are seen to such an extent that all of the movers and shakers of Elysium at least know who you are. Extended time spent in Elysium also gives you extended opportunities to interact with the harpies and other Kindred of that stature – and they’ll know your name when you approach them.
Former Ghoul (1-pt Merit)
You were introduced to the Blood long before you were made Kindred. Your long experience as a ghoul gives you insight into and comfort with vampiric society. You are at –1 difficulty on all Social rolls when in the presence of other neonates (particularly those who haven’t been educated by their sires), and have a standing –1 difficulty on rolls relating to knowledge of the Kindred.
Harmless (1-pt Merit)
Everyone in the city knows you, and knows that you’re no threat to their plans. While that sort of estimation may seem insulting, it’s also what’s kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. If you start acting in a way that demonstrates that you are no longer harmless, others’ reactions to you will likely change as a result.
Natural Leader (1-pt Merit)
You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.
Protégé (1-pt Merit)
Your sire watched you for some time before Embracing you, and spoke glowingly of you to acquaintances. These vampires may be inclined to look favorably on you by dint of your sire’s recommendation; you are at –1 difficulty on Social rolls with all those who’ve heard good things about you.
Rep (1-pt Merit)
Your fame has exceeded the bounds of your sect. Everyone knows who you are, what you’ve done and what you’re supposed to have done (which might not be the same thing). The publicity can be good or bad; what matters is that everybody knows your name. Whether individuals outside of your immediate social circle know enough to match your face to your name is a different matter.
Sabbat Survivor (1-pt Merit)
You’ve lived through at least one Sabbat attack and/or attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again. You are at a –1 difficulty on all Perception rolls when it comes to Sabbat-based matters. This Merit comes into play most frequently as a means of avoiding ambushes and the like.
Boon (1- to 6-pt Merit)
Someone owes you a favor. The vampire in your debt might be the lowliest neonate in the city or might be the prince herself; it all depends on how many points the Merit costs. You only have that single favor owed you (unless you take the Merit multiple times), so using it properly is of paramount importance. Depending on status and other factors, the vampire who owes you a favor may well resent his debt, and might go out of his way to “settle” it early – even going so far as to create situations from which he must “rescue” you and thus clear the slate.
Bullyboy (2-pt Merit)
You’re part of the brute squad the local sheriff calls on when he needs some muscle. As a result, you get in on action that others miss entirely, score points with those in power, and occasionally get a chance to act outside of the law. How far outside the law the sheriff is willing to let you go depends on circumstance and how much the sheriff likes you.
Old Pal (2-pt Merit)
An acquaintance from your breathing days was Embraced at the same time you were. Fortunately, your friendship has endured even death and unlife, and you find a constant source of support and aid in your old friend. She expects the same of you, which isn’t always convenient, but at least you each have someone to hang onto who remembers the good old nights – and days. (Storyteller Note: An Old Pal should be played as a very loyal Ally.)
Open Road (2-pt Merit)
Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routes and methodologies, not to mention haven space available in any number of destinations. Unless someone out there knows your exact route and is specifically looking for you, you can move between cities unimpeded by random encounters with Lupines, overzealous state troopers and the like.
Scholar of Enemies (2-pt Merit)
You have taken the time to learn about and specialize in one particular enemy of the Camarilla. You are aware of at least some of the group’s customs, strategies, abilities and long-term goals, and can put that knowledge to good use. This Merit is worth a –2 difficulty for all rolls pertaining specifically to the subject of your specialization. On the other hand, you are at a +1 difficulty when it comes to dealing with other enemies, simply because you’re so thoroughly focused on your field.
Scholar of Others (2-pt Merit)
This Merit functions identically to Scholar of Enemies, except that it applies to a group that is not necessarily inimical to the Camarilla.
Sheriff’s Friend (2-pt Merit)
For whatever reason (maybe your winning smile or perhaps just your superb groveling tenchnique), the local head lawman likes you. He’s inclined to overlook your minor trespasses and let you in on things you’re not supposed to know about. He even gives you warnings about occasional crackdowns and times when the prince isn’t feeling generous. Of course, abusing this connection might well turn a friendly sheriff into an enemy – and the change might not be apparent until it’s too late.
Domain (2- to 4-pt Merit)
The prince has given you exclusive rights to a piece of territory. The size and importance of that territory are in direct proportion to the cost of the Merit. A few blocks’ worth of rowhouses might be worth two points, while four square blocks in the city’s financial district could be worth four.
While the rights to this territory are yours, there are responsibilities that come along with it. If those responsibilities are not met, the prince may well strip you of your holding.
Alternate Identity (3-pt Merit)
In addition to your normal identity, you’ve taken up an alternate role that allows you to run with another group or sect of vampires. This other self has a believable history and back story that can stand up to at least cursory checks, and he is accepted at face value (more or less) by his associates. However, your sire, Allies, Contacts, etc. don’t know that you maintain this second identity, and treat this “stranger” accordingly.
Friend of the Underground (3-pt Merit)
While you’re not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes and other subterranean passages of your hometown. The local Nosferatu (and any other creatures dwelling down in the muck) may not actually like you, but they’re not inclined to kill you on sight when they see you in their territory. You are at –1 difficulty on all Sewer Lore rolls, and any rolls involving the subterranean world (sneaking from place to place underground, finding routes into sub-basements and so on). Nosferatu cannot purchase this Merit.
Mole (3-pt Merit)
You have an informer buried in the Sabbat (or, less likely, one of the independent clans or the Anarch Free States) who funnels you all sorts of information as to what
her peers are up to. What you do with the information is up to you, but abusing the knowledge might be a good way to get your informer killed. The other side has spies too, you know…
Rising Star (3-pt Merit)
You’re one of the up and comers in your city, a rising star in the Camarilla’s firmament. Everyone wants to know you and be your friend, even as those in power groom you for positions of higher responsibility. You are at –1 difficulty on all Social rolls against any Camarilla vampires who aren’t actively opposing you ascent.
Holder of Office (3- to 5-pt Merit)
You currently hold one of the official Camarilla positions in your city. The degree of power you possess depends on the cost of the Merit.
Broken Bond (4-pt Merit)
You were once blood bound but have secretly slipped the leash, and you are free to act as you will once more. Your regnant has no idea that you are not in fact bound, and continues to treat you as if you were. At Storyteller discretion, the experience of having been bound once may render you immune to ever being enthralled again.
Clan Friendship (4-pt Merit)
One particular clan (not your own) has a special liking for you. You might have done the clan as a whole a favor at some point, or perhaps you’re just a loud voice in support of their aims. Whatever the case, you’re at –2 difficulty on all Social rolls involving members of the clan in question. Of course, the reaction your cozy relationship with another clan is likely to draw from your own clan leaders is an entirely different can of worms.
Primogen Friendship (4-pt Merit)
The ruling council of the city values you and your opinions. You are called in to consult on decisions, and your recommendations carry great weight. Your position may not be an official one, but it’s powerful nonetheless.
Harpy (5-pt Merit)
You count yourself among the harpies, the vampires who rule the roost in Elysium. Yours is one of the voices that mock, exalt, praise or humble the Kindred of the city. Your opinion is very influential, which means that you’re going to face all sorts of attempts – from bribes to threats – to change it. You are at –1 difficulty on all Social rolls when acting in your official capacity.
Primogen (7-pt Merit)
You are part of the ruling coterie of vampires in the city in which you reside. Your voice is one of the few to which the prince must listen, and you have tremendous
influence in your clan. On the other hand, there are always others plotting to take your place, making your position a precarious one.
Supernatural Back to Top
Deceptive Aura (1-pt Merit)
Your aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura.
Healing Touch (1-pt Merit)
Normally vampires can only seal the wounds they inflict by licking them. With but a touch, you can achieve the same effect.
Inoffensive to Animals (1-pt Merit)
With rare exceptions, animals usually despise the Kindred. Some flee, other attack, but all dislike being in the presence of a vampire. You have no such problem. Animals may not enjoy being in your company, but they don’t actively flee from you.
Hidden Diablerie (3-pt Merit)
The tell-tale black streaks of diablerie do not manifest in your aura.
Additional Discipline (5-pt Merit)
You can take one additional Discipline (Storyteller discretion) as if it were a clan Discipline. All costs to learn that Discipline are paid out as if it were native to your clan. A character cannot take this merit more than once.