Merits
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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
Acute Sense (1-pt)
Ambidextrous (1-pt)
Bruiser (1-pt)
Catlike Balance (1-pt)
Double-Jointed (1-pt)
Early Riser (1-pt)
Eat Food (1-pt)
Friendly Face (1-pt)
Blush of Health (2-pt)
Enchanting Voice (2-pt)
Misplaced Heart (2-pt)
Daredevil (3-pt)
Efficient Digestion (3-pt)
Huge Size (4-pt)















Coldly Logical (1-pt)
Common Sense (1-pt)
Concentration (1-pt)
Introspection (1-pt)
Time Sense (1-pt)
Useful Knowledge (1-pt)
Berserker (2-pt)
Code of Honor (2-pt)
Computer Aptitude (2-pt)
Danger Sense (2-pt)
Eidetic Memory (2-pt)
Light Sleeper (2-pt)
Natural Linguist (2-pt)
Calm Heart (3-pt)
Iron Will (3-pt)
Precocious (3-pt)













Elysium Regular (1-pt)
Former Ghoul (1-pt)
Harmless (1-pt)
Natural Leader (1-pt)
Prestigious Sire (1-pt)
Protégé (1-pt)
Rep (1-pt)
Sabbat Survivor (1-pt)
Debt of Gratitude (1-3-pt)
Boon (1- to 6-pt)
Bullyboy (2-pt)
Old Pal (2-pt)
Open Road (2-pt)
Sanctity (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)
Pawn (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)
Faerie Affinity (2-pt)
Magic Resistance (2-pt)
Medium (2-pt)
Hidden Diablerie (3-pt)
Lucky(3-pt)
Oracular Ability (3-pt)
Spirit Mentor (3-pt)
Unbondable (3-pt)
Destiny (4-pt)
True Love (4-pt)
Additional Discipline (5-pt)
Guardian Angel (6-pt)
Nine Lifes (6-pt)
True Faith (7-pt)












Other
Special Gift (1-3-pt)


Physical
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Acute Sense (1-pt Merit – VtM Core (Revised))
One of your senses is exceptionally sharp, be it sight, hearing, smell, touch or taste.  The difficulties for all tasks involving the use of this particular sense are reduced by two.   This Merit can be combined with the Discipline Auspex to produce superhuman sensory acuity.

Ambidextrous (1-pt Merit – VtM Core (Revised))
You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty.  You must still use the rules for taking multiple actions, but will not suffer a difficulty penalty if, say, you use two weapons or are forced to use your off hand.

Bruiser (1-pt Merit, Camarilla)
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.

Catlike Balance (1-pt Merit – VtM Core (Revised))
You possess an innately perfect sense of balance.  Characters with this Merit reduce difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two.

Double-Jointed (1 pt Merit – VtM Core (2nd edition))
You are unusually supple. Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit.

Early Riser (1-pt Merit – Sabbat)
No one can explain it, but you seem to have the ability to exist on less rest than your fellow packmates, tending to rise at least one hour before everyone else. You always seem to be the first to rise and the last to go to bed even if you’ve been out until dawn. While your packmates may still be groggy, you tend to be awake and aware.

Eat Food (1-pt Merit – VtM Core (Revised))
You have the capacity to eat food and even savor its taste.  While you cannot derive any nourishment from eating regular foods, this ability will serve you well in maintaining the Masquerade.  Of course, you can’t digest what you eat, and there will be some point during the evening when you must force yourself to heave it back up.

Friendly Face (1-pt Merit – Camarilla)
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.

Blush of Health (2-pt Merit – VtM Core (Revised))
You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily.  You still retain the color of a living mortal, and your skin feels only slightly cool to the touch.

Enchanting Voice (2-pt Merit – VtM Core (Revised))
There is something about your voice that others cannot ignore.  When you command, they are cowed.  When you seduce, they swoon.  Whether thunderous, gentle, persuading or simply talking, your voice commands attention.  The difficulties of all die rolls involving the use of the voice to persuade, charm or command are reduced by two.

Misplaced Heart (2-pt Merit – VtM Core (2nd edition))
Your heart has actually moved within your body, though no more than two feet from its original position near the middle of your chest. Those who attempt to stake you find it very difficult to find the right location (which should be your most tightly guarded secret).

Daredevil (3-pt Merit – VtM Core (Revised))
You are good at taking risks, and even better at surviving them.  When attempting exceptionally risky actions (such as leaping from one moving car to another), characters with this Merit add an additional three dice to their rolls, and negate a single botch die that may result from such a roll.  Generally, such actions must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed.

Efficient Digestion (3-pt Merit – VtM Core (Revised))
You are able to draw more than the usual amount of nourishment from blood.  When feeding, you gain an additional point to your blood pool for every two points of blood you consume.  This does not allow you to exceed your blood pool maximum.

Huge Size (4-pt Merit – VtM Core (Revised))
You are abnormally large in size, at least 6’ 10” and 300 pounds in weight.  Aside from making you extremely noticeable in public, this extra mass bestows an additional Bruised health level.  Characters with this Merit may also gain bonuses to push objects, open barred doors, avoid being knocked down, etc.



Mental Back to Top
Coldly Logical (1-pt Merit – Camarilla)
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).

Common Sense (1-pt Merit – VtM Core (Revised))
You have a significant amount of practical, everyday wisdom. Whenever the character is about to act in a way contrary to common sense, the Storyteller can make suggestions or warnings about the implications of said action. This is a very useful Merit to give to beginning players unfamiliar with the game.

Concentration (1-pt Merit – VtM Core (Revised))
You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, hanging upside down).

Introspection (1-pt Merit – Sabbat)
You have keen insight into the ulterior motives of all your actions. Through this nightly exercise, you also have incredible insight into the underlying motives of others’ actions. Add two dice to your Perception dice pool when you must take an action against someone with the same Nature or Demeanor as you.

Time Sense (1-pt Merit – VtM Core (Revised))
You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device.

Useful Knowledge (1-pt Merit – Camarilla)
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.)

Berserker (2-pt Merit – VtM Core (2nd edition))
The Beast is in you, but you know how to direct and make use of it. You have the capacity to frenzy at will, and are thus able to ignore your wound penalties. However, you must pay the consequences of your actions while in frenzy just as you normally would. Your chance of entering an unwilling frenzy is also unaffected.

Code of Honor (2-pt Merit – VtM Core (Revised))
You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower or Virtue rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.

Computer Aptitude (2-pt Merit – Camarilla)
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.

Danger Sense (2-pt Merit – VtM Core (2nd edition))
You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger. If the roll succeeds, the
Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give an indication of direction, distance or nature. This Merit is more reliable and specific than the Level One Auspex power; the two can be combined to create an even more potent warning system.

Eidetic Memory (2-pt Merit – VtM Core (Revised))
You remember, with perfect detail, things seen and heard. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect.

Light Sleeper (2-pt Merit – VtM Core (Revised))
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity/Path restricts the number of dice available during the day.

Natural Linguist (2-pt Merit – VtM Core (Revised))
You have a flair for languages. You may add three dice to any dice pool involving written or spoken languages.

Calm Heart (3-pt Merit – VtM Core (Revised))
You are naturally calm and do not easily fly off the handle. You receive two extra dice when attempting to resist a frenzy. Brujah may not take this Trait.

Iron Will (3-pt Merit – VtM Core (Revised))
When you are determined and your mind is set, nothing can thwart you from your goals. When you are affected by a Dominate power, you may spend a point of Willpower to shake off the effects. In addition, you receive three extra dice to resist the effects of any mind-altering magic, spell or Thaumaturgy path. This Merit does not affect Presence or other powers dealing with the emotions.

Precocious (3-pt Merit – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – VtM Core (Revised) and Camarilla)
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.

Prestigious Sire (1-pt Merit – VtM Core (Revised))
Your sire has or had great status in her sect or clan, and this has accorded you with a certain amount of prestige. Though your sire may no longer have any dealings with you, the simple fact of your ancestry has marked you forever. This prestige might aid you greatly in dealings with your elders or other neonates, or it might engender jealousy or contempt.

Protégé (1-pt Merit – Camarilla)
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 – Camarilla)
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 – Camarilla)
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.

Sanctity (2-pt Merit – Sabbat)
The Merit is sometimes called the halo effect; everyone considers you pure and innocent, though not necessarily naïve. You have a saint-like quality that is hard to pinpoint but cannot be denied. You are trusted, even if you are not trustworthy. At the Storyteller’s discretion, you tend to receive lesser punishments for wrongdoing, and you are liked by most.

Debt of Gratitude (1-3-pt Merit – VtM Core (Revised))
An elder owes you gratitude because of something either you or your sire did for her. The depth of gratitude the elder owes depends on how many points the player wishes to spend. One point might mean the elder owes the character a favor; three points might mean that she owes the character her unlife.

Boon (1-6-pt Merit – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 (2-4-pt Merit – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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…

Pawn (3-pt Merit – VtM Core (2nd edition))
You can manipulate and have some control over another vampire ó one of higher generation than you. Your hold was likely formed through Blood Bond, but can also
come from a variety of other sources, such as blackmail, bribes or threats ó you make it up. The pawn does not necessarily know that it is being controlled.

Rising Star (3-pt Merit – Camarilla)
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 (3-5-pt Merit – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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.

Faerie Affinity (2-pt Merit – VtM Core (2nd edition))
Your presence does not frighten faeries; indeed, it attracts them, and you are naturally attuned to their ways. You are able, unlike most Kindred, to enter Arcadia, the mystical kingdom of the faeries, provided you find an entrance.

Magic Resistance (2-pt Merit – VtM Core (Revised))
You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other creeds and orders. The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you. You may never learn the Discipline of Thaumaturgy.

Medium (2-pt Merit – VtM Core (Revised))
You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, through pleading or cajoling, draw them to your presence. You may call upon them for aid or advice, but there will always be a price.

Hidden Diablerie (3-pt Merit – Camarilla)
The tell-tale black streaks of diablerie do not manifest in your aura.

Oracular Ability (3-pt Merit – VtM Core (Revised))
You can see and interpret signs and omens. You are able to draw advice from these omens, for they provide hints of the future and warnings of the present. When the Storyteller feels that you are in position to see an omen, you will be required to make a Perception + Occult roll, with the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen, the difficulty again relative to the complexity of the omen.

Spirit Mentor (3-pt Merit – VtM Core (Revised))
You have a ghostly companion and guide. The identity and exact power of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance.

Unbondable (3-pt Merit – VtM Core (Revised))
You are immune to being blood bound.

Lucky (3-pt Merit – VtM Core (Revised))
You were born lucky – or else the Devil looks after his own. Either way, you may repeat any three failed rolls per story, including botches, but you may try only once per failed roll.

Destiny (4-pt Merit – VtM Core (2nd edition))
You have a great destiny, though you may well not realize it. Your destiny will become more and more apparent as the chronicle continues. Prophecies and dreams guide your way, and grant you clues to your ultimate goal. The sense of direction and security granted by this feeling of destiny helps you overcome fear, depression and discouragement caused by anything not relevant to your destiny. Until your destiny is fulfilled, you may suffer setbacks, but nothing will thwart you permanently. How this is played is up to the Storyteller.

True Love (4-pt Merit – VtM Core (Revised))
You have discovered, perhaps too late, a true love. He or she is mortal, but is the center of your existence, and inspires you to keep going in a world of darkness and despair. Whenever you suffer, the thought of your true love gives you the strength to persevere. This Merit grants you one automatic success on all Willpower rolls, which can be negated only by a botch die. This can be a great gift and also a hindrance, for your true love may require protection and occasionally rescue.

Additional Discipline (5-pt Merit – Camarilla)
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.

Guardian Angel (6-pt Merit – VtM Core (2nd edition))
Someone or something watches over you and protects you from harm. You have no idea who or what it is, but you have an idea that someone is looking out for you. In times of great need you may be supernaturally protected. However, one can never count upon a guardian angel. The Storyteller must decide why you are being watched over, and by what (not necessarily an angel, despite the name).

Nine Lives (6-pt Merit – VtM Core (Revised))
Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. When a roll occurs that would result in your death, the roll is made again. If the next roll succeeds, then you live – and one of your nine lives is used up. If the subsequent roll fails, then another reroll is made, until either a successful roll occurs or your nine lives are used up. The Storyteller should keep careful count of how many lives the character has remaining.

True Faith (7-pt Merit – VtM Core (Revised))
You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. You begin the game with one point of True Faith; this Trait adds one die per point to all Willpower and Virtue rolls. You must have a Humanity of 9 or higher to choose this Merit, and if you lose even a single point, all your Faith points are lost and may be regained only when the lost Humanity is recovered. Individuals with True Faith are capable of performing magical acts akin to miracles, but the exact nature of those acts is up to the Storyteller.



Other Back to Top
Special Gift (1-3-pt Merit – VtM Core (2nd edition))
Your sire gave you a valuable gift after the Embrace. The Storyteller should create something suitable or choose one item from the Mystical Items list to give to you (though you can 'suggest' something). The Storyteller will decide how much a particular item is worth.

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