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These are the extra little things you can choose with your freebie points. Merits cost pts but flaws can add from 1-7 more pts for more freebie pts.



Acute Hearing: (1 pt) (VPG)
You have exceptionally sharp hearing, even for a vampire.

Acute Sense (1pt)(VtM 3rd)
One of your senses in exceptionally sharp.

Acute Sense of Smell: (1 pt)
You have an exceptionally keen sense of smell. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman olfactory acuity.

Acute Sense of Taste: (1 pt) (VPG)
You have an exceptionally keen sense of taste. To spot the taint of poison in blood or another substance are You are able to make precise distinctions in taste. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman taste acuity.

Acute Vision: (1 pt) (VPG)
You have exceptionally keen eyesight. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman visual acuity.

Additional Discipline (5pt) (GC)
You can take one additional Discipline 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 more than once.

Ambidextrous: (1 pt) (VPG)
You have a high degree of off-hand dexterity and can perform tasks with the 'wrong' hand. Can use both hands at the same time.

Alternate Identity (3 pt) (GC)
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 backstory 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.

Attuned Taste (2) (Cbk Trem Rev)
For whatever reason, your character finds blood magic instinctive--more so than for most Tremere. When your Tremere tastes blood, she naturally tastes the subtle current and occult correspondences in the vitae. To her, its not even magic; it's just a heightened sense of taste. The character automatically gleans one fact about the source of the blood. This affinity is not always beneficial--your character may accidentally taste undercurrents of fear, extraordinary power or poison in vitae, and such tastes can cause nausea or incapacitation.

Baby Face (2pt) (VPG)
You look more human than other vampires, enabling you to fit in the human world much more easily. Your skin is pink, you never really stopped breathing (even though you don't need to), and even sneezing comes naturally. You can make your heart beat as long as you have at least one Blood Point. This Merit cannot be taken by Nosferatu.

Benevolent Blood (1)

Benevolent Domitor (3)

Berserker: (2pt) (VPG)
The Beast is in you, but you know how to direct and make use of it. You have the capacity to frenzy at will.

Blooding by the Code: (7) (Cbk Salubri)
For some reason, you were fortunate enough to receive a blooding by the Code of Samiel in the prescribed way. Consequently you may learn the abilities granted by this blooding if you can find a teacher. You must have an excellent reason for possessing this Merit, and your good fortune may rouse some suspicions both in and out of clan. Only warrior Salubri may take this Merit.

Blush of Health (2pt)(VtM 3rd)
You look more healthy and hale in appearance then other vampires. Although you have the skin-colour of a mortal, you are still cold to the touch.

Boon: (1-6 pt) (GC)
Someone owes you a favor. The vampire in your debt might be the lowest neonate in the city or might be the Prince herself; it all depends on how many points the Merit cost. You only have that single favor owed to 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--even going so far as to create situations from which he must "rescue" you and thus clear the slate.

Broken Bond (4) (GC)
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.

Bruiser (1)(GC)
Your appearance is sufficiently thuglike to inspire fear or at disquiet in those who see you. While you're not necessarily per se, you do radiate a sort of quiet menace, to the point where people cross the street to avoid passing near you.

Bullyboy (2) (GC)
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 to act outside the law. How far outside the law the sheriff is willing to let you go depends on circumstances and how much the sheriff likes you.

Calm Heart: (3pt) (VPG)
You are naturally calm and well-composed, and do not easily fly off the handle.

Catlike balance (1pt)(VtM 3rd)
All difficulties of balance-related rolls are reduced by two.

Charmed Existence: (5pt) (VPG)
Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky.

Church Ties: (3pt) (VPG)
You have influence and contacts in some local churches, and have the means to create protest rallies and raise money. The more you use your ties, of course, the greater your risk of being found out.

Clan Friendship: (4 pt) (VPG)
For any number of different reasons, your appearance, bearing, background or demeanor or something about you appeals to members of a clan other than your own (your choice ). This can be a two-edged sword; you are also marked by others as a sympathizer with that clan, whether you like it (or deny it! ) or not.

Code of Honor: (1 pt) (VPG)
You have a personal code of ethics to which you strictly adhere. Even when you are in frenzy, you will attempt to obey it. You can automatically resist most temptations that would bring you in conflict with your code.

Coldly Logical (1) (GC)
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.

Common Sense: (1pt) (VPG)
You have a significant amount of practical everyday wisdom.

Compassionate (4pt) {Cbk Brujah Rev}
You have the moral character of the Brujah of old, the proud warrior-poets who did what they did because their hearts called to them.

Computer Aptitude (2pt): (GC)
You have a natural affinity with computers.

Concentration: (1pt) (VPG)
You have the ability to focus your mind and shut out any distractions or annoyances.

Constanguineous Resistance (1)

Controllable Night Sight (2) (Cbk Las Rev)
You can choose to invert the effects of light and darkness on yourself. Spend one turn in concentration to turn Night Sight on or off. While Night Sight is active, pitch-black darkness seems brightly and uniformly lit to you. Any light brighter than a hundred-watt bulb creates a zone of pure darkness. This Merit doesn't allow you to see through Obtenebration-created darkness, which glows with pure white light that obscures all details.

Corporation CEO: (5pt) (VPG)
You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer. Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place in the corporate community, and have the means to wage economic warfare.

Corporate Ties: (3pt) (VPG)
You have both influence over and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time.

Crack Driver: (1pt)
You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18-wheelers and even tractors.

Danger Sense: (2pt) (VPG)
You have a sixth sense that warns you of danger. 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.

Daredevil: (3 pt) (VPG)
You are good at taking risks, and are even better at surviving them.

Deadened Nerves (4)

Debt of Gratitude (1-3)

Deceptive Aura (1) (GC)
You aura is unnaturally bright and colorful for a vampire. You register as a mortal on all attempts to read your aura.

Destiny: (4pt) (VPG)
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.

Disembodied Mentor (5)

Domain (2-4) (GC)
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 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.

Double-Jointed (1pt) (VPG)
You are unusually supple. Squeezing through a tiny space is one example of a use for this Merit.

Dracon's Temperment (3pt) {Cbk Tzi Rev}
Taking the notion of Azhi Dahaka to new levels, you've emulated the permutable nature of change and evolution into your very psyche. Like the protean Dracon, you are a whirlwind of temperments. Unlike multiple personalities, which gives you more than one identity, you are the same person but with different and changing Natures. Essentially, you either have no anchored sense of self, or you're so mutable that you can be anybody. At the beginning of each story, until its conclusion, you may choose one Personality Archetype to function as your Nature. This doesn't change your identity; it simply alters the way you perceive situations and how you deal with others. You also regain Willpower according to your new Nature and may be affected by other effects or Discipline powers as per your new Nature as well.

Dual Nature: (2pt) (VPG)
You have two distinct Natures, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia (that is a Derangement).

Dynamic Personality (5pt) {Cbk Brujah Rev}
People are drawn to you, due to some characateristic appeal you exude. You may purchase additional Backgrounds using your experience pts at the end of each story--2 XP earn you one Background dot from the following groups: Allies, Contacts, Herd, Retainers.

Early Riser (1)

Eat Food: (1 pt)
You have the capacity to eat food. It's an ability you developed at an early point in your undead existence, or perhaps it has been a latent ability all along. This is considered disgusting by other Kindred, but can be of great assistance in maintaining the Masquerade.

Efficient Digestion (3pt) (VPG)
You are able to draw more than the usual amount of nourishment from blood.

Eidetic Memory: (2pt) (VPG)
You can remember things seen and heard with perfect detail.

Elysium Regular (1) (GC)
You spend an usual 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.

Enchanting Voice (2pt)(VtM 3rd)
There is something in your voice, that others cannot ignore.

Faerie Affinity: (2pt) (VPG)
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.

False Reflection (3) (Cbk Nos Rev)
When using Mask of a Thousand Faces, a Nosferatu with this Merit can create a false impression of his disguise on recording media. He can have his picture taken, show up on videotape and even record an imitationn of the subject's voice. Nosferatu without this Merit cannot disguise themselves to machine using Obfuscate.

Fast Learner: (3pt) (VPG)
You learn very quickly, and pick up on new things faster than most do.

Former Ghoul (1) (GC)
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.

Foul Blood (3) (Cbk Nos Rev)
The vitae flowing through your veins tastes trult awful. Anyone who bites or feeds from you ends up choking, retching and gagging. Any idiot who actually tries to diablerize you will have an extremely difficult time. This makes blood bonds torturous, the Embrace becomes even more difficult, and ghouling is near impossible.

Friend of the Underground (3) (GC)
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 (an any other creatures dwelling down in the muck) may not actually like it but they're inclined not to kill you on sight when they see you in their territory. Nosferatu cannot purchase this Merit.

Friendly Face (1) (GC)
You have a face that reminds everyone of someone, to the point where strangers are inclined to be well-inclined towards you because of it. The effect doesn't fade if you explain the "mistake". This merit only functions on a first meeting.

Gaping Maw (2) (Cbk Nos Rev)
You've got a nasty gash where your mouth should be. It can smile, it can frown, and most importantly it can grin two or three inches wider than any human mouth can. An ordinary vampire can suck up to three blood points in a turn. You can drain up to four points.

Gift of Proteus (1, 2, 4 pt)(Cbk Gangrel)
This merit allows the Gangrel to "fine-tune" the shapes achieved by the Protean Discipline. For 1 pt, the character can vary the special effects. Red Eyes might glow an eerie green instead of red.
For 2 points, the character may achieve a minor variation on a form. For instance, a play may determine the actual breed of wolf which her character may become.
For 4 points, the character may make a significant variation in one of the Protean shapes, (as long as it is still a shape traditionally associated with Vampires), such as becoming a black cat instead of a wolf. Among the forms traditionally ascribed to Vampires were those of cats, crows, black dogs, wolves, toads, and bats.

Guardian Angel: (6pt) (VPG)
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.

Harmless (1) (GC)
Everyone in the city knows you, and knows that you're no threat to their plans. While that sort of estimation may seen insulting, it's also what's kept you from being killed. No one considers you worth the 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.

Harpy (5) (GC)
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 you're going to face all sorts of attempts--from bribes to threats--to change it.

Haven Affinity (3pt) {Cbk Tzi Rev}
Caine's curse resonates strongly in your bones, but it possessess a proven advantage. You are connected to the soil of your prime haven. It also acts as a mystic beacon to you, allowing you to home in on its location when a state or country separates you. This applies only to your prime haven.

Healing Touch (1) (GC)
Normally vampires can only seal wounds by licking them. With but a touch, you can achieve the same effect.

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

Higher Purpose: (1 pt) (VPG)
You have a goal that drives and directs you in every thing. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the need of personal survival, it can also grant you great personal strength. You need to decide what your higher purpose is.

Holder of Office (3-5) (GC)
You currently hold one of the officialCamarilla positions in your city. The degree of power you posses depends on the cost of the Merit.

Huge Size (4pt) (VPG)
You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. Able to suffer more harm before you are incapacitated.

Immaculate Aura (1)

Inoffensive to Animals: (1pt) (VPG)
Animals do not fear or distrust you the way they do most of the Kindred. They treat you as they would any mortal and do not shy from your touch.

Introspective (1)

Iron Will: (3pt) (VPG)
When you are determined and your mind is set, nothing can thwart you from your goals. You cannot be Dominated, nor can your mind be affected in any way by spells or rituals.

Jack-Of-All-Trades: (5 pt)
You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know-how.

Judicial Ties: (2pt)
You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutor's department, and can affect the progress of various cases and trials with limited difficulty. Though it is difficult to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants.

Kinfolk (4)

Light Sleeper: (2pt) (VPG)
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation.

Lightning Calculator : (1pt) (VPG)
You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks.

Lizard Limbs (1) (Cbk Nos Rev)
With a little bit of effort, you can shed parts of your body. When one of your appendages is restrained or grappled, spend one blood point. If you succeed, you can tear off that body part and wriggle away. Remember to be careful: If you shed both your legs, you'll have a bitch of time crawling away.

Long Fingers: (1) (Cbk Nos Rev)
Your fingers are unnaturally long and spidery.

Lucky: (3pt) (VPG)
You were born lucky--or else the devil looks after his own.

Magic Resistance: (2pt) (VPG)
You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other creeds and orders. Although you may never learn the Discipline of Thaumaturgy, the difficulties of all such spells and rituals are greater when directed at you. Note: this includes all spells, beneficial and malign alike!

Mansion: (2pt)
You own a large mansion or a home with 25 or more rooms as well as the surrounding estate. The servants, if you have any, are provided for if you choose this Merit, though they cannot be used as Herd or Retainers unless you purchase the appropriate Background. The mansion is assumed to have the most current electronic security available, as well as a fence around the perimeter. While the mansion can be in as poor or as good shape as you wish, the more inhabited it appears to be, the more attention it will garner. A ghost house won't attract IRS audits.

Marijava Contact (1 pt) (Cbk Assa)
You have an ally who is a member of the Marijava ghoul family, and can be called upon for a favor from time to time. Likewise, your Marijava friend may call upon you for help occasionally. The clan is aware of this relationship and will normally grant you leave to help your ally.

Mechanical Aptitude: (1 pt)
You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronic devices such as computers). However, this Merit doesn't help you drive any sort of vehicle.

Media Ties: (2pt) (VPG)
You have both influence over and contacts in the local media. You can suppress and create news stories (though not always with 100 percent efficiency; journalists are an unruly bunch) and you have access to the files and gossip of the staffs of newspapers and TV stations.

Medium: (2pt) (VPG)
You possess the natural affinity to sense and hear spirits, ghosts and shades. Though you cannot see them, you feel their presence and are able to speak with them when they are in the vicinity. It is even possible for you to summon them (through pleading and cajoling) to your presence. Spirits will not simply aid you or give you advice gratis - they will always want something in return.

Misplaced Heart (2pt) (VPG)
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).

Mole (3) (GC)
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 this 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...

Natural Leader (1)

Natural Linguist: (2pt) (VPG)
You have a flair for languages.

Nightclub: (2pt) (VPG)
You own a moderate-sized nightclub, perhaps one of the hottest nightspots in the city. This club brings in enough money to support you in moderate luxury ($1000 a month, but it can grow), but more important than the money is the prestige. You may use the nightclub as your haven, or you may simply hang out there. The name of the nightclub, its style, design, and its regular patrons are all up to you. Variations on this theme could include: a restaurant, theater, comedy club, sports arena or retail store.

Nine Lives (DA Rev)(6)
Fate has granted you the opportunity to come as close to Final Death as anyone can get get and still survive. It allows for nine times to be used. (This one is somewhat difficult to play in free form since it relies on rolls. Details would have to be worked out between players.)

Occult Library: (2pt) (VPG)
You possess a library of occult materials, which may include at least one version of the Book of Nod. You are not necessarily familiar with the contents of these volumes of knowledge ( that is a function of your Abilities), but in time of need your library can be an invaluable source for research.

Old Pal (2) (GC)
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.

Open Road (2) (GC)
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.

Oracular Ability (3) (DA Rev)
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 warning of the present.

Oversized Fangs (1) (Cbk Nos Rev)
You have enormous fangs, snaggly tusks resembling those of elephant or walrus. They cannot be retracted but they do extra damage when biting.

Pain Tolerance (2pt) {Cbk Tzi Rev}
Maybe you've deadened your nerves through Vicissitude. Maybe you're a tough bastard. Maybe it turns you on.

Pale Aura (1)

Paragon (6)

Patagia (4) (Cbk Nos Rev)
Leathery wings fold up into your horrid little body. Picture the gliding wings of a pterodactyl or a flying squirrel. Now visualize them hanging off the twisted skeleton of batlike wings. With the aid of an updraft or a strong wing, you can glide for short distances at normal walking speed. You can't fly or hover or carry passengers. And you need wind to carry you, and if there is none, you just drop like a stone (so don't even think about using this indoors).

Pawn: (3 pt) (VPG)
You can manipulate and have some control over another vampire 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 you make it up. The pawn does not necessarily know that it is being controlled.

Pelagic Harmony (3) (Cbk Las Rev)
Being close to the sea calms you and reinforces your self-control.

Perceive Vampires (2,5)

Piscine (1) (Cbk Nos Rev)
You are abnormally comfortable underwater and vastly prefer swimming to walking.

Pitiable: (1 pt)
There is something about you that others pity. This causes them to care for you as if you were a Child. Some Natures will not be affected by this Merit (Autocrat, Deviant, Fanatic, Sycophant), and some Demeanors may pretend they are not. You need to decide what it is about you that attracts such pity, and how much (or how little) you like it.

Police Ties: (3pt) (VPG)
You have both influence over and contacts in the local police department. You can, with a single phone call, cause an APB to be issued. However, the more often you use your ties with the police department, the weaker they become, and the more attention you attract toward yourself. Your influence is not solid (that can be achieved only through game play), and can let you down at times.

Political Ties: (3pt) (VPG)
You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can shut off the power and water to a building or neighborhood, and can unleash many different means of harassment against your enemies. The more you use your political ties, the weaker they become. Total control can only be achieved through game play.

Precocious (3) (GC)
You learn quickly. The time for you to pick up a particular Ability (or Abilities) is cut in half, as is the experience cost.

Prestigious Sire: (1 pt) (VPG)
Your Sire had or has great Status in the Camarilla, and this has accorded you a peculiar honor. Most treat you respectfully as a result, while some have only contempt for you, believing you to be nothing compared to them. This prestige could greatly aid you when dealing with elders acquainted with your sire. Indeed, your sire's contacts may actually approach you at some point offering aid. Though your sire may no longer have contact with you, the simple fact of your ancestry has marked you forever.

Primogen (7) (GC)
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.

Primogen Friendship (4) (GC)
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.

Projectile Vomiting (2) (Cbk Nos Rev)
This talent is like the Eat Food Merit, but twice as versatile. Food comes in; food goes out very, very fast. A vampire with this ability can ingest, and possibly even taste, food and drink, but he can store it for later use. When this need arises, the Nosferatu can not only disgorge his stored supply of food, but also aim it with a degree of precision.

Protected: (2-5) (Cbk Salubri)
You have some shelter from the Tremere hunt, whether from an individual who shares a vow with friendship or from an organization that finds you useful. For two points, your shelter is likely a mortal or ghoul who whistles when he sees the torches coming. For three points, you have a weak vampire companion who has a useful Discipline. For four points, you have the security of a church or monastery (without Faith), a coterie of vampires or a vampire of ancilla age, and several Disciplines. For five points, you are sheltered by a powerful vampire elder, a church or monastery with Faith, or even a mortal lord and his retinue.

Protege (1) (GC)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.

Proxy Kissed (4,8)

Rep (1) (GC)
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 your immediate social circle know enough to match your face to your name is a different matter.

Reputation: (1 pt) (VPG)
You have a good reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire. A character with this Merit may not take the Flaw of Notoriety.

Reptile Buddy (3) (Cbk Nos Rev)
Yes, those legends about albino alligators in the sewers really are true. You've been nursing a few of them with your vitae in the local spawning pool for years. Your careful breeding and vigilant training has produced a reptilian slave of exceptional intelligence. It has a mind as sharp as that as a five-year-old child and teeth as keen as butcher knives. The beast can understand your native language perfectly and can even follow complex directions. Faster and deadlier than any human ghoul, it is a highly efficient killing machine fully capable of patrolling your domain with ruthless efficiency. Reptile buddies also love to play "fetch" with human limbs (whether attached or severed).
Possesses Fortitude 2 and Potence 2. Also possesses Physical Attributes of Str 6, Dex 2, Stam 6. Social is zilch. Mental is Perc 3, Intel 1, Wits 3. Blood pool is 5, Willpower 5.

Revenant Disciplines (3pt) {Cbk Tzi Rev}
The ties to your revenant family stayed with you well past the Embrace. As such, the Disciplines that were innat to you as a ghoul have remained so as Cainite. At character creation, select the ghoul family from which you hail. Instead of the Tzimisce's standard complement of Animalism, Auspex, and Vicissitude, you instead draw from your three family Disciplines for your starting allocation (though you may buy other Disciplines with freebies as well). Also, you learn your family Disciplines as the cost of a clan Discipline.

Rising Star (3) (GC)
You're one of the up and comers in your city, a rising star in the Camarilla infirmament. Everyone wants to know you and be your friend, even as those in power groom you for positions of higher responsibility.

Rugged Bad Looks (5) (Cbk Nos Rev)
Your face is hideous, but it could almost pass for that of a really ugly human. If you were to cover every other part of your body, you could shamble into mortal society looking only slightly suspicious. While you might have a hunchback, reptilian scales over parts of your body or a foul stench that never dissipates, you can actually walk among mortals--without extensive precautions--without automatically breaking the Masquerade. Other vampires give you no end of grief for not looking like a "real" Nosferatu. By the way, this is as "attractive" as a Nosferatu ever gets.

Ruse of the Wolf's Clothing (Cbk Gangrel)
In animal form only, the vampire still smells alive, even to the super-sensitive nostrils of the Lupines.

Sabbat Survivor (1) (GC)
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. This Merit comes into play most frequently as a means of avoiding ambushes and the like.

Sanctity (2)

Sanguine Incongruity (5)

Scent of the Other: (1) (Cbk Salubri)
For some reason, you just don't seem like a Salubri. Maybe you carry yourself like a Brujah, or it's just one of those inexplicable things. Whatever it may be cause by, the end result is that people need to look hard before admitting that you are in fact a Salubri, and they will rationalize away what might otherwise be suspicious behaviors of yours.

Scholar of Enemies (2) (GC)
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.

Scholar of Others (2) (GC)
This Merit functions identically to Scholar of Enemies, except that it applies to a group that is not necessarily inimical to the Camarilla.

Self-Confident: (5pt) (VPG)
Always you to spend a pt of willpower to gain automatic success, the self-confidence may allow you to gain the benefit of that expenditure without actually losing the willpower pt.

Sheriff's Friend (2) (GC) Forwhatever reason (maybe your winning smile or perhaps your superb groveling technique), the local head lawman likes you. He's inclined to overlook your minor trespasses and let you in on things you're not suppose 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.

Sight Beyond Sight: (5) (Cbk Salubri)
Your third eye can occasionally see things that are invisible to your normal sight. You have no control over what that eye sees, and sometimes this can get into a great deal of trouble. Perhaps you can see through Obfuscate or Chimerstry, or through magical illusions. Some Salubri have reported seeing into the Shadowlands or occasionally glimpsing the true form of a faerie. The third eye must be open for the Merit to work, whether through Valeren or through a concentrated effort.

Sleep Unseen (2) (Cbk Nos Rev)
You can use the Obfuscate Discipline to hide while you sleep during the day. Such prolonged use requires an extra blood point to keep your body hidden for a full day. Of course, you must be at least hidden from sunlight, and vampires using Auspex can still detect you, but mortals will ignore your very presence.

Slimy (1) (Cbk Nos Rev)
Like a worm or mollusk, you have skin that secretes an oozing slime. It is easier to soak fire damage and it is more difficult for opponents to grab you.

Special Gift: (1-3 pt) (VPG)
Your sire gave you a valuable gift after the Embrace.

Spirit Mentor: (3pt) (VPG)
You have a ghostly companion and guide. This spirit is able to employ a number of minor powers when it really struggles to exert itself (see Haunted, below), but for the most part its benefit to you is through the advice it can give. This ghost is the incorporeal spirit of someone who was once living, perhaps even someone particularly famous or wise.

Supernatural Companion (4)

Sympathetic Bond (5)

Time Sense: (1pt) (VPG)
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. You can accomplish this whether you are concentrating or not. You can estimate the time of day to within a minute or two, and the passage of time with the same accuracy.

Tough Hide (2) (Cbk Nos Rev)
Thick, leathery skin envelops you. Easier to soak damage.

True Faith: (7pt) (VPG)
You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. Perhaps your faith came to you before your Embrace, and was strong enough to survive even this test; or, incredibly enough, the adversity you have experienced in your current condition has brought out what is best in you. Your Faith provides you with an inner strength and comfort that continues to support you when all else betrays you.

True Gypsy (5)

True Love: (1pt) (VPG)
You have discovered, but may have lost (at least temporarily) a true love. Nonetheless, this love provides joy in a torrid existence usually devoid of such enlightened emotions. Whenever you are suffering, in danger or dejected, the thought of your true love is enough to give you the strength to persevere. However, your true love may also be a hindrance, and require aid (or even rescue) from time to time. Be forewarned: this is a most exacting Merit.

Unbondable: (6pt) (VPG)
For ghouls. You are immune to being Blood Bound. No matter how much blood you drink from other vampires, you will never be Bound to them.

Unbondable: (3pt)
For vampires. You are immune to being Blood Bound. No matter how much blood you drink from other vampires, you will never be Bound to them.

Unconquered Ally: (2pt) (Cbk Assa)
You have a friend and ally among the Unconquered. Your ally may be called upon for assistance, and may also enlist your support from time to time. Naturally, neither of you may do anything which endangers your side of the clan without incurring the wraith the consideraable wrath of your superiors.

Underworld Ties: (3pt) (VPG)
You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to large numbers of "soldiers," as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow.

Useful Knowledge (1) (GC)
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. (This Merit should be played like a 1 dot Mentor with a specific interest. However, unlike Mentor Useful Knowledge does not imply a permanent relationship.)

Vicissitude Modifications (1-4)

Virulent Strike (7)

Warrens: (3) (Cbk Salubri)
Ut doesn't matter that the Tremere are hunting you. You have places to go to ground. Whether your knowledge covers the catacombs, Roman ruins, dockside complexes, or anywhere else you can imagine, you know a place or two where you can hole up and hide, safe and sound--at least for a while.

Weather Sense (1) (Cbk Las Rev
This acumen is very much prized among seafaring Lasombra. A few sires manage to pass on its intricacies to their childer. You subconsciously sense impending bad weather.

Werewolf Companion: (3pt) (VPG)
You have a friend and ally who just happens to be a werewolf. Though you may call upon this being in time of need, it also has the right to call upon you (after all, you are friends). However, neither your kind nor its appreciate such a relationship, and your respective societies will punish both of you if your friendship is discovered. Arranging for meeting places and methods of communication will be difficult.