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Revision as of 11:49, 27 November 2025

Attributes
V20 Core, pg 96-100
Every Vampire character has Attributes. They represent the basic potential of every person in the world, as well as most other living (and unliving) things. Most people have Attribute ratings between 1 (poor) and 3 (good), though exceptionally gifted individuals may have ratings of 4 (excellent) or even 5 (peak human capacity). Some vampire elders have higher ratings still, while other Kindred, like the hideously ugly Nosferatu, may have ratings supernaturally lower than the human minimum.
- [+/-] Physical Attributes
Physical
V20 Core, pg 96
Physical Attributes define the condition of a character’s body. They indicate how strong, agile, and resilient a character is. Physical Attributes should be taken as the primary category for an action-oriented character.
Vampires may use ingested blood to supernaturally augment their Physical (and only their Physical) Attributes. For more on this, see p. 268.
Strength
Strength is the raw, brute power of a character. It governs how much weight a character can lift, how much he can physically push, and how hard he can hit another character or object. The Strength Trait is added to a character’s damage dice pool when he hits his opponent in hand-to-hand combat. It is also used when a character wishes to break, lift, or carry something, as well as when a character tries to jump a distance.
Specialties: Never Lets Go, Powerful Arms, Reserves of Strength, Vicious
Dexterity
The Dexterity Attribute measures a character’s general physical prowess. It encompasses the character’s speed, agility, and overall quickness, as well as indicating the character’s ability to manipulate objects with control and precision. Also included under Dexterity’s heading are hand-eye coordination, reflexes, and bodily grace.
Specialties: Precise, Swift, Feline Grace, Lightning Reflexes
Stamina
The Stamina Trait reflects a character’s health, toughness, and resilience. It indicates how long a character can exert herself and how much punishment she can withstand before suffering physical trauma. Stamina also includes a bit of psychic fortitude, indicating a character’s grit and tenacity.
Specialties: Tireless, Determined, Tough as Nails, Vigorous
- [+/-] Social Attributes
Social
V20 Core, pg 97
Despite their often lonely fates, Kindred use human society like building blocks to advance their schemes. Social Attributes delineate a character’s appearance, charm, and ability to interact with society. These Traits are paramount in determining a character’s first impressions, personal dynamics, and relations with other individuals.
Charisma
Charisma is a character’s ability to entice and please others through her personality. Charisma comes into question when a character tries to win another character’s sympathies or encourage others to trust her. Charisma reflects the power of a character’s charm and influence. It governs a character’s ability to convince others to see her point of view. This Attribute doesn’t necessarily indicate how the character is charismatic, whether she’s a silver-tongued charmer or a grinning bully. (These should come across through roleplaying and specialties.)
Specialties: Graceful, Smooth Talker, Forceful, Urbane, Witty, Eloquent, Hustler
Manipulation
Manipulation measures a character’s ability for self-expression in the interests of getting others to share her outlook or follow her whims. In short, it’s getting others to do what she wants. Manipulation comes into play when a character tries to influence or subtly guide another’s behavior. Manipulation is used to trick, bluff, fast-talk, and railroad other characters. Whether or not the characters in question actually like the manipulator is irrelevant (this is why Manipulation differs from Charisma). After all, a skilled motivator can even employ the talents of people who hate her.
Manipulation is a dangerous affair, though it is way many Kindred primarily affect the world around them. Failed attempts at manipulation often earn the ire of the would-be patsy. Botching a Manipulation roll may add a name to the character’s list of enemies.
People are manipulated every day, and typically ignore it. (“Would you run to the store for me?”) If the fact is brought to their attention, however, many people become quite defensive. Manipulation can be the most powerful tool in a Kindred’s repertoire, but failure can be disastrous. Characters with high Manipulation ratings are often distrusted by those around them.
Specialties: Persuasive, Seductive, Well-Reasoned, Misdirection, Conjurer of “Facts”
Appearance
The Appearance Attribute is a measure of how well a character makes a first impression. This may be conventional “attractiveness,” but it can also be the effect of distinctive features, an exotic mien, an air of confidence, distinctive posture, a flair for dressing well — anything remarkable upon initial observation can contribute to a character’s Appearance. Indeed, Appearance is the amalgamation of many descriptive personal characteristics. Appearance is subconscious and instinctual — it appeals to the lower levels of the psyche, so it shapes first impressions and the nature of memories thereafter.
This Trait is useful for getting potential vessels to heed your beckoning across a crowded dance floor. In situations in which first impressions are paramount, or that involve people who view Appearance as very important, a character may have no more dice in a Social dice pool than her Appearance rating. Thus, it is critically important to either look your best or get to know people before you start trying to convince them to fire-bomb the Justicar’s haven.
Specialties: Unconventional Looks, Photogenic, Fashion Sense, Unforgettable Face, Memorable Pose
- [+/-] Mental Attributes
Mental
V20 Core, pg 98
Mental Attributes define a character’s epistemic capacities, including such aspects as memory, intelligence, awareness of one’s surroundings, and the ability to think, learn, and react.
Perception
Perception measures a character’s ability to observe his environment. This may involve a conscious effort, such as searching an area, but it is more often intuitive, as the character’s keen senses notice something out of the ordinary. Perception is a sensitivity to one’s surroundings, and is seldom present in the cynical or jaded (who have seen it all before).
Perception is used to determine whether or not a character understands a given situation or detects an environmental stimulus. It can warn a character of ambushes, distinguish a clue from a pile of refuse, or uncover any other hidden or overlookable detail, whether physical or otherwise.
Specialties: Attentive, Insightful, Careful, Discerning, Tactical
Intelligence
The Intelligence Attribute refers to a character’s grasp of facts and knowledge. It also governs a character’s ability to reason, solve problems, and evaluate situations. Intelligence also includes critical thinking and flexibility of thought.
Intelligence does not include savvy, wisdom, or common sense, as those are properties of the character’s personality, not Traits. Even the smartest character may be too foolish to realize the thugs who want to “borrow” her car keys are up to no good.
Characters with low Intelligence aren’t necessarily stupid (though they might be); they are just uneducated or simple thinkers. Likewise, characters with high Intelligence aren’t all Einsteins; they may be better at rote memorization or have particularly keen judgment.
Specialties: Book Knowledge, Creative, Analytical, Problem Solver, Subject Authority
Wits
The Wits Trait measures the character’s ability to think on her feet and react quickly to a certain situation. It also reflects a character’s general cleverness. Characters with low Wits ratings are thick and mentally lethargic, or maybe gullible and unsophisticated. By contrast, characters with high Wits Traits almost always have a plan immediately and adapt to their surroundings with striking expedience. Characters with high Wits also manage to keep their cool in stressful situations.
Specialties: Getting the Jump on Others, Witty Bon Mots, Changes in Strategy, Ambushes
Abilities
V20 Core, pg 100-110
As mentioned before, Abilities are the Traits used to describe what you know and what you’ve learned to do. Whereas Attributes represent your raw potential, Abilities represent the ways you’ve learned to use that potential. You may not need anything but brute strength to smash through a door — but if you’re trying to use sheer muscle power to force an engine part into place without breaking anything, you’d better know something about mechanics. When rolling dice, you’ll probably pair an Ability with an appropriate Attribute, in order to properly depict the combination of potential and know-how that’s necessary for getting things done.
There are 30 Abilities: 10 Talents, 10 Skills, and 10 Knowledges. Each Ability typically covers a broad range of aptitudes. For certain Abilities (Expression, Crafts, Performance, Academics, Law, Science, and Technology), it is best to pick a specialty (p. 96), even if the character’s rating in the Ability is not yet 4 or higher. Thus, a character with the Crafts Skill is generally versed in handiwork of all sorts, but might be particularly adept at auto mechanics.
- [+/-] Talents
Talents
V20 Core, pg 100-103
Talents describe what you intuitively know, what you can do without coaching or instruction. The only way to improve your Talents is through direct experience — with the exception of a very few cases (such as studying a text on Jeet Kune Do to learn a single dot of Brawl), these things can’t be learned from a book or an Internet video. If you try an action involving a Talent your character doesn’t possess, there’s no penalty to your basic Attribute dice pool. Talents are so intuitive that virtually everyone can execute them with some degree of capacity.
Alertness
This is your basic knack for noticing things that go on around you, even when you’re not actively looking for them. Alertness describes the attention you pay to the outside world, whether otherwise occupied or not. This Talent is typically paired with Perception, and is best used when sensing physical stimuli (as opposed to moods or clues).
Possessed by: Hunters, Bodyguards, Security Personnel, Journalists, Burglars
Specialties: Noises, Eavesdropping, Fine Details, Hidden Weapons, Crowds, Forests, Animals
Athletics
This Talent represents your basic athletic ability, as well as any training you might have had in sports or other rigorous activities. Athletics concerns all forms of running, jumping, throwing, swimming, sports, and the like. However, Athletics doesn’t cover basic motor actions such as lifting weights, nor does it govern athletic feats covered by another Ability (such as Melee).
| Points | Description |
|---|---|
| Novice: You had an active childhood. | |
| Practiced: High-school athlete | |
| Competent: Talented lifelong amateur | |
| Expert: Professional athlete | |
| Master: Olympic medalist |
Possessed by: Athletes, Hobbyists, Park Rangers, Jocks, Kids
Specialties: Swimming, Rock Climbing, Acrobatics, Dancing, Parkour, specific sports
Awareness
Awareness is an instinctual reaction to the presence of the supernatural. It differs from Alertness (which measures sensitivity to mundane events) and Occult (which covers actual knowledge about the supernatural). Usually, only supernatural creatures have access to this particular Talent, but some unique mortals have a sense that something is strange in the world (such as those with True Faith – see p. 372).
Characters with Awareness sometimes get hunches, chills, or sudden flashes of inspiration when they are near supernatural creatures, objects, or events. This insight is purely subconscious, and knowing that something’s wrong doesn’t mean that the character knows what it is. To get more specific information, the Kindred will need to use Occult or a particular power – Awareness only makes the vampire more receptive to the presence of the unusual.
A vampire can use Awareness deliberately if he suspects that something is supernatural, but more often the Storyteller can ask for an Awareness roll to determine whether a vampire notices a strange event that’s not immediately visible.
Possessed by: Psychics, New Agers, Mystics, Paranormal Researchers
Specialties: Ghostly Activity, Mystical Objects, Someone’s In My Head, Debunking
Brawl
The Brawl Talent represents how well you fight in tooth-and-nail situations. This Talent represents skill in unarmed combat, whether from formal martial arts training or simply from plenty of experience. Effective brawlers are coordinated, resistant to pain, quick, strong, and mean. The willingness to do whatever it takes to hurt your opponent wins plenty of fights.
Possessed by: Military, Police, Roughnecks, Thugs
Specialties: Dirty Fighting, Strikes, Throws, Submission Holds, specific martial arts or combat styles
Empathy
You understand the emotions of others, and can sympathize with, feign sympathy for, or play on such emotions as you see fit. You are adept at discerning motive, and might be able to discern when someone’s lying to you. However, you may be so in tune with other people’s feelings that your own emotions are affected.
Possessed by: Social Workers, Parents, Actors, Psychologists, Detectives, Seducers, Mediums, Best Friends
Specialties: Emotions, Insight, Motives, Gaining Trust
Expression
This is your ability to get your point across clearly, whether through conversation, poetry, or even in 140 characters or fewer. Characters with high Expression can phrase their opinions or beliefs in a manner that cannot be ignored (even if their opinions are misinformed or worthless). They might also be talented actors, skilled at conveying moods or communicating emotion with every gesture. Additionally, this Talent represents your ability for poetry, creative writing, or other literary art forms. For many elders, Expression is the subtle art of crafting a satirical epigram capable of socially crippling one’s longtime rival. For younger Kindred, Expression may well be the key to convincing thirty stake-wielding Anarchs to converge on the Sheriff’s private hunting ground with the right text message. You can choose a specialty in Expression, even at less than 4 dots.
Possessed by: Actors, Writers, Poets, Politicians, Journalists, Web Personalities, Rabble-Rousers
Specialties: Acting, Poetry, Fiction, Impromptu, Conversation, Social Media
Intimidation
Intimidation takes many forms, from outright threats and physical violence to mere force of personality. It needn’t be course or callous, and a well-placed intimidating word under the right circumstances might well be called “diplomacy” in certain circles. You know the right method for each occasion, and can be very… persuasive.
| Points | Description |
|---|---|
| Novice: Shady teenager | |
| Practiced: Skinhead thug | |
| Competent: Drill sergeant | |
| Expert: Your air of authority cows casual passersby. | |
| Master: You can frighten off vicious animals. |
Possessed by: Bullies, Anonymous, Military Officers, Bouncers, Gangsters, Sabbat
Specialties: Veiled Threats, Pulling Rank, Physical Coercion, Blackmail, Internet
Leadership
You are an example to others and can inspire them to do what you want. Leadership has less to do with manipulating people’s desires than it does with presenting yourself as the sort of person they want to follow. Anyone can lead a group into some sort of conflict; a good leader can get them back out intact. This Talent is usually paired with Charisma rather than Manipulation.
Possessed by: Politicians, Princes, Managers, Executives, Military Officers, Police
Specialties: Oratory, Compelling, Friendly, Open, Noble, Military, Multimedia
Streetwise
The streets can provide a lot of information or money to those who know the language. Streetwise allows you to blend in unobtrusively with the local scene, pick up gossip, understand slang, or even dabble in criminal doings.
Possessed by: Criminals, Homeless People, Reporters, Clubgoers, Savvy Detectives, Neonates
Specialties: Fencing, Illegal Drugs, Illegal Weapons, Free Wifi, Gangs, Being On the Guest List, Local Slang
Subterfuge
You know how to conceal your own motives and project what you wish. Furthermore, if you can root out other people’s motives, you can then use those motives against them. This Talent defines your talent for intrigue, secrets, and double-dealing. Mastery of Subterfuge can make you the ultimate seducer or a brilliant spy.
| Points | Description |
|---|---|
| Novice: You tell the occasional white lie. | |
| Practiced: Vampire | |
| Competent: Criminal lawyer | |
| Expert: Deep-cover agent | |
| Master: You’re the very last person anyone would suspect. |
Possessed by: Politicians, Lawyers, Vampires, Teenagers, Con Men, Pick-up Artists
Specialties: Seduction, Impeccable Lies, Feigning Mortality, the Long Con
- [+/-] Skills
Skills
V20 Core, pg 103-107
Skills are Abilities learned through training, apprenticeships, or other instruction. If you try to perform an action involving a Skill in which you have no rating, your difficulty is increased by one. An unskilled worker just isn’t as effective as someone who might have lower Attributes but a better understanding of what the procedure entails.
Animal Ken
You can understand animals’ behavior patterns. This Skill allows you to predict how an animal might react in a given situation, train a domesticated creature, or even try to calm or enrage animals.
Possessed by: Farmers, Animal Trainers, Zookeepers, Veterinarians, Pet Owners, Domitors
Specialties: Dogs, Attack Training, Big Cats, Horses, Farm Animals, Falconry
Crafts
This Skill covers your ability to make or fix things with your hands. Crafts allows you to work in fields such as carpentry, leatherworking, weaving, or even mechanical expertise such as car repair. You can even create lasting works of art with this Skill, depending on the number of successes you achieve. You must always choose a specialization in Crafts, even though you retain some skill in multiple fields.
Possessed by: Mechanics, Artisans, Artists, Designers, Inventors, Back-to-the-Land Types
Specialties: Pottery, Sewing, Home Repair, Carpentry, Appraisal, Carburetors
Drive
You can drive a car, and maybe other vehicles as well. This Skill does not automatically entail familiarity with complicated vehicles such as tanks or 18-wheelers, and difficulties may vary depending on your experience with individual automobiles. After all, helming a station wagon doesn’t prepare you for double-clutching a Maserati at 100 miles per hour.
Possessed by: Cabbies, Truckers, Race Car Drivers, Automotive Show Hosts, Rebels
Specialties: Off-Road, Motorcycles, High Speed, Heavy Traffic, Avoiding Traffic Cops
Etiquette
You understand the nuances of proper behavior, in both mortal society and Kindred culture. In many cases, knowing how to broach a topic is as important as the discussion itself, and a person with poor etiquette will never have an opportunity to make herself heard because she doesn’t know when or how to interject. This Skill is used during meetings, haggling, seduction, dancing, dinner etiquette, and all forms of diplomacy.
Possessed by: Diplomats, Travelers, High Society, Executives, Kindred of Status
Specialties: At Elysium, Business, High Society, Sabbat Protocol
Firearms
Executing a mortal with a sword starts investigations. Clawing someone to ribbons tears the edges of the Masquerade. So Cainites adapt, and many have devoted their energies to learning how to kill with guns. This Skill represents familiarity with a range of firearms, from holdout pistols to heavy machine guns. Further, someone skilled in Firearms can clean, repair, recognize, and accurately fire most forms of small arms. This Skill is also used to unjam guns (Wits + Firearms).
Possessed by: Anarchs, Neonates, Policemen, Military Personnel, Survivalists, Hunters
Specialties: Fast-Draw, Gunsmithing, Pistols, Marksmanship, Revolvers, Shotguns
Larceny
This Skill entails familiarity with the tools and techniques for the sorts of physical manipulation typically associated with criminal activity. Picking locks, manual forgery, safecracking, simple hotwiring, various forms of breaking and entering, and even sleight-of-hand all fall under the auspices of Larceny. Larceny is useful not only for theft, but also for setting up “the unbeatable system” or deducing where a thief broke in. This skill does not confer any aptitude with advanced security or anti-crime technologies such as video surveillance or alarm systems — those are covered by the Technology Knowledge.
Possessed by: Burglars, Security Consultants, Policemen, Car Thieves, Street Magicians
Specialties: Safecracking, Misdirection, Lockpicking, Hotwiring, Pickpocketing
Melee
As the Kindred maxim runs, “Guns mean nothing to a lifeless heart”. A blade is often worth far more, as is the skill to use it properly. Melee covers your ability to use hand-to-hand weapons of all forms, from swords and clubs to esoteric martial-arts paraphernalia such as sai or nunchaku. And, of course, there is always the utility of the wooden stake.…
Possessed by: Assassins, Gang Members, Martial Artists, Police, Duelists
Specialties: Knives, Swords, Improvised Weaponry, Riposte, Disarms
Performance
The Performance Skill governs your ability to perform artistic endeavors such as singing, dancing, acting, or playing a musical instrument. You are almost certainly specialized in one field, although true virtuosos may be talented in many forms of performance. This Skill represents not only technical know-how, but the ability to work an audience and enrapture them with your show. As with Crafts, you must choose a specialty, even though this Skill also imparts a general sense for watching and responding to your audience’s mood regardless of medium.
Possessed by: Musicians, College Students, Actors, Ballerinas, Mimes
Specialties: Dancing, Singing, Rock and Roll, Acting, Guitar Solos, Drunken Karaoke
Stealth
This Skill is the ability to avoid being detected, whether you’re hiding or moving at the time. Stealth is often tested against someone else’s Perception + Alertness. This Ability is, for obvious reasons, highly useful in stalking prey. In many cases, Stealth is also used to conceal items, whether on one’s person or somewhere in the environment.
Possessed by: Burglars, Assassins, Kindred, Spies, Reporters, Commandos
Specialties: Hiding, Silent Movement, Shadowing, Crowds
Survival
Although vampires have little to fear from starvation and exposure, the wilderness can still be dangerous to a Cainite. This Skill allows you to find shelter, navigate your way to civilization, track prey, establish a makeshift haven, and possibly even avoid supernatural threats like werewolves that also prowl the World of Darkness. Note that Survival need not be used only in areas considered “wilderness.” There’s plenty of Survival that goes into getting by in various parts of modern cities.
Possessed by: Scouts, Soldiers, Outdoors Enthusiasts, Survivalists, Hunters
Specialties: Tracking, Woodlands, Jungle, Street Life, Hunting, Urban Exploration
- [+/-] Knowledges
Knowledges
V20 Core, pg 107-110
Knowledges involve the application of the mind, not the body. Consequently, Knowledge Abilities are most often paired with Mental Traits. (It’s possible to roll Charisma + Academics, or even Stamina + Medicine, but such things are pretty rare.) The following descriptions speak of Knowledge levels in collegiate terms, although formal schooling is just one way to improve a Knowledge. Indeed, Knowledges can be self-taught, and the World of Darkness is home to any number of autodidacts.
If you don’t have any dots in a Knowledge, you cannot even attempt a roll involving it unless the Storyteller gives explicit permission (such as where common trivia is concerned). If you don’t know Spanish, you can’t try holding a conversation en español on your wits alone.
Academics
This catchall Knowledge covers the character’s erudition in the humanities: literature, history, art, philosophy, and other “liberal” arts and sciences. A character with dots in Academics is generally well rounded in these fields, and at high levels may be considered an expert in one or more areas of study. Not only can this Knowledge impress at salons and other Elysium functions, but it can also offer valuable clues to certain past — and future — movements in the Jyhad. If you like, you can choose a specialty for Academics even at less than 4 dots.
Possessed by: Professors, Literati, Topical Bloggers, Elders
Specialties: Poststructuralism, Impressionist Painting, Imperial Rome, Color Theory, Linguistics
Computer
This Knowledge represents the ability to operate and program computers, including mobile devices. Most Computer use also imparts a degree of Internet awareness (if not savvy).
Possessed by: Hackers, Office Workers, Programmers, Data Processors, Students
Specialties: “The YouTubes,” Computer Languages, Internet, Database Administration, HCI, Viruses, specific devices and programs
Finance
You know the ins and outs of commerce, from evaluating an item’s relative worth to keeping up with currency exchange rates. This Knowledge can be invaluable when brokering items, running numbers, or playing the stock market. Sufficiently high levels in Finance allow you to raise your standards of living to a very comfortable level.
Possessed by: Executives, Upper Class, Stockbrokers, Accountants, Fences, Drug Dealers, Smugglers
Specialties: Stock Market, Laundering, Appraisal, Foreign Currencies, Accounting, Fencing, Corporations, Federal Bailouts
Investigation
You’ve learned to notice details others might overlook, and might make an admirable detective. This Knowledge represents not only a good eye for detail, but also an ability to do research and follow leads. Such research may include Internet searches or more specific research techniques like hitting the law books and periodicals archives at the library.
| Points | Description |
|---|---|
| Student: You can parse a broad Web search for clues. | |
| College: Police officer | |
| Masters: Private detective | |
| Doctorate: Federal agent | |
| Scholar: Sherlock Holmes |
Possessed by: Detectives, Mystery Buffs, Policemen, Stalkers
Specialties: Forensics, Shadowing, Search, Discolorations, Database Research
Law
The Law Knowledge represents a knowledge of both legal statutes and proper procedures for enforcing them. Law can be useful for filing suits, avoiding lawsuits, or getting out of jail. What’s more, the Kindred keep their own laws, and more than one vampire has saved his own unlife by deftly exploiting a loophole in one of the Traditions. The Law Knowledge has any number of specialties, and a player may choose one for her character when she takes this Ability, representing both her field of experience and a general sense for how the legal system (especially in her locality) functions, though this is not mandatory.
Possessed by: Lawyers, Police, Judges, Detectives, Legislators
Specialties: Criminal, Suits, Courtroom Protocol, Contracts, Police Procedure, the Traditions, the Code of Milan
Medicine
You have an understanding of how the human body — and to a lesser extent the vampiric body — works. This Ability covers knowledge of medicines, ailments, first-aid procedures, and diagnosis or treatment of disease. Medicine is of great use to those Kindred with an interest in repairing, damaging, or reworking the human body.
Possessed by: Med Students, Doctors, Lifeguards, Parents, Paramedics, Tzimisce
Specialties: Organ Transplants, Emergency Care, Poison Treatments, Pathology, Pharmaceuticals, the Kindred Condition
Occult
You are knowledgeable in occult areas such as mysticism, curses, magic, folklore, and particularly vampire lore. Unlike most other Knowledges, Occult does not imply a command of hard facts. Much of what you know may well be rumor, myth, speculation, or hear-say. However, the secrets to be learned in this field are worth centuries of sifting legend from fact. High levels of Occult imply a deep understanding of vampire lore, as well as a good grounding in other aspects of the occult. At the very least, you can discern what is patently false.
Possessed by: Occultists, The Superstitious, New Agers, Tremere
Specialties: Kindred Lore, Rituals, Infernalism, Witches, Noddist Lore
Politics
You are familiar with the politics of the moment, including the people in charge and how they got there. This Knowledge can aid you in dealing with or influencing mortal politicians, or even offer some insight into the local Cainite power structure. The Politics Knowledge includes the ability to practically navigate various bureaucracies, as it assumes that certain organizational structures and relationship currencies are universal.
Possessed by: Activists, Politicians, Lawyers, vampires of all sorts
Specialties: City, State, Federal, Bureaucracy, Dogma, Radical, Camarilla
Science
You have at least a basic understanding of most of the physical sciences, such as chemistry, biology, physics, and geology. This Knowledge can be put to all forms of practical use. In most cases, a player should select a specialty to reflect a focus for her character’s scientific studies, but this isn’t strictly necessary.
Possessed by: Scientists, Students, Researchers, Teachers, Engineers, Technicians, Pilots
Specialties: Chemistry, Biology, Geology, Physics, Astronomy
Technology
The Technology Knowledge represents a broad acumen with electronics, computer hardware, and devices more elaborate than “machines,” which fall under the Crafts Skill. If it has a processor, a transistor, or an integrated circuit — if it’s electronic rather than electrical — manipulating it uses the Technology Knowledge. This is the wide-ranging Ability used to build one’s own computer, install (or subvert) a security system, repair a mobile phone, or kitbash a shortwave radio. You must always choose a specialization in Technology, even though you possess some skill in multiple fields.
Possessed by: Engineers, Scientists, Defense Contractors, the Cable Guy
Specialties: Telecom, Computers, Security, Communications, Improvised Solutions, Industrial Espionage
Specialties
V20 Core, pg 96, and Mage20 Core, pg 279
We use the "Well-Skilled Craftsman" optional rule here, found in Mage20:
Whenever an Ability requires you to take a Specialty at level 1 (Art/Artistic Expression, Athletics, Crafts, Firearms, Martial Arts, Melee, Academics, Esoterica, Politics, Science), once you reach 4 dots in that Ability, you can buy additional Specialties for 4 XP each.
(Note: The Specialty you choose at 1 represents where your training is, it does not grant double successes for 10's on the roll unless you have at least 4 dots in the ability).
Virtues
V20 Core, pg 119
The Virtue Traits define a character’s outlook on unlife — they shape a character’s ethical code and describe his commitment to his chosen morality. Virtues exist to help give a character a sense of being, not to force players to portray their characters in a given way. However, Kindred are passionate creatures, and sometimes an act or situation may force a character to consider exactly how she should react to a given stimulus. Virtues come into play when a character faces an impending frenzy, does something ethically questionable (according to the character’s morality), or confronts something that terrifies or disturbs her.
A vampire’s Virtues are determined by his Path, the particular code of ethics he follows. Most Camarilla Kindred maintain their mortal values and follow the Path of Humanity (referred to simply as “Humanity”), but other vampires often subscribe to radically different philosophies. Humanity, Paths, and the alternate Virtues are discussed in Chapter Seven.
At character creation, a character’s Humanity is equal to his Conscience + Self-Control Virtues.
- [+/-] Virtues
Conscience
Conscience is a Trait that allows characters to evaluate their conduct with relation to what is “right” and “wrong.” A character’s moral judgment with Conscience stems from her attitude and outlook. Conscience is what prevents a vampire from succumbing to the Beast, by defining the Beast’s urges as unacceptable.
Conscience factors into the difficulty of many rolls to avoid committing a transgression. Additionally, Con- science determines whether or not a character loses Humanity by committing acts that do not uphold her moral code (see “Degeneration,” p. 309). A character with a high Conscience rating feels remorse for transgressions, while a character with a lower Conscience may be more callous or ethically lax.
Some vampires replace the Conscience Virtue with the Virtue of Conviction (p. 314); unless your Storyteller tells you it’s OK to do this, assume Conscience is used.
| Points | Description |
|---|---|
| Uncaring | |
| Normal | |
| Ethical | |
| Righteous | |
| Remorseful |
Self-Control
Self-Control defines a character’s discipline and mastery over the Beast. Characters with high Self-Control rarely succumb to emotional urges, and are thus able to restrain their darker sides more readily than characters with low Self-Control.
Self-Control comes into play when a character faces her Beast in the form of frenzy (p. 298). Self-Control allows the character to resist the frenzy. Note: A character may never roll more dice to resist or control a frenzy than she has in her blood pool — it’s hard to deny the Beast when one’s mind clouds with hunger.
As with Conscience, Self-Control can be replaced, in this case by the Virtue of Instinct (p. 314). Again, unless the Storyteller specifically says it’s all right to do so, assume Self-Control is used.
| Points | Description |
|---|---|
| Unstable | |
| Normal | |
| Temperate | |
| Hardened | |
| Total self-mastery |
Courage
All characters have a Courage Trait, regardless of the Path they follow. Courage is the quality that allows characters to stand in the face of fear or daunting adversity. It is bravery, mettle, and stoicism combined. A character with high Courage meets her fears head-on, while a character of lesser Courage may flee in terror.
Kindred use the Courage Virtue when faced with circumstances they endemically dread: fire, sunlight, True Faith. See the section on Rötschreck (p. 299) for mechanical systems dealing with character fear.
| Points | Description |
|---|---|
| Timid | |
| Normal | |
| Bold | |
| Resolute | |
| Heroic |
Path Virtues
V20 Core, pg 314
Some Paths of Enlightenment trade Conscience for Conviction, and/or Self-Control with Instinct.
Conviction
The Conviction Virtue quantifies a character’s ability to maintain a sense of reason when faced with desire, suffering, or need. Conviction represents the reconciliation of the predatory urge with the character’s capacity for atrocity.
As opposed to Conscience, which deals with remorse and atonement for Path transgressions, a character with Conviction recognizes his failure and plans to overcome it. Conviction is completely inhuman; the character who has this Trait can no longer pass for human under anything but the most cursory of scrutiny. Creatures who can sense the Beast (vampires, werewolves, etc.) immediately recognize someone with the Conviction Virtue for what he truly is: a monster. Like Conscience, Conviction comes into question when a character must check for degeneration.
| Points | Description |
|---|---|
| Steady | |
| Determined | |
| Driven | |
| Brutal | |
| Completely self-assured |
Instinct
The Instinct Virtue refers to a character’s ability to control the Beast by familiarity rather than denial. It allows characters to “ride the wave” of frenzy and emotional excess by keeping a close rein on their passion, rather than letting passion control them. As atavistic as Conviction, Instinct is the Virtue of a monster who accepts his nature rather than maintaining a sense of human compassion.
Instinct allows the character to harness the Beast’s destructive power; a character with high Instinct is primal and turbulent. A player rolls Instinct when attempting to control a character’s existing frenzy.
When a character who possesses the Instinct Virtue faces frenzy, she always enters the frenzy, unless the difficulty to avoid it is less than her Instinct Trait, in which case she may choose whether or not to frenzy. Thereafter, for the duration of the frenzy, the character is wholly under the Beast’s sway, and must be run by the player (or controlled by the Storyteller) in an appropriate fashion. Any time the player wishes the character to consciously take an action (known as “riding the wave”), she must roll Instinct against the difficulty to avoid the frenzy. Frenzies affect the character normally (including ignoring wound penalties, etc.), though she may sometimes exert a bit of control while so enraged.
| Points | Description |
|---|---|
| Intuitive | |
| Feral | |
| Bestial | |
| Visceral | |
| Primal |
Paths of Humanity & Enlightenment
V20 Core, pg 309-340
Morality is integral to Vampire. “A Beast I am, lest a Beast I become” has been an iconic phrase for the game, and summarizes the struggle between morality and monstrosity. The curse of vampirism can strip away the character’s mortal nature, and the character’s Humanity is a vital part of the game. Even those Cainites who have shed their human morality to follow a new Path of Enlightenment often do so as a specific refutation of Humanity. A vampire without any form of morality is nothing more than a mindless killer enslaved by her thirst for vitae, so Humanity and Paths are an intimate part of every Vampire character. Humanity and Paths, unlike most other Traits, are rated on a scale of 1 to 10.
- [+/-] Paths of Humanity & Enlightment
See pages 309-340 for full information on each Path, below is some information in brief:
- [+/-] Path of Humanity
Humanity
V20 Core, pg 311
Let’s make one thing clear: just because a vampire follows the Path of Humanity doesn’t mean she is a friendly, congenial saint. Vampires are predators by nature, and Humanity only gifts them with the ability to pretend they’re not. It is an internal charade that protects a Kindred from herself, much as the Masquerade protects vampires from the mortals outside.
Unfortunately, the very nature of existence as a vampire is anathema to one’s Humanity. As the centuries wear on, the Beast takes hold, and Kindred become less and less concerned with the wellbeing of the kine (after all, they’ll die eventually, anyway). As such, characters are likely to lose Humanity over the course of the game.
Mortals also typically follow the Path of Humanity, though this is largely out of ignorance: They don’t know they can be anything else. As such, this mechanical system for morality rarely comes into play for them. Certainly, some mortals — rapists, murderers, and the like — have low Humanity ratings, but they have no Beast roiling within them, as do the Kindred. It is possible for a vampire with a high Humanity rating to be more humane than some mortals are!
- [+/-] The Path of Blood
The Path of Blood
V20 Core, pg 316
| Ethics of the Path |
|---|
Nickname: Dervishes
Virtues: Conviction and Self-Control
Bearing: Resolve. Followers of the Path of Blood know the seriousness of their task and are incredibly dedicated to it. Their aura modifier affects Willpower rolls.
Basic Beliefs: This Path is practiced almost exclusively by the assassins of Clan Assamite, although only vampires who demonstrate true loyalty to the Clan learn its harsh code. The founding principle of this Path explains that the children of Caine (or Khayyin, as the Assamites refer to him) are wicked failures, fit primarily to bring the brood of Haqim (the Assamites’ name for their own Clan founder) closer to “the One,” a state of mystical transcendence. Haqim instructs his childer to salvage or strike down Khayyin’s other childer to destroy the taint they inflict on the world.
Assamites on this Path follow two basic precepts. First and foremost, the Clan seeks to convince other Kindred of their flawed, cursed nature, and thus convert them to the service of those on the Path. Kindred as a whole are a blight upon the earth, and only by upholding Haqim’s righteous code can they redeem themselves. Should vampires resist attempts at conversion, the Assamites kill them. Before they were cursed, Assamites would diablerize their victims, using the blood of the fallen to lower their Generations and thus return to Haqim’s bounty. Now, unable to drink the blood of other vampires, they instead collect blood from vampires as payment, using that to follow Haqim’s directives until the night when the curse upon them can be lifted. Although they are not inherently psychotic murderers, Assamites on the Path of Blood place little value on the unlives of other Kindred, and must have good reason not to slay most vampires with whom they come in contact. Vampires on this Path pose a serious threat to other Kindred around them, and do not frequently associate with non-Assamite Kindred. Blood is blood, however, and Assamites are not so fatuous as to disregard the value of the vast web of Kindred society.
Few young Assamites follow this Path or even know of its existence — Clan Assamite conspires to keep its beliefs secret from most other Kindred of the world. Hundreds of years ago, the Assamites’ bloodthirsty ways united all other Children of Caine against them, and they are loath to face the concerted opposition of Khayyin’s bastard brood again. As such, only the most accomplished and able Assamites learn this Path’s tenets.
| Path Rating | Moral Guidelines | Rationale |
|---|---|---|
| 10 | Killing a mortal for sustenance | Human blood is nourishing to the body, but the murder of lessers is poison to the soul. |
| 9 | Breaking a word of honor to a Clanmate | Solidarity is important to the Assamites’ holy cause. |
| 8 | Refusing to offer a non-Assamite an opportunity to convert | The childer of Khayyin are accursed and must be saved. |
| 7 | Failing to destroy an unrepentant Kindred outside the Clan | Those who do not accept Haqim’s teachings forfeit their unlives. |
| 6 | Succumbing to frenzy | Haqim teaches ascendance, not indulgence. |
| 5 | Failing to pursue the lore of Khayyin | To oppose one’s enemies successfully, one must learn all about them. |
| 4 | Failing to demand blood as payment | Other members of the Clan may benefit from such vitae, no matter how diluted. |
| 3 | Refusal to aid a more advanced member of the Path | To act selfishly is to fall into the snares of Khayyin’s pawn. |
| 2 | Failing to tithe blood | Haqim has decreed this as paramount to his childer’s cause. |
| 1 | Acting against another Assamite | This is treason to the Path and the Clan. |
Path of Blood, Post-Curse - Sidebar
V20 Core, pg 318
If you are playing an Assamite who is not under the effects of the Tremere ritual (and thus, using the weakness listed in the sidebar on p. 428), the Path of Blood demands that the Dervish must diablerize Kindred when they have the opportunity instead of sharing their payments of blood with the Clan. As such, the 4 rating for the Hierarchy of Sin is replaced with “Failing to pursue lesser blood,” and the 2 rating is replaced with “Failing to take an opportunity to lower one’s Generation.”
- [+/-] The Path of Bones
The Path of Bones
V20 Core, pg 318
| Ethics of the Path |
|---|
Nickname: Gravediggers
Virtues: Conviction and Self-Control
Bearing: Silence. The Gravediggers, accustomed as they are to long hours of quiet study and contemplation of the grave, radiate the stillness of death. The bearing modifier applies to rolls involving Stealth and attempts to go unnoticed.
Basic Beliefs: The Path of the Bones, it is believed, grew out of a warped code upheld by the morbid vampires who sired the Giovanni: Human, Kindred, or otherwise, every being sooner or later ends up in death’s arms. The most ardent followers of this Path espouse “giving oneself over to the comprehension of life’s inevitable end.” Vampires who follow this Path seek the knowledge of precisely what death is: Is it simply the end of life? The transition of the soul to what lies after life? Is it the end of the soul’s desire to exist? These questions haunt the followers of the Path of the Bones each night.
Many vampires believe that the Path of the Bones is a degenerate Path that encourages followers to participate in all manner of murder and deviance. Those who uphold the Path and those who are familiar with it, however, know that it involves itself with a pursuit of life’s — and unlife’s — meaning. Followers of the Path seek to understand death’s nature and purpose, and thus the roles individuals play in the greater scheme of the world. Mortality is inevitable, except for vampires, who have somehow managed to cheat the cycle.
Kindred nature, however, is generally outside the avenues this Path explores. It is truly a scholar’s code, as the Kindred who follow it forsake even their own comfort to advance their understanding of mortality’s mysteries. These Kindred are not necessarily cruel — they merely value comprehension more than human life.
At its simplest, the Path of the Bones seeks to define not only what death is, but also its meaning to those who have escaped it. It is a Path of knowledge and power, and many who support it learn to wield great influence over the living and dead alike. Many among the Path become quite erudite in the ways of ghosts, but even these odd beings fail to answer many of the Gravediggers’ questions — what, for example, happens to a ghost that resolves its psychic struggle or discorporates into the void?
| Path Rating | Moral Guidelines | Rationale |
|---|---|---|
| 10 | Showing a fear of death | Fear inhibits learning. |
| 9 | Failing to study an occurrence of death | Refusal to learn indicates refusal to understand. |
| 8 | Accidental killing | There is no opportunity to gain insight. |
| 7 | Postponing feeding when hungry | Denial of the self serves no greater purpose. |
| 6 | Succumbing to frenzy | The Beast is irrational, and emotion serves little to advance understanding. |
| 5 | Refusing to kill when an opportunity presents itself | Experimentation proves theory, and without proof, there is no conclusion. |
| 4 | Making a decision based on emotion rather than logic | Vampires are dead; so, too, are their emotions. |
| 3 | Inconveniencing oneself for another’s benefit | Death is inevitable; what meaning does easing another’s doomed discomfort have? |
| 2 | Needlessly preventing a death | One must not prevent the cycle, but should learn from it. |
| 1 | Actively preventing a death | Such emotional ties befit humans, not Kindred. |
- [+/-] The Path of Caine
The Path of Caine
V20 Core, pg 320
| Ethics of the Path |
|---|
Nickname: Noddists
Virtues: Conviction and Instinct
Bearing: Faith. The righteousness of the Cainite is apparent to all. The bearing modifier affects all rolls that rely on the vampire’s image as a devout Kindred and scholar of Caine’s teachings.
Basic Beliefs: Scholars of nights long past, in seeking keys to the nature of vampiric existence, pursued fragments of knowledge from the Book of Nod. Drawing upon the history from that book as well as other esoteric sources, Cainite scholars concluded that only Caine, as the first vampire, is the paragon of vampiric nature. The Noddists seek to become more like Caine, in order to discover the limits and powers of the undead form. By learning from Caine’s example, the Noddists claim, one can understand the true nature of vampirism and how vampiric existence differs from one’s mortal life.
Noddists seek knowledge and history, recording the experiences of Caine, so that they may learn from his example. To them, Caine’s life reveals the mystery of the vampiric curse; by understanding the undead form, they transcend their mortal weaknesses. They prize any knowledge about the vampiric condition, but the writings and stories of the First Vampire form the core of Noddist lore. As Caine was marked and cast out from mortal society, the Noddists believe that he exemplifies most keenly the differences between vampires and humans. Therefore, this Path‘s adherents cast aside their humanity as inadequate and useless, emulating Caine’s exile and seeking new rules to govern their predatory drives.
The heart of the Path of Caine lies in the exemplification of vampiric nature: The questions of existence, the limits of the vampiric form and the changes wrought by the Embrace all drive the Noddists into endless speculation, debate, and research. Scholarship and historical insight are valuable, but the vampire must simultaneously develop spiritually and physically, to explore the limits of his undead form. Diablerie serves as more than a simple theft of power; it allows the practitioner to learn from the experiences of other undead, thereby developing greater understanding. Other vampires lose themselves in attempts to save lost humanity or find meaning in obscure philosophy. The Path of Caine, instead, finds meaning in the fundamentals of vampirism.
The Path of Caine is demanding and rigorous; few vampires follow its tenets in the modern nights. This Path places a high emphasis on scholarship, insight, and personal discipline. With the eternal patience attributed to Caine, say the followers of the Path, comes the opportunity to slowly refine oneself.
| Path Rating | Moral Guidelines | Rationale |
|---|---|---|
| 10 | Failing to engage in research or study each night, regardless of circumstances | The search for truth requires dedication. |
| 9 | Failing to instruct other vampires in the Path of Caine | All vampires must have the opportunity to explore their potential. |
| 8 | Befriending or co-existing with mortals | Caine was separated from mortals, as all vampires should be. |
| 7 | Showing disrespect to other students of Caine | All of the Children of Caine deserve the respect due their heritage, as long as they strive to understand themselves. |
| 6 | Failing to ride the wave in frenzy | Direct the Beast; do not be directed by it. |
| 5 | Succumbing to Rötschreck | Master your fear. Terror is for lesser beings. |
| 4 | Failing to diablerize a “humane” vampire | Those who do not explore their potential forfeit that potential. |
| 3 | Failing to regularly test the limits of abilities and Disciplines | Develop your capabilities to their limits in order to discern your true nature. |
| 2 | Failing to pursue lore about vampirism when the opportunity arises | Every scrap of knowledge adds a piece to the puzzle of undead existence. |
| 1 | Denying vampiric needs (by refusing to feed, showing compassion, or failing to learn about one’s vampiric abilities) | To be a vampire, one must satisfy a vampire’s needs. |
- [+/-] The Path of Cathari
The Path of Cathari
V20 Core, pg 323
| Ethics of the Path |
|---|
Nickname: Albigensians
Virtues: Conviction and Instinct
Bearing: Seduction. The Cathari are temptation incarnate, and they have an uncanny knack for knowing the desires of others. The bearing modifier affects rolls to tempt and seduce others.
Basic Beliefs: The Path of Cathari sprang from the Catharist heresy of the Middle Ages. A dualistic philosophy, Cathar doctrine holds that the world was created in equal parts by a good (“light”) creator responsible for virtue and spirit, and an evil (“dark”) creator who fashioned the material world and its vices. The original Cathars believed the soul to be the root of all that is pure in humanity, while the material body was a shell in the corrupt physical world. Cathars pointed to the noble aspects of the spirit — compassion, sacrifice, honesty, and the like — as proof that the only true good lay in the ephemeral. The material world, with its suffering and misery, bore obvious flaws and imperfections. After much persecution, this dualistic doctrine vanished from the mortal world, crushed by papal declarations of heresy. Over the years, the vampires who favored tenets of the philosophy adopted it as their own.
According to the vampires who follow this Path, the undead are minions of the evil creator, given eternal existence to tempt others with the lures of the material world. Followers of the Path believe that they fulfill a destiny as creatures tied to the physical world through vampiric immortality. Because vampires have been denied the spiritual realms of death, the Albigensians reason that they must serve the vices of the physical realm. Therefore, they seek to spread evil and corruption, seeing iniquity as their natural state.
The Albigensians have perfected a code of evils in which to indulge, however. Theirs is not a Path of pointless amorality. Taking the beliefs of the original Cathar priests and twisting them, these vampires deliberately search for means of spreading evil. They pursue sins of greed, lust, and pride avidly. Cathars seek material wealth and comforts, and they encourage others to do the same. A vampire can serve his proper purpose only by embracing the flaws inherent to his form and to the world, and accepting his duties as a purveyor of vice. Followers of the Path of Cathari thus ironically find spirituality in depravity.
| Path Rating | Moral Guidelines | Rationale |
|---|---|---|
| 10 | Exercising restraint | One’s purpose is excess, not moderation. |
| 9 | Showing trust | Use or be used. |
| 8 | Failing to pass on the Curse to the passionately wicked or virtuous | The depraved can serve evil better as vampires; the virtuous can be overcome by the Curse. |
| 7 | Failing to ride the wave in frenzy | The Beast, as well as the higher self, must be indulged. |
| 6 | Acting against another Albigensian | Those of like purpose should fulfill that purpose, not quarrel among themselves. |
| 5 | Impassioned killing | Murder achieves no greater end; dead men cannot sully their souls. |
| 4 | Sacrificing gratification for someone else’s convenience | Promote physical pleasures, not altruistic achievements. |
| 3 | Refraining from indulgence | The material world is a place for the gratification of the flesh. |
| 2 | Arbitrary killing | Killing a mortal prevents his bringing about his own damnation. |
| 1 | Encouraging others to exercise restraint | Vampires are creatures of evil; the vampire’s purpose is to corrupt, not save. |
- [+/-] The Path of the Feral Heart
The Path of the Feral Heart
V20 Core, pg 324
| Ethics of the Path |
|---|
Nickname: Beasts
Virtues: Conviction and Instinct
Bearing: Menace. Those in the presence of a Beast know that she is a true hunter, just as deer do when confronting a wolf. The bearing modifier applies to rolls aimed at terrifying or cowing an opponent.
Basic Beliefs: Vampires are the ultimate hunters — immortal and invulnerable. The Beast Within is merely the expression of the predator’s instinct. To deny one’s atavistic impulses is to go against the dictates of nature, or so this Path’s followers believe. A vampire can only survive by adhering to her inner character and accepting the monstrous drives that accompany the unliving state. Though the Beasts do not revel in their predations, neither do they avoid them. By learning to accept the role of hunter, thereby acknowledging the proper role of the unliving, a vampire becomes like an animal: feral, predatory, but ultimately in her proper place.
A follower of this Path feels that the Beast is a natural part of being a vampire and that its needs must be satiated. Still, the vampire is intelligent, and a cunning hunter is a more effective one. Therefore, it is important to strike a balance between Beast and Man — the feral cunning and vicious instincts of the vampire are excellent survival tools, tempered by the reasoning and insight of the mind. By satiating the Beast’s urges from time to time, the vampire ironically gains a greater degree of personal control.
Vampires on the Path of the Feral Heart (sometimes called the Path of the Beast) have little use for the trappings of civilization or education. Modern transportation and weaponry is unnecessary, for the unliving form provides the necessary tools to stalk and kill. Subterfuge and politics are trivial concerns; politicking does not bring blood to one’s throat. Vampires are made to hunt and kill, and the followers of this Path excel at both.
| Path Rating | Moral Guidelines | Rationale |
|---|---|---|
| 10 | Hunting with means other than your own vampiric powers | The perfect hunter needs no tools. |
| 9 | Engaging in politics | Political struggles do not yield sustenance. |
| 8 | Remaining in the presence of fire or sunlight, except to kill an enemy | There is no sense in courting Final Death. |
| 7 | Acting in an overly cruel manner | Death is natural; feeding is natural. Torture and cruelty are not. |
| 6 | Failing to hunt when hungry | The vampire’s purpose is to feed. |
| 5 | Failing to support your pack or allies | Support your family, and it will support you. |
| 4 | Killing without need | A dead vessel may not be fed from in the future. |
| 3 | Failing to follow one’s instincts | Instinct is the basis of predatory nature. |
| 2 | Killing a creature other than for survival | A kill’s purpose is sustenance. |
| 1 | Refusing to kill to survive | Vampires are hunters; everyone else is the hunted. |
The Path of Harmony
V20 Core, pg 326
In past nights, the Path of the Feral Heart was known as the Path of Harmony, espousing a strong connection to nature and to the predatory characteristics of individual vampires. Although a Harmonist feels no remorse for doing what he must do by nature (hunting, feeding, and killing) he tempers these actions with an understanding of his place in the natural world. As a result, Harmonists espouse the virtues of Conscience, rather than Conviction.
- [+/-] The Path of Honorable Accord
The Path of Honorable Accord
V20 Core, pg 326
| Ethics of the Path |
|---|
Nickname: Knights
Virtues: Conscience and Self-Control
Bearing: Devotion. The Knights keep their word, and are very difficult to sway from their duty. The bearing modifier affects rolls to resist attempts to manipulate or force them to go against their given purpose.
Basic Beliefs: In a world rife with corruption, malevolence, and insanity, some vampires find direction through a firm and unyielding code of personal conduct. These vampires do not delve into philosophical questions of existence or wanton indulgence of their monstrous sides. Instead, they focus upon one singular principle: honor. Order, fairness, and duty are the watchwords of these undead, and though still monstrous, they abide by standards of conduct that are rigidly understandable.
To a follower of this Path, unlife must be given direction and purpose. These vampires choose honor as their guiding hand. By focusing on firm rules and personal boundaries, the Knights keep the rage of the Beast at bay. Accepting a duty and fulfilling its obligations provides the Knights with goals to achieve. Bound by their codes of honor, these vampires uphold causes with the utmost devotion, even to the ends of their unlives. Make no mistake; the vampires who follow this Path are not compassionate or humane in any sense. Indeed, they see humans as little more than chattel or food, and undeserving of the considerations of honor that are bestowed upon other vampires. Even so, a Knight will never willingly break his given word or renege on an agreement, as doing so would be a disgrace to personal honor. The subject of commitment matters little to a follower of this Path. It is the strength of the commitment and the unyielding determination that is important.
Many of the beliefs of the followers of this Path mirror the feudal codes of chivalry or the bushido of the samurai. Knights gladly suffer Final Death before showing cowardice or betraying their allies. Similarly, this Path‘s soldiers uphold the policies of their Sects and organizations with fanatical zeal. Pitted against an unyielding or recalcitrant foe, a solitary Knight is a fatalistic and deadly warrior.
| Path Rating | Moral Guidelines | Rationale |
|---|---|---|
| 10 | Failing to uphold all the precepts of your group | True duty to a cause requires sterling character. |
| 9 | Failing to show hospitality to your allies | Hospitality and generosity are the wealth of the soul. |
| 8 | Associating with the dishonorable | Serve as an example, but do not be dragged into pettiness. |
| 7 | Failing to participate in your group’s rituals | Tradition and ritual are important parts of heritage. |
| 6 | Disobeying your leader | Loyalty is the keystone of hierarchy. |
| 5 | Failing to protect your allies | Defend those who are worthy of your esteem. |
| 4 | Placing personal concerns over duty | Duty is the vampire’s purpose. |
| 3 | Showing cowardice | Honor lies in fighting for a cause, not in fleeing it. |
| 2 | Killing without reason | Life and death are God’s to decree. |
| 1 | Breaking your word or oath; failing to honor an agreement | To break one’s oath is to be without the honor that defines existence. |
- [+/-] The Path of Lilith
The Path of Lilith
V20 Core, pg 329
| Ethics of the Path |
|---|
Nickname: Bahari, Lilins
Virtues: Conviction and Instincts
Bearing: Tribulation. The Bahari see enlightenment through pain and conflict, and they learn to turn pain to their advantage. The bearing modifier affects rolls impacted by their own wound penalties.
Basic Beliefs: Considered heretical by most Cainites of the Sabbat, the fragments of Lilith’s teachings — sometimes erroneously referred to as the Lilith Cycle — showcase an elaborate history and an alternate tale of Creation itself. Cast out from the first garden for the crimes of elevating herself with the Fruits of Knowledge and Life, and for seeking to be equal to both man and God, Lilith wandered the unformed and barren world, becoming a power of creation equaling the deities of old. Through tribulation and pain she discovered the ways of survival; by fire and thorn she created her own garden, a mirror of the suffering and enlightenment that she endured. The architect of Caine’s power, the creator of magick, and the mother to gods, Lilith watered the seeds of wisdom with her own blood, which empowered anyone to walk through the fire and swim through the frost to come to the revelation of ultimate freedom and self-empowerment.
Claiming followers among vampires and other denizens of the hidden world, the Bahari practice the ancient ways handed down by Lilith. By following the image of the mother-goddess, they raise themselves from the status of children. Like a parent disciplining an errant child, Lilith passes on a legacy of pain that teaches, and so the Bahari seek to overcome the weaknesses of their blind, helpless births, ascending to understanding and power. By walking in fire, impaling themselves on thorns and blades, suffering deprivation, and plunging into icy water, the Bahari excite their bodies and minds to true sensation, and open their consciousness to the entirety of the world. From the dizzying heights of comprehension, at the needlepoint of pain, they learn the true measure of creation, that they may take the formless stuff of the world and cast it in a new image.
Make no mistake, the Bahari have little room for compassion or conscience. They fully believe that one must grasp the blade of enlightenment — and suffer its lacerations — before rising to the truth. Those who do not have the will or the insight to learn through suffering are chaff, cast aside sadly but unhesitatingly. No time or resource is wasted on those who do not have the overpowering need to suffer, change, and grow. The Hierophants, the vampire-priests of Lilith, choose those who have heard Lilith’s song and punish, flagellate, and excoriate them until they arrive on the cusp of seething awareness. Only then are the tears brushed away with lover’s care, the wounds comforted, and the supplicants brought into the fullness of Lilith’s glorious Path.
| Path Rating | Moral Guidelines | Rationale |
|---|---|---|
| 10 | Feeding immediately when hungry | Deprivation and hunger taught Lilith to survive. |
| 9 | Pursuing temporal wealth or power | True wealth comes from inside, not from money or influence. |
| 8 | Not correcting the errors of others regarding Caine and Lilith | Caine was a murderer, traitor, and fool who deserves no reverence. |
| 7 | Feeling remorse for bringing pain to someone | Pain and suffering help others to learn and grow. |
| 6 | Failing to participate in a Bahari ritual | The rituals handed down through time contain clues to awakening. |
| 5 | Fearing death | Death is simply an inevitable change to a new form of existence. |
| 4 | Killing a living or unliving being | Death denies one the chance to transcend. |
| 3 | Not seeking out the teachings of Lilith | Lilith hid her works in many places; they must be found. |
| 2 | Failing to dispense pain and anguish | Be a teacher through the pain. |
| 1 | Shunning pain | Only through pain are we reborn.To shun pain is to embrace ignorance. |
The Path of Metamorphosis
V20 Core, pg 331
| Ethics of the Path |
|---|
Nickname: Metamorphosists
Virtues: Conviction and Instinct
Bearing: Inhumanity. Metamorphosists work steadily to become something other than human. Bearing modifiers apply to Intimidation, as well as any Manipulation rolls that can be positively affected by frightening the target.
Basic Beliefs: The world is made up of evolutionary chains. Animals are below humans, who are below the Kindred. The metaphysical, arcane members of Clan Tzimisce follow this Path, which focuses on defining and attaining the state of being beyond the curse of vampirism. Citing their transformative use of Vicissitude, the Tzimisce believe they have the potential to transcend the constraints of the flesh. Hearing Metamorphosist Fiends speak, however, reveals the true monstrosity of their philosophy. They believe that the next step is a state akin to apotheosis, and they will do anything — anything — to achieve it.
The Tzimisce are characteristically thorough in their study of this Path’s ideals. By coordinating their experiments on living, dead, and undead subjects (as well as other curiosities they may come across, like werewolves or the errant faerie), the Fiends have formed complex theories as to precisely what the next step in vampiric transcendence is. The solitary and suspicious Tzimisce rarely compare notes, however, and the Path’s development suffers as each follower spends much of her unlife learning the rudiments that other Kindred have already deciphered.
| Path Rating | Moral Guidelines | Rationale |
|---|---|---|
| 10 | Postponing feeding when hungry | Hunger causes distraction. |
| 9 | Indulging in pleasure | Hedonism deters one from greater ends. |
| 8 | Asking another for knowledge | The lessons of Metamorphosis are secrets that must be uncovered, not copied. |
| 7 | Sharing knowledge with another | Knowledge must be learned, not simply illustrated. |
| 6 | Refusing to kill when knowledge may be gained from it | Before transcending death, the Metamorphosist must understand it. |
| 5 | Failing to ride out a frenzy | A Kindred must know the Beast to transcend it. |
| 4 | Considering the needs of others | Those who cannot be bothered to attain Metamorphosis are beneath one’s attention. |
| 3 | Failure to experiment, even at risk to oneself | The Path can be understood only through empirical research. |
| 2 | Neglecting to alter one’s own body | Physical change must be attained before any more significant metamorphosis. |
| 1 | Exhibiting compassion for others | The fates of others drag one into devolution, not transcendence. |
- [+/-] The Path of Night
The Path of Night
V20 Core, pg 332
| Ethics of the Path |
|---|
Nickname: Nihilists
Virtues: Conviction and Instinct
Bearing: Darkness. Nihilists give off a faint air of inner darkness, inspiring those around them to dwell on their darkest fears and thoughts. Their bearing modifier applies to any attempts to bring out a victim’s inner darkness, such as eliciting dirty secrets from a wellrespected politician or convincing a saint to break her vow of chastity.
Basic Beliefs: Those vampires who follow the Path of Night wholly accept their damnation; indeed, they believe that, as vampires, it is their preordained role to act as agents of damnation. Unlife is nothing without pain, and misery enjoys company. This Path is practiced largely by young Kindred of Clan Lasombra, who gladly mortify their own souls in the interests of bringing atrocity to the world.
The Path of Night borrows heavily from Catholic dogma, though it concerns itself more with abandonment and damnation than redemption. The vampire’s purpose in unlife, according to this Path, is to scourge the Earth, to act as an agent of evil and, thus, ultimately to do the bidding of the greater powers that dictate good and evil alike. No one lives without original sin, and those who follow this Path are beholden to expose and exacerbate that sin. Life and unlife are varying states of damnation; those who fail to realize their full potential are lost sheep, suitable only for slaughter.
This is one of the most terrible Paths in existence, as it concerns itself with the outright and intentional persecution of others. Its followers are more than mere bullies or sadists, however. One who receives the curse of Caine is bound by fate and duty to wreak vengeance upon the Children of Seth. In so doing, vampires on this Path hope that, by fulfilling the roles meant for them, they can transcend those roles and find ultimate peace. This final goal aside, though, the Path of Night is a Path of hostility and antagonism, and the company of those who follow it is extremely hard to abide.
| Path Rating | Moral Guidelines | Rationale |
|---|---|---|
| 10 | Killing a mortal for food | Dead mortals feel no dread. |
| 9 | Acting in the interests of another | There is no time to fulfill petty agendas. |
| 8 | Failing to be innovative in one’s depredations | Familiarity for one’s vile acts breeds contempt for them in others, and they may soon fail to shock. |
| 7 | Asking aid of another | Those who cannot provide for themselves fulfill their ends poorly. |
| 6 | Accidental killing | God has made Kindred horrors, not murderers. |
| 5 | Bowing to another Kindred’s will | The games of the Jyhad are diversions from the Damned’s true purpose. |
| 4 | Intentional or impassioned killing | Death serves no one; it merely deprives one of a victim. |
| 3 | Aiding another | Compassion has no place in a vampire’s undead heart. |
| 2 | Accepting another’s claim to superiority | All Kindred are equal under God’s plan. |
| 1 | Repenting one’s behavior | The Kindred’s purpose is to cause repentance, not to practice it. |
- [+/-] The Path of Paradox
The Path of Paradox
V20 Core, pg 335
| Ethics of the Path |
|---|
Nickname: Shilmulo (a Romani word for vampire)
Virtues: Conviction and Self-Control
Bearing: Confidence. The Shilmulo believe that they are in the exact place and time they are meant to be, doing what they are meant to do — and it shows. The bearing modifier applies to attempts to manipulate or lead others.
Basic Beliefs: Inspired by Hinduism and upheld predominantly by vampires of the Ravnos Clan, the Path of Paradox concerns itself with the vampires’ karmic duty to continue the grand cycle of ages. According to the Path of Paradox, Kindred are locked perpetually outside the illusory cycle of the universe (maya). Whereas most beings are reincarnated through samsara, a continual “entanglement” in the cycle of rebirth, Kindred have eluded that cycle. Every individual has his own purpose, or svadharma, according to the Path of Paradox, although vampires, excluded from the cycle, have lost theirs. In place of the dharma they once followed, each Kindred must now try to advance maya, hopefully understanding it in the process and finally penetrating the great illusions that shroud Ultimate Truth from their eyes.
The means by which the Ravnos undertake this cyclical advancement, however, is by selective deception. Other vampires look upon the Ravnos as untrustworthy, and can hardly be expected to take the advice of the Deceivers. As such, the Ravnos have had to resort to elaborate ruses in order to get other vampires — or, indeed, anyone with whom they come in contact at all — to undertake a course of action. Ravnos vampires see their undead state as a curse, like many other Kindred do. However, the Ravnos believe this is due to their failure to understand maya. Other Kindred, also removed from the karmic wheel, often fail to realize the necessity of their return to the cycle. Shilmulo understand this — and expedite their return by destroying them.
| Path Rating | Moral Guidelines | Rationale |
|---|---|---|
| 10 | Embracing a woman | Women should be bearers of life, not death. |
| 9 | Embracing outside the jati | Most others fail to comprehend the depth of the Paradox philosophy. |
| 8 | Destroying another Shilmulo | Charity does not, as is widely believed, begin at home. |
| 7 | Killing a mortal for sustenance | Death robs a person of the ability to fulfill their svadharma. |
| 6 | Failing to destroy a vampire on another Path | Those who cannot see the true way should be returned to a productive role in the cycle. |
| 5 | Killing a mortal for reasons other than survival | A person may not have achieved her svadharma, and preventing such is anathema. |
| 4 | Failure to aid another’s svadharma | The gods have set this as the Shilmulo’s purpose. |
| 3 | Allowing one’s Sect affairs to take precedence over one’s dharma | One’s allegiance should be to the gods, not one’s companions. |
| 2 | Becoming blood bound | One may never destroy one’s regnant, which is the whole purpose of this Path. |
| 1 | Embracing needlessly or out of personal desire | One must return others to the cycle, not extract them from it. |
- [+/-] The Path of Power and the Inner Voice
The Path of Power and the Inner Voice
V20 Core, pg 336
| Ethics of the Path |
|---|
Nickname: Unifiers
Virtues: Conviction and Instinct
Bearing: Command. Unifiers are destined for power, and they know it. Those around them can feel their commanding presence. Their bearing modifier affects rolls to command or lead others.
Basic Beliefs: When given eternal life, incredible power, and inhuman thirsts, the only true existence is as an undying overlord. There is no use in pining for lost humanity or in secreting oneself away to study arcane lore; vampires are without honor or compassion. The role of a vampire is the role of a master.
The followers of this Path see the exercise of power and control as the best reason for vampiric existence. Control of the self and of the external world is the only goal worth pursuing. To this end, a vampire must develop her abilities, extend her influence and play her pawns. By bending the world to her will, the vampire creates order and stability. Every form of power, influence, or control can be used to further some end. Therefore, Unifiers seek all forms of power, whether political, material, or spiritual.
Unifiers follow their own insight when exercising their authority. Although this Path is highly concerned with temporal power, it is also quite spiritual; Unifiers are avid pursuers of wisdom and enlightenment. Of course, all such knowledge ultimately turns to the pursuit of personal power. By understanding oneself, it is possible to begin to describe the motivations of others. True understanding, therefore, allows the vampire to unlock the secrets of enemies and allies alike, to carefully dissect any situation and discern the most proper course of action. From such judgments, the vampire decides upon the most favorable means of taking or keeping control.
The followers of this Path are rightly feared and respected. No adherent to this Path tolerates weakness or failure; punishment is swift and often fatal. Indeed, punishment serves not only to remonstrate the offend- er, but as an example to others. Thus, Unifiers have no mercy or compassion. Sabbat packs with Unifier Ducti are Darwinian in the extreme.
Unifiers are consummate politicians and strategists. Although blood bonds and emotional ties can motivate followers, the pragmatic students of this philosophy recognize that such measures can be fought and compromised. Thus, vampires of this Path believe that control should only be woven through methods that cannot be subverted: Pain, rage, desire, and depravity are key among their tools. A recruit who serves out of loyalty can be bought; a follower who serves out of duty can be blackmailed; an adherent who serves out of love can be disillusioned. Therefore, fear and respect for power, anger, and hate directed towards one’s enemies, the fulfillment of lust and the lessons of pain make the most persuasive directives.
| Path Rating | Moral Guidelines | Rationale |
|---|---|---|
| 10 | Denying responsibility for your actions | Dereliction of responsibility is a failure to lead properly. |
| 9 | Treating your underlings poorly | Reward competence as an incentive, but do so sparingly. |
| 8 | Failing to respect your superiors | Give the respect that is due, that you might learn something in turn. |
| 7 | Helping others when it is not to your advantage | Always gain something from your actions. |
| 6 | Accepting defeat | Succeed, or die. |
| 5 | Failing to kill when it’s in your interests | Do not hesitate to eliminate those who would stand against you. |
| 4 | Submitting to the error of others | Be right and you will be vindicated. Follow a fool and you will suffer for it. |
| 3 | Not using the most effective tools for control | Power must be seized. Be iron-fisted and resolute. |
| 2 | Not punishing failure | Failure is instructive only when used as a negative example. |
| 1 | Turning down the opportunity for power | Personal power is the means to all ends. |
- [+/-] The Path of Typhon
The Path of Typhon
V20 Core, pg 338
| Ethics of the Path |
|---|
Nickname: Theophidians (only among themselves; the outside world knows them as Corrupters or by the Followers of Set nickname, Serpents)
Virtues: Conviction and Self-Control
Bearing: Devotion. The Theophidians do everything with an eye to how they might best serve Set. The bearing modifier aids in attempts to win converts and in rolls to resist powers based on other faiths (such as True Faith – see p. 372).
Basic Beliefs: Vampires who follow the Path of Typhon have a truly sinister purpose in mind. Theophidians seek the resurrection of their patron and father, Set. Though most vampires view Set simply as a mythical member of the Third Generation, Theophidian doctrine teaches that Set was, in fact, a divine being even before his Embrace. Indeed, Theophidians view Caine as a lesser being than Set, and claim that Set in fact allowed Caine to Embrace him so that he might use the descendants of Caine to strike at his divine counterparts, such as the mythical Gaia and Lilith. In this manner Set and the Setites fulfill their place in the universe, acting as agents of entropy and breaking down the old so that the new may blossom.
Accordingly, this Path preaches the importance of influence and control. Many Setites on the surface appear to be little more than pimps, pushers, and fixers; in truth, they are much more. Setites commonly view other individuals as tools or resources to be used. By gaining control over others, the Setites may exploit them to fulfill their own ends. Thus, rather than owing those who provide them with information or services, the Setites reverse the role, and instead have their marks come to them first.
Followers of this Path revere Set as something more than a vampire — Set is attributed a deified status, almost a literal translation of the Egyptian god of the Underworld. Ways to achieve this reincarnation differ, and for this reason, the Followers of Set extend their influence in hopes of finding information wherever it resides.
| Path Rating | Moral Guidelines | Rationale |
|---|---|---|
| 10 | Pursuing one’s own indulgences instead of another’s | The slide into vice is a tool, not a recreation. |
| 9 | Refusing to aid another follower of the Path | Teams work more efficiently than individuals to raise Set. |
| 8 | Failing to destroy a vampire in Golconda | Those who have transcended their desires cannot brought under sway. |
| 7 | Failing to observe Setite religious ritual | You must not deny Set his due. |
| 6 | Failing to undermine the current social order in favor of the Setites | Other Kindred are purposeless or misled, and this indolence delays Set’s revival. |
| 5 | Failing to do whatever is necessary to corrupt another | The more individuals in the Setites’ debt, the better. |
| 4 | Failing to pursue arcane knowledge | The mysteries of Set’s resurrection may be hidden anywhere. |
| 3 | Obstructing another Setite’s efforts | The ranks of the righteous are no place for petty power plays. |
| 2 | Failing to take advantage of another’s weakness | Compassion has no place in Set’s greater plans. |
| 1 | Refusing to aid in Set’s resurrection | This is the purview of unbelievers. |
Merits
A lot of Merits are only available at Character Generation, but there are cases where they can be learned or somehow gained. A person can put a lot of effort into training themselves to be ambidextrous, or to be more calm, but they cant train themselves to be a foot taller or to have no bodily scent. Unless, of course, you happen to know a Tzimisce...
- [+/-] General Merits
| Merit | Cost | Allowed | Type | Source | Details |
|---|---|---|---|---|---|
| Acute Sense | 1 | General | Physical | V20 Core, pg 479 | Synopsis: One of your senses is exceptionally sharp, be it sight, hearing, smell, touch, or taste. System: The difficulties for all tasks involving the use of this particular sense are reduced by two. This Merit can be combined with the Discipline of Auspex to produce superhuman sensory acuity. |
| Ambidextrous | 1 | General | Physical | V20 Core, pg 480 | Synopsis: You have a high degree of off-hand dexterity and can perform tasks with the “wrong” hand at no penalty. System: The rules for taking multiple actions still apply, but you do not suffer a difficulty penalty if you use two weapons or are forced to use your off hand. |
| Bruiser | 1 | General | Physical | V20 Core, pg 480 | Synopsis: Your appearance is sufficiently thug-like to inspire fear (or at least disquiet) in those who see you. While you’re not necessarily ugly, you do radiate a quiet menace, to the point where people cross the street to avoid passing near you System: All Intimidation rolls against those who have not demonstrated their physical superiority to you are at -1 difficulty. |
| Catlike Balance | 1 | General | Physical | V20 Core, pg 480 | Synopsis: You possess an innately perfect sense of balance. System: Characters with this Merit reduce difficulties of all balance-related rolls (e.g., Dexterity + Athletics to walk along a narrow ledge) by two. |
| Scholar of Enemies | 2 | General | Mental | V20 Core, pg 489 | Synopsis: You have taken the time to learn about and specialize in one particular enemy of your Sect. 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. System: This Merit is worth a -2 difficulty for all non-combat 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 | General | Mental | V20 Core, pg 489 | Synopsis: You have taken the time to learn about and specialize in one particular enemy of your Sect. 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. System: This Merit is worth a -2 difficulty for all non-combat 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. |
| Friend of the Underground | 3 | General | Social | V20 Core, pg 489 | Synopsis: 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. |
| Mole | 3 | General | Social | V20 Core, pg 489 | Synopsis: You have an informer buried in one of your Sect’s enemy organizations who funnels you all sorts of information as to what her peers are up to. System: 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... |
| Broken Bond | 4 | General | Social | V20 Core, pg 489 | Synopsis: You were once blood-bound but have secretly slipped the leash, and you are free to act as you will once more. System: 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. Sabbat vampires cannot take this Merit. |
| True Love | 4 | General | Supernatural | V20 Core, pg 493 | Synopsis: 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. System: 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 but also a hindrance, for your true love may require protection and occasionally rescue. |
| Bigger Boys Came | 2 | General | Supernatural | V20 Lore of the Clans, pg 121 | Synopsis: When someone uses their contacts to their advantage, you can try to use yours to overrule them. You might get an editor to quash a reporter’s story, or get a gang boss to stop his thugs taking down a rival. System: To do this you must make a roll using Manipulation + Contacts (difficulty 8). If you can get more successes than the Contacts rating of your opponent, their contacts fail to come through for them. |
| Berserker | 3 | General | Mental | V20 The Black Hand A Guide to the TalMaRahe, pg 177 | Synopsis: You possess the ability to willingly enter a berserker state for a scene. System: While berserking, you ignore wound penalties and reduce the difficulty of all combat rolls except for dodges by -3. You also can take no complex actions other than combat, dodging, or running. |
- [+/-] Vampire Merits
| Merit | Cost | Allowed | Type | Source | Details |
|---|---|---|---|---|---|
| Early Riser | 1 | Vampire | Physical | V20 Core, pg 480 | Synopsis: No one can explain it, but you seem to have the ability to work on less rest than your fellow vampires. You always seem to be the first to rise and the last to go to bed even if you’re been out until dawn. System: Your Humanity or Path score is considered to be 10 for purposes of deciding when you rise each evening. Vampires with this Merit cannot take the Deep Sleeper Flaw. |
| Eat Food | 1 | Vampire | Physical | V20 Core, pg 480 | Synopsis: You have the capacity to eat food and even savor its taste. System: While you cannot derive any nourishment from eating regular foods, this ability will serve you well in pretending to be human. Of course, you can’t digest what you eat, and there will be some point during the evening when you have to heave it back up. |
| Bush of Health | 2 | Vampire | Physical | V20 Core, pg 480 | Synopsis: You look more hale and healthy in appearance than other vampires, allowing you to blend with human society much more easily. System: You still retain the color of a living mortal, and your skin feels only slightly cool to the touch. |
| Efficient Digestion | 3 | Vampire | Physical | V20 Core, pg 480 | Synopsis: You are able to draw more than the usual amount of nourishment from blood. System: 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. |
| Useful Knowledge | 1 | Vampire | Mental | V20 Core, pg 484 | Synopsis: 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. System: 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. |
| Light Sleeper | 2 | Vampire | Mental | V20 Core, pg 485 | Synopsis: You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. System: You may ignore rules regarding how Humanity or your morality Path restricts the number of dice available during the day. |
| Elysium Regular | 1 | Vampire | Social | V20 Core, pg 487 | Synopsis: You spend an unusual amount of time in Elysium. You see and are seen to such an extent that all of the movers and shakers of Elysium at least know who you are. System: 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. This Merit is generally taken by vampires that respect and attend Elysium on a regular basis. |
| Former Ghoul | 1 | Vampire | Social | V20 Core, pg 487 | Synopsis: 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. System: 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 -1 difficulty on all rolls relating to vampiric knowledge. |
| Prestigious Sire | 1 | Vampire | Social | V20 Core, pg 488 | Synopsis: Your sire has or had great status in her Sect or Clan, and this has accorded you a certain amount of prestige. System: 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 other vampires, or it might engender jealousy or contempt. |
| Protégé | 1 | Vampire | Social | V20 Core, pg 488 | Synopsis: Your sire watched you for some time before Embracing you, and spoke glowingly of you to acquaintances. System: 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 | Vampire | Social | V20 Core, pg 488 | Synopsis: 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). System: 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 | Vampire | Social | V20 Core, pg 488 | Synopsis: You’ve lived through at least one Sabbat attack or attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again. System: You are at -1 difficulty on all Perception rolls when it comes to Sabbat-based matters. This Merit is generally taken by groups in conflict with the Sabbat, and comes into play most frequently as a means of avoiding ambushes. |
| Boon | 1-6 | Vampire | Social | V20 Core, pg 488 | Synopsis: 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. System: 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 | Vampire | Social | V20 Core, pg 488 | Synopsis: You’re part of the brute squad the local Sheriff or Bishop calls on when he needs some muscle. System: 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 you can go depends on circumstance and how much the vampire you report to likes you. |
| Old Pal | 2 | Vampire | Socical | V20 Core, pg 488 | Synopsis: 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. System: 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. The Storyteller should play the Old Pal as a very loyal Ally. |
| Lawman's Friend | 2 | Vampire | Social | V20 Core, pg 488 | Synopsis: For whatever reason (maybe your winning smile or perhaps just your superb groveling technique), the local Sheriff or Bishop in charge of discipline likes you. System: 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 crack downs and times when the higher-ups aren’t feeling generous. Of course, abusing this connection might well turn a friendly vampire into an enemy — and the change might not be apparent until it’s too late. |
| Open Road | 2 | Vampire | Ssocial | V20 Core, pg 488 | Synopsis: 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. System: 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. |
| Rising Star | 3 | Vampire | Social | V20 Core, pg 489 | Synopsis: You’re one of the up-and-comers in the city, a rising star in your Sect. Everyone wants to know you and be your friend, even as those in power groom you for positions of greater responsibility. System: You are at -1 difficulty on all Social rolls against any vampires in your Sect who aren’t actively opposing your ascent. |
| Clan Friendship | 4 | Vampire | Social | V20 Core, pg 489 | Synopsis: 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. System: Whatever the case, you’re at -2 difficulty on all friendly 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/Bishop Friendship | 4 | Vampire | Social | V20 Core, pg 489 | Synopsis: The ruling vampires of the city value you and your opinions. System: 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. |
| Deceptive Aura | 1 | Vampire | Supernatural | V20 Core, pg 493 | Synopsis: Your aura is unnaturally bright and colorful for a vampire. System: You register as a mortal on all attempts to read your aura. |
| Healing Touch | 1 | Vampire | Supernatural | V20 Core, pg 493 | Synopsis: Normally vampires can only seal the wounds they inflict from feeding by licking them. System: With but a touch, you can achieve the same effect, closing the puncture wounds left by drinking blood. |
| Inoffensive to Animals | 1 | Vampire | Supernatural | V20 Core, pg 493 | Synopsis: With rare exceptions, animals usually despise the Kindred. Some flee, others attack, but all dislike being in the presence of a vampire. You have no such problem. System: Animals may not enjoy being in your company, but they don’t actively flee from you. |
| Magic Resistance | 2 | Vampire | Supernatural | V20 Core, pg 493 | Synopsis: You have an inherent resistance to the rituals of the Tremere and the spells of the mages of other Clans. System: The difficulty of all such magic, both malicious and beneficent, is two higher when directed at you. You may never learn magical Disciplines such as Thaumaturgy and Necromancy. |
| Hidden Diablerie | 3 | Vampire | Supernatural | V20 Core, pg 493 | Synopsis: The tell-tale black streaks of diablerie do not manifest in your aura. System: |
| Additional Discipline | 5 | Vampire | Supernatural | V20 Core, pg 494 | Synopsis: You can take one additional Discipline (Storyteller discretion) as if it were a Clan Discipline. System: 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, and Caitiff vampires cannot take this Merit. |
| Unbondable | 5 | Vampire | Supernatural | V20 Core, pg 494 | Synopsis: You are immune to being blood bound. Tremere cannot take this Merit. System: |
| Nine Lives | 6 | Vampire | Supernatural | V20 Core, pg 494 | Synopsis: Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. System: 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 that 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. |
| Trophy Allegiance | 4 | Vampire | Social | V20 Dread Names Red List, pg 100 | Synopsis: Similar to the Clan Friendship Merit (pg. 489, V20) Trophy Allegiance opens doors and allows the character to be treated favorably by a specific Clan. The character has earned the Trophy from the Clan in question for taking down one of the Anathema. Word has spread throughout that Clan, that members should offer assistance and rewards to the character for their deed. System: While the Trophy itself has likely already been covered with specific rewards, this Social Merit reflects more of a general goodwill and offers the character -2 difficulty on all friendly Social rolls involving members of the Trophy Clan who are familiar with the Alastor’s deeds. Additionally, the character’s reputation may earn her the occasional small favor such as the use of a haven, a loaner car, access to information from Trophy Clan members. |
| The High Price | 3 | Baali | Supernatural | V20 Lore of the Bloodlines, pg 16 | Synopsis: The burden of acquiring truth or power always comes at a high price. None know that more than these Baali, who sacrifice a part of their own soul in aspiration of greatness. System: Their physical body is wracked with weakness and pain, capping any Physical Attributes at four dots and costing 1 Willpower point every evening when they rise. In exchange for this tribute, the Baali receive +2 dice to any Discipline-related checks. |
| Simply Waiting | 4 | Baali | Supernatural | V20 Lore of the Bloodlines, pg 16 | Synopsis: The Baali knows their place within the order of the universe, and where they stand against other vampires or those of their own bloodline. They also know the end of the world is coming, sooner rather than later. They appear apathetic to the world around them, but in truth, they are simply resigned to their fate and remain unmoved if others try to get them to stray from their path. System: All Social rolls against them are increased by +2 difficulty, as the Baali knows the true end of it all. |
| Chorus Trained | 3 or 5 | Daughters of Cacophony | Supernatural | V20 Lore of the Bloodlines, pg 26 | Synopsis: The character has learned how to use the Fugue to tune in to her sisters and work together with far more efficiency. System: For
3 points, this Merit grants the character 2 extra dice to any Melpominee dice pool when using the power with another character with this Merit. For 5 points, the bonus 2 dice can be added for any action being performed by a partner with this Merit, such as making art or even fighting together. |
| Fugue Instinct | 3 | Daughters of Cacophony | Supernatural | V20 Lore of the Bloodlines, pg 26 | Synopsis: You can hear warnings and gain insight by listening to the Fugue more deeply. System: You must forego one of your actions to listen properly to the Fugue within. During this time, you may defend yourself but take no active actions. If you do, then you gain an insight for your next action that grants you +2 dice to whatever dice pool you use. |
| Stillness of Death | 2 | Gargoyle | Supernatural | V20 Lore of the Bloodlines, pg 37 | Synopsis: Gargoyles often hide themselves as statuary. System: The difficulty for any searches to find you are increased by 2 when you stay perfectly still. |
| Heavy Hands | 3 | Gargoyle | Supernatural | V20 Lore of the Bloodlines, pg 37 | Synopsis: One of the effects of becoming a vampire is strange changes happening to your body. The obvious alterations to your hands have made them tougher, harder, and more impervious to pain. System: All difficulties for damage rolls using unarmed attacks go down by 1. |
| Disciple of Lazarus/Japheth | 2 | Harbinger of Skulls | Supernatural | V20 Lore of the Bloodlines, pg 48 | Synopsis: You speak for the powers-that-be within your bloodline, and bear the clean, white death mask of a respected Harbinger lost to one of the historic purges suffered by your people. Most Harbingers of Skulls will listen to what you say, and take your words at face value. System: This Merit adds two dice to any Social roll when you invoke the name of Lazarus or Japheth. |
| Styx Baptism | 3 | Harbinger of Skulls | Supernatural | V20 Lore of the Bloodlines, pg 48 | Synopsis: You pledged fealty to the Harbingers of Skulls and swore to work against the machinations of Ashur, despite not being Embraced into the bloodline. You were escorted to the Shadowlands, where you were baptized head-first in the churning waters of the Styx. System: The flesh upon your head sloughed off with contact over the coming month, leaving just rotten patches or bare bone, reducing your Appearance Rating to 0 permanently. You’re now held in esteem by Lazarenes, gaining any one of the bloodline’s Disciplines as a Clan Discipline in place of one of your own. |
| Half Life | 6 | Harbinger of Skulls | Supernatural | V20 Lore of the Bloodlines, pg 48 | Synopsis: You’re more than just a vampire; you’re a wraith in vampire form. System: Your awareness of the realities of death enables you to spend half the regular experience points cost for increasing Necromancy Paths after the first point, and permits you to move between Shadowlands and Skinlands through the expenditure of a Willpower point. You cannot be controlled as a normal spirit through use of Necromancy, but should other vampires discover what you are, you can expect to be hunted mercilessly. You suffer the same weaknesses and have the same strengths as a vampire, but if viewed with a power such as Aura Perception (V20 Core, pg 135) the aura appears as a double-exposure, with a wavering, translucent humanoid shape merging in and out of yours. |
| Prized Collection | 1-2 | Kiasyd | Supernatural | V20 Lore of the Bloodlines, pg 59 | Synopsis: Kiasyd have appreciation for compilations of books, records, vintages of blood, and other collectable items among Cainites. System: You possess a collection that
may not be worth much (1pt.) or could be worth a lot to the right buyer (2pt.). Importantly, it’s a point of interest for any visiting Kiasyd or expert in the field, and they’re likely to treat you well just to get access to it. |
| Alien Perfection | 2 | Kiasyd | Supernatural | V20 Lore of the Bloodlines, pg 59 | Synopsis: You possess beauty unsettling in its perfection. People stand in awe of your flawless form, while inexplicable nausea subconsciously creeps up. System: The difficulty of any Appearance roll is reduced by three. A Stamina roll is required by anyone in your presence for longer than one scene, if this is the first time they’ve encountered you. Failure drives them away from you with a sickness wracking their body. |
| Paranormal Link | 2 | Kiasyd | Supernatural | V20 Lore of the Bloodlines, pg 60 | Synopsis: You’re linked to another weird species of the world, and unconsciously find yourself able to understand their parlance, codes, and rituals. System: Difficulties to decipher the hidden rites and languages of one society (selected when this Merit is purchased) are reduced by three. |
| Skin of Porcelain | 4 | Kaisyd | Supernatural | V20 Lore of the Bloodlines, pg 60 | Synopsis: Through concoctions imbibed or by a fluke of your Embrace, you possess a ceramic-like coating to your skin. System: In order for this to have any effect beyond looking strange, a Stamina roll is required (difficulty 8). Success allows you to convert up to three points of aggravated damage from a fire source to lethal damage before attempts to soak. The hardening dissipates for the remainder of the current story. |
| Vitae Mutation | 5 | Kaisyd | Supernatural | V20 Lore of the Bloodlines, pg 60 | Synopsis: You’ve drank the liquid essence of entities both strange and powerful. Whether the vitae of Methuselahs, the boiling blood of lupines, or bottled dreams of fae, the volume and combination of the brews you’ve consumed have forever altered you. System: Each night a Willpower roll is required (difficulty 7) for you to manifest a single point of Auspex, Chimerstry, or Dementation. This point can be added to an existing rating in the Discipline, but disappears the following night. |
| Extra Sharp | 2 | Nagaraja | Supernatural | V20 Lore of the Bloodlines, pg 70 | Synopsis: All Nagaraja already have sharpened fangs for the purposes of cutting into flesh with ease. A character with this Merit, however, has additional rows of fangs, similar to a shark, each one poised to inflict the most pain possible. System: Instead of dealing 1 unsoakable lethal damage per bite, they deal 2 lethal instead. Some Nagaraja like this gift since it makes their victims stop squirming much quicker. Others fear it creates a connection to the painful bite of the Giovanni, and may see Nagaraja with this Merit almost as outsiders. |
| Speed Eater | 2 or 4 | Nagaraja | Supernatural | V20 Lore of the Bloodlines, pg 70 | Synopsis: The vampire’s jaws have been strengthened to allow for faster devouring of one’s prey. System: For 2 points, he can devour 2 blood points worth of flesh per minute, or he may devour 3 blood points worth for 4 points. Must have at least Stamina 3 in order to gain this Merit. Otherwise, his undead form cannot support the influx of blood and viscera at such a fast pace. |
| Wolverine's Palate | 3 | Nagaraja | Supernatural | V20 Lore of the Bloodlines, pg 70 | Synopsis: Though many do not know this, the dreaded wolverine is one of only a few creatures in the world that can eat their prey entirely, whether larger or smaller. System: The Nagaraja with this Merit has the ability to eat bone just as easily as flesh, sapping even more spiritual essence from her victim and converting it to blood points. With one bite, she can cut through flesh and bone and swallow it all at once with no ill effect. This also means she may gain up to 5 additional blood points from a body by consuming the bones. |
| Scent of the Other | 1 | Salubri | Supernatural | V20 Lore of the Bloodlines, pg 80 | Synopsis: “You don’t seem like a soul-sucker...” System: For whatever reason, your third eye shuts tightly when you choose to hide it, and your blood and aura don’t give away your Clan. You might be regarded as a Caitiff, or as a member of another Clan. In any case, Tremere or other Salubri hunters are thrown off your trail, unless you do something to reveal yourself again. |
| Sight Beyond Sight | 3 | Salubri | Supernatural | V20 Lore of the Bloodlines, pg 80 | Synopsis: Your third eye occasionally experiences visions and pierces illusions. System: When your eye is open (via use of Auspex or Obeah), you occasionally pierce Obfuscate or Chimerstry. Some past Salubri have seen through faerie miens or glimpsed the dead lands of ghosts. You have no control over what your eye sees, though it’ll sometimes open involuntarily in response to the above phenomena. |
| Warrior's Heart | 3 | Salubri | Supernatural | V20 Lore of the Bloodlines, pg 80 | Synopsis: Steel sits in the placid heart of the Salubri bloodline, and Adonai’s resurrection has caused your own heart to flutter ever so slightly. System: Like the Healers of old, you may learn the Valeren powers of the antitribu at a cost of current rating x6; if you know the first two dots of Obeah and Valeren, you gain a 2-die bonus to using the first two Discipline dots. However, your warrior’s heart suffers from the Precept of Samiel, the well-defined wanderlust that affects many Salubri — for every week you spend in the same location, you lose a point of Willpower, as your soul agitates without action. The antitribu might have a similar Merit allowing them to learn Obeah at a cost of always helping someone in need, at the Storyteller’s discretion. |
| Death Grip | 3 | Samedi | Supernatural | V20 Lore of the Bloodlines, pg 91 | Synopsis: Thanks to your connection with death, you have a keen insight few other Kindred possess. System: When in contact with a dead body, you make a Wits + Alertness roll (difficulty 7). On a success, you intuitively know how the body died. On a failure, you suffer an illusory version of the wound that saps a point of Willpower. On a botch, your body mirrors the wound and hurts itself in the same manner, causing lethal damage equal to the final blow. |
| Stitcher | 3 | Samedi | Supernatural | V20 Lore of the Bloodlines, pg 91 | Synopsis: Getting blown apart isn’t a big deal. System: When parts of your body are cut off or otherwise removed due to damage, you may make a Dexterity + Medicine (difficulty 7) to sew the part back in place properly. If successful, the cost of healing the wound is reduced by one blood point. |
| Advanced Tech | 1-5 | True Brujah | Supernatural | V20 Lore of the Bloodlines, pg 99 | Synopsis: You have a device (or possibly a few) of an advanced design. System: While the True Brujah are not especially good at innovation, they are good at making improvements. So this device has no special functions unavailable to its contemporaries, but it does work a lot better. It reduces the chance of a mechanical fault (such as a jam) by half and all uses of the device are made with a -1 to the difficulty. The Storyteller should decide on the cost of the Merit, depending on how many items the character has, and how powerful they are. |
| Fatalist | 3 | True Brujah | Supernatural | V20 Lore of the Bloodlines, pg 99 | Synopsis: The character’s study of time has led them to believe that what is done is simply done. Destiny is a fixed path and therefore we are all the slaves of our own futures. As such, nothing can truly be our fault, for nothing is entirely under our control. It therefore becomes a lot easier to excuse themselves from their worst excesses System: . The character subtracts 2 from the difficulty of all degeneration rolls against losses of Humanity or Path of Enlightenment. |
| True Celerity | 5 | True Brujah | Supernatural | V20 Lore of the Bloodlines, pg 99 | Synopsis: The True Brujah have an odd relationship with Celerity. It often comes easily to them, but a few refuse to learn it, as it has become a symbol of the traitor Brujah. However, many find it a useful skill for masquerading as Brujah within the Camarilla or Sabbat, and so a few True Brujah have developed a slightly different form of the Discipline. System: A character with this Merit has the ability to learn True Celerity. While it works exactly the same as Celerity, it feels very different. Instead of the character moving quickly, they slow time down all around them. This Merit confers no Discipline points for the character, but does allow it to be bought with experience as if Celerity was a Clan discipline. While this power functions the same as Celerity, it cannot be taught to anyone who does not have any levels of the Temporis Discipline. |
| Secretarian Ally | 1 | Assamite | Supernatural | V20 Lore of the Clans, pg 26 | Synopsis: You have a close friend in one of the Kindred sects. Perhaps you are a warrior who is in touch with one of the antitribu, a vizier who shares common business interests with some Camarilla Ventrue, or a sorcerer who corresponds with one of the rare blood magicians of the Anarch Movement. System: Your ally can help you navigate the currents of their sect, but they might want something in exchange from time to time. |
| Thousand Meter Killer | 1 | Assamite | Supernatural | V20 Lore of the Clans, pg 26 | Synopsis: You have proven yourself worthy to join the Thousand Meter Club through your remarkable skill with the sniper rifle. System: The difficulty of all rolls associated with sniping is reduced by -1. You also double the normal range when using a sniper rifle as a weapon. |
| Fury's Focus | 3 | Brujah | Supernatural | V20 Lore of the Clans, pg 47 | Synopsis: Brujah who have devoted themselves to mastering their frenzies through the Path of Entelechy sometimes find tangible benefits resulting from their efforts. A Brujah with this Merit may briefly delay the full onset of frenzy. System: The player spends a Willpower point at the onset of frenzy and then rolls the Brujah’s Entelechy rating. The difficulty is one higher than the original roll to resist frenzy. The Brujah still frenzies, but the player controls her character’s actions for one turn per success. Furthermore, when the period of partial control ends and the Brujah loses control, the difficulty of any degeneration rolls triggered by sins committed during the frenzy are reduced by the number of successes rolled, to a minimum difficulty of 4. |
| Dynamic Personality | 5 | Brujah | Supernatural | V20 Lore of the Clans, pg 47 | Synopsis: Your natural charisma draws mortals to you like groupies to a rock star. Consequently, it is easier for you to acquire certain Backgrounds related to mortals. System: In addition to any Backgrounds acquired at character creation or through roleplay, you can purchase new Backgrounds with experience points at the end of each story. The available Backgrounds are Allies, Contacts, Herd, Retainers, and each new dot costs the current rating in experience points. |
| Drug Resistance | 2 | Setite | Supernatural | V20 Lore of the Clans, pg 67 | Synopsis: The Setite religion is one fraught with vices, both to compromise enemies and to enlighten initiates. Cultists tend to build up a tolerance to the substances they take directly (if human or ghoul) or through the blood of prey (if Kindred). System: You are unusually resistant to alcohol, narcotics, and similar addictive substances. You can pretend to be far more under the influence than you are in order to take advantage of an opponent. All rolls to resist the effects of such substances are at -2 difficulty. |
| Addictive Blood | 3 | Setite | Supernatural | V20 Lore of the Clans, pg 67 | Synopsis: You don’t just peddle narcotics; through the blessings of the Dark God, you are the perfect drug. Your blood is especially delicious to others, Kindred or kine. System: Whoever tastes your blood must, during any subsequent scenes that they meet you, drink again or spend a Willpower point to avoid the pangs of craving. These cravings add +2 difficulty to any Mental or Social rolls. Setites with this Merit find it much easier to blood bond an opponent, as once they have tasted the tainted vitae, they will do almost anything to drink it again. |
| Setite Initiate | 5 | Setite | Supernatural | V20 Lore of the Clans, pg 67 | Synopsis: You were Embraced into a Clan other than the Followers of Set. However, you have accepted the Setite religion, undergone the vetting process and rites, and have been formally inducted into the cult. You have access to Serpentis and Setite Blood Sorcery (though you pay out-of-Clan costs to learn the,). You may even study one of their Paths of Enlightenment. System: It is important to note that “Setites” from other Clans or bloodlines are not treated as second-class citizens. You are no longer a dupe they can string along. Once you are in, you are a sibling of faith, which is a much more important distinction than blood. An outsider accepting the Dark God is a joyous event, even to the most conservative elder. There are even rumors of non-Kindred supernatural beings joining the cult. |
| Hive Mind | 1 or 2 | Gangrel | Supernatural | V20 Lore of the Clans, pg 86 | Synopsis: Your Animalism works on insects and other creepy-crawlies in addition to mammalian animals. System: If you select the two-point version of this merit, your Protean forms may take the form of an insectoid swarm rather than a single creature (though the swarm must be of a size equivalent to a wolf or a bat, as appropriate). |
| Skald | 2 | Gangrel | Supernatural | V20 Lore of the Clans, pg 87 | Synopsis: You have exceptional memory for oral histories, and you are a quick study when it comes to memorizing large amounts of rote information. System: Anytime you make an Occult roll to know a fact about vampiric history, you may add a die to your dice pool. This is not true eidetic memory, but constitutes the ability to memorize poetic eddas, codes, or complex messages with only a few hours
of study. |
| Lesser Mark of the Beast | 4 | Gangrel | Supernatural | V20 Lore of the Clans, pg 87 | Synopsis: Common to the Gangrel known as the Knights of Avalon, you are able to control how your Beast manifests more than others do. System: Whenever you would gain an animalistic feature (V20 Core, pg 55), roll your current Willpower (difficulty 12 -Humanity rating, maximum 9). If successful, you manage to channel your humanity to avoid gaining an animalistic feature. However, your Beast is further from you, making you at +2 difficulty to rolls involving Animalism or Protean (or combo Disciplines involving those powers) for the rest of the evening. Vampires on a Path of Enlightenment lose all access to this Merit. |
| Totemic Change | 5 | Gangrel | Supernatural | V20 Lore of the Clans, pg 87 | Synopsis: Your Protean forms are flexible; you may choose a different animal form each time you change shape. System: The form you choose each time must follow all the conventions and rules of standard Protean animal shapes (see p. 91); you simply may choose to appear as a different animal each time you take Beast Form. |
| Cannibal | 1 | Giovanni | Supernatural | V20 Lore of the Clans, pg 106 | Synopsis: Most vampires can’t eat food, and even those who can force it down, don’t gain sustenance from it. Like them, you still can’t stomach the crap most mortals eat. Human meat, on the other hand, brings you great joy. It can be baked, fried, or even raw, and you can tuck right in, and even gain sustenance. Even other vampires look askance at Kindred who devour their prey, though the Dunsirn applaud your respect for tradition. System: In addition to the blood points every human can provide, you can cannibalize a mortal and gain even more. An average human can provide up to seven helpings of meat (one per health level). Each helping provides you with one blood point. |
| Consanguineous Resistance | 1 | Giovanni | Supernatural | V20 Lore of the Clans, pg 106 | Synopsis: Your character cannot be blood bound by anyone who shares his mortal bloodline. System: That is, if you were born into the Giovanni family, you cannot be bound by anyone else who was born a Giovanni, though you can still be bound by, say, a Pisanob of the Giovanni Clan, or by Kindred of any other Clan. Similarly, a Dunsirn with Consanguineous Resistance could not be bound by others who were born into the mortal Dunsirn family, but could be bound by a Milliner of the Giovanni Clan. The Giovanni are extremely suspicious of anyone known to manifest this quirk. Although this blood-borne aberration hasn’t been documented, a few savvy Giovanni have a rough idea of what it is and does. It’s generally associated with being a rebellious young smartass who needs to be put down. This is not as unfair as it sounds; by the time a bond resistance is really obvious, it’s likely because a punishment isn’t working. A character who is discovered to have this trait probably earns her sire’s hostility at the very least. |
| Mortuario | 2 or 4 | Giovanni | Supernatural | V20 Lore of the Clans, pg 106 | Synopsis: You died. Perhaps you were murdered, or simply had a car accident. Whatever the cause, you were gone. But your sire found you too useful, or couldn’t let you go. System: You were Embraced using the Ferryman’s Recall ritual (see Lore of the Clans, pg 109). The Embrace left you with the scars of your death, eternal tracework reminders of your trip to the other side. It also left you with the taut, pallid complexion of the dead. In addition to the traditional weakness of your Clan, you also suffer disfigurement from your time as a true corpse. While you are able to heal yourself just like any other vampire, the wounds do not heal cleanly. You retain the scars of every experience. Depending on the nature of the damage, this can make social dealings exceedingly difficult, and may decrease your Appearance dots over time (even to 0). However, your time across the Shroud also gave you a natural feel for necromantic blood magic. The difficulties of all Necromancy rolls are reduced by two. This trait costs 4 points for characters who already have an appearance of 0 (such as Samedi and the Harbingers of Skulls), or 2 points for any other Kindred. It is an incredibly rare condition even among the Giovanni, and essentially unknown outside the Clan. Giovanni with this Merit generally arouse the superstition of their Clan, and are treated with a definite wariness, particularly by Anziani. Characters with the Mortuario Merit may not also possess the Sanguine Incongruity Merit or similar flaws such as Monstrous. |
| Sanguine Incongruity | 5 | Giovanni | Supernatural | V20 Lore of the Clans, pg 106 | Synopsis: Giovanni with this atavism are few and far between. System: Kindred possessing it do not bear the traditional Giovanni Clan weakness, the so-called Curse of Lamia; their Kiss causes no more damage than the blood loss itself. These vampires acquire a peculiar pallor upon their Embrace, however — they look like corpses, and no amount of blood ingestion can flush their features (as other vampires are able to do). Indeed, the bearer of this Merit more closely resembles the Clan’s Cappadocian ancestors, and they have a slightly unnerving air about them. As a result, all rolls involving a Social attribute (Charisma, Manipulation, or Appearance) are at +1 difficulty. Giovanni with this Merit are afforded wide berth, as the Giovanni tend to be quite superstitious about it. Characters with the Sanguine Incongruity Merit may not also possess the Mortuario Merit. |
| Court Favorite | 1-5 | Lasombra | Supernatural | V20 Lore of the Clans, pg 121 | Synopsis: While the Courts of Blood are usually difficult to sway, you have become very good at shifting the balance. A mixture of experience and political empathy allow you to know just the right way to nudge the decision in your direction, or perhaps for that of your client. System: Any roll made that will affect the decision in a Court of Blood is granted a bonus or penalty (whichever is in your favor) in dice equal to the level you have of this Merit. |
| Eyes of Shadow | 1-4 | Lasombra | Supernatural | V20 Lore of the Clans, pg 121 | Synopsis: There is something about your eyes that makes you look dark and dangerous. Making eye contact with you is like staring into the Abyss. System: It may not be obvious why, but anyone you talk to gets a chill when they meet your gaze. The difficulty for any Intimidation roll is reduced by the number of points in this Merit (to a minimum of 2). |
| Call of the Sea | 2 | Lasombra | Supernatural | V20 Lore of the Clans, pg 122 | Synopsis: There is something about the sea that makes you feel at home. You are in tune with the tides and rhythm of the ocean. System: When on a boat in the ocean or on a river, you may add a die to all your dice pools except for Disciplines. |
| Controllable Night Sight | 2 | Lasombra | Supernatural | V20 Lore of the Clans, pg 122 | Synopsis: Your night vision is extraordinarily good, even for a vampire. System: The deepest shadows are like looking into a well-lit room for you. However, in normal light or bright conditions, you have to switch back to less-sensitive vision, or the weakest light quickly blinds you. While your night sight is active, you suffer no penalties for the dark and can see perfectly well. Should you use it in well-lit conditions; you suffer a penalty inversely proportional to the usual penalties for darkness. |
| Secret Stash | 2-5 | Lasombra | Supernatural | V20 Lore of the Clans, pg 122 | Synopsis: You have several resources, sleeper agents, or followers hidden away for a rainy day. System: For each level of this Merit you have one unassigned background point “sitting in storage” (2 gives you one point, 3 gives you two points, and so on). At any time, you may spend as many of them as you like to increase your level in Allies, Contacts, Herd, Influence, Mentor, Resources, or Retainers. Once spent, the points remain assigned permanently, but until then they cannot be affected by anything. This allows the vampire to create a new resource in an instant, without requiring the expenditure of experience points or awaiting a downtime. The vampire is not really gaining new levels, but revealing levels he has had all along. |
| Aura of Command | 3 | Lasombra | Supernatural | V20 Lore of the Clans, pg 122 | Synopsis: Whether you are good at barking orders or simply have a commanding tone, people tend to do what you tell them to do. You are not so much a natural leader as a born commander. System: When using the Leadership skill to get others to obey you, the difficulty is reduced by two. |
| King or Queen of Shadow | 4 | Lasombra | Supernatural | V20 Lore of the Clans, pg 122 | Synopsis: It is hard to hold onto your Humanity within the Sabbat, or even simply as a vampire. Your ability to empathize with the kine makes it more difficult. However, you have found a way to draw strength from that empathy. System: Any degeneration checks you make while on Path of Humanity reduce their difficulty by two. |
| Long Term Planning | 4 | Lasombra | Supernatural | V20 Lore of the Clans, pg 123 | Synopsis: You never leave anything to chance; every action is a carefully considered stratagem. System: Once per session you may declare an action you are about to take is actually “all part of your plan” and reduce its difficulty by two points. The Storyteller may veto the use of this ability on particular rolls. The player and Storyteller should keep a note of each of these occasions and decide how they are linking together into a grand scheme. |
| Instrument of God | 5 | Lasombra | Supernatural | V20 Lore of the Clans, pg 123 | Synopsis: Your self-confidence comes not from a belief in your own abilities, but due to a direct manifesto from the Lord. You have a divine purpose and He works through you, even though your goals may seem anything but holy. System: Whether it is because of you powerful will or an actual connection to the divine, you gain three additional dice to resist the powers of True Faith when they are used against you. |
| Distracting Aura | 2 | Malkavian | Supernatural | V20 Lore of the Clans, pg 142 | Synopsis: Reading an aura using Auspex requires the viewer to focus on recurring patterns and colors to detect a target’s emotional state. System: Because of the unique state of your psyche, your aura is even harder to read than most. All uses of Aura Perception are at a +2 difficulty against you. |
| Prophetic Dreams | 2 | Malkavian | Supernatural | V20 Lore of the Clans, pg 142 | Synopsis: You have dreams during your daylight sleep. Dreams you remember. Sometimes, they even come true. System: Rather than regain a point of Willpower when you rest during the day, you may choose to have the Storyteller give your character a lucid dream featuring foreshadowing about upcoming events, characters, and situations. |
| Cold Read | 3 | Malkavian | Supernatural | V20 Lore of the Clans, pg 142 | Synopsis: Whenever you meet someone for the first time, you may spend a number of points of Willpower equal to your Perception System: For each point spent, you may ask the Storyteller one question about the character. The Storyteller must either answer truthfully or let you take the Willpower point back to you to avoid answering the question. |
| Foul Blood | 1 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 160 | Synopsis: Your blood is vile. System: In fact, it tastes so disgusting it requires a Willpower roll (difficulty 6) just to avoid gagging and retching after tasting it. If someone is foolish enough to attempt diablerie on you, they need to succeed in three (difficulty 9) Willpower rolls to go through with it. The blood is so disgusting that no one can keep it down long enough to use it to become a ghoul, either. |
| Lizard Limbs | 1 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 160 | Synopsis: Like a lizard, you are able to actually shed parts of your body. System: By spending a blood point and a little effort, you can detach a hand or foot, or even an arm or leg. This might be to escape bonds or a grapple. Unfortunately, the appendage will not reattach, and you will have to regrow that over time (usually a couple of days for a hand or foot, and a week for a limb). You also suffer a -3 dice pool penalty to actions that would require the use of more limbs. |
| Long Fingers | 1 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 160 | Synopsis: You have been blessed with unusually long and graceful fingers. System: This means you have an easier time with fine manipulation as well as grappling tasks, gaining an extra die when attempting such actions. |
| Monstrous Maw | 1 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 160 | Synopsis: You have either oversized tusks for fangs, or a huge mouth full of sharp teeth. Whatever form it takes, your mouth is that of a monster. System: When attacking with a bite you do an additional point of damage. You may also add a die to your Intimidation dice pool when you smile. |
| Piscine | 1 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 161 | Synopsis: Water is a far more comfortable environment for you, be it the sea or sewer effluent. System: Rolls involving swimming or underwater movement have their difficulty reduced by 1. |
| Slimy | 1 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 161 | Synopsis: You secrete an ooze, which is as disgusting as it sounds. The ooze covers your entire body and soaks into your clothes System: It makes you slippery and difficult to hold, requiring opponents to gain two more successes to grapple you. The dampness also makes you a little fire resistant, reducing your difficulty to soak fire damage by 1. |
| Spawning Pool | 1-3 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 161 | Synopsis: You have a spawning pool of your own (or possibly donate heavily to the Clan’s main pool). Creating such a pool takes time, and requires regular infusions of blood, at least six blood points a week for a year. System: The Merit grants its level as a dice pool bonus to the Nosferatu’s use of Animalism in their home city, but only with animals considered vermin, such as rats and cockroaches. Essentially the bonus is only available for creatures that might conceivably drink regularly from the tainted blood. Once established, the spawning pool requires twice its level in blood points each week to it. Without proper maintenance, its level will drop by one. It can be rebuilt by maintaining it at the new level and adding four additional blood points each week for six months. The Merit cannot be improved above its initial level, as this also represents the convenience of its location and the variety of creatures that might find it. |
| Tunnel Rat | 1-5 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 161 | Synopsis: You are remarkably adept at moving through the underground tunnels that you call your home. System: When
attempting to navigate, escape, or track through sewers and underground places you know, you gain an additional die for every point you have in this Merit. |
| Sleep Unseen | 2 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 161 | Synopsis: The power of Obfuscate usually requires you to concentrate at least a little. However, you are able to lock the power on, allowing you to sleep while remaining hidden. System: To do so requires the expenditure of another blood point, but it will last throughout the day’s rest. Those with Auspex can still attempt to detect you, but mortals will be unaware of your sanctuary. This can be a useful trick for Kindred who like to travel. |
| Tough Hide | 2 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 161 | Synopsis: Your skin is much tougher than usual, possibly like that of a rhino or a lizard. System: This hide protects you against most normal damage, granting you an extra die when making a soak roll. However, this bonus does not apply against fire and sunlight. |
| False Reflection | 3 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 161 | Synopsis: Even when using their Obfuscate abilities, Nosferatu still show up in their true form when noticed by machines, such as cameras or video surveillance. With this ability, the Nosferatu can extend their power to recorded images and media. System: However, as with Mask of the Thousand Faces, the original image isn’t actually changed; it is just that people see it the way the Nosferatu wants it seen. Unfortunately, computers are not so easily fooled: if the image is used for facial recognition software (for instance), the computer will see the Nosferatu’s real face and fail to find a match. The Nosferatu has best take care how this power is used, as it may wear off in time. Some archived photos have given librarians a nasty surprise, years after going into storage. |
| Patagea | 4 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 161 | Synopsis: Your arms and legs have leathery flaps of skin between them, similar to that of a flying squirrel. System: While they make finding clothes a nightmare, they also allow you to glide for short distances, given enough height and a decent wind. The Storyteller might require an Athletics roll when it comes to landing. |
| Rugged Bad Looks | 5 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 161 | Synopsis: While you are still hideous, you are not quite as monstrous as most Nosferatu. System: You still have an appearance of 0, but you might pass for human in the right light. It is a still a good idea to cover up and stay in the shadows, but the sight of you (or even the smell of you) is not an instant breach of the Masquerade. Having said that, you are still ugly enough to unnerve the crap out of most people. |
| Antitoxin Blood | 1 | Ravnos | Supernatural | V20 Lore of the Clans, pg 181 | Synopsis: Although vampires are typically immune to mortal drugs and poisons, there are supernatural venoms that can affect Kindred physiology System: A Ravnos with this Merit is immune to all forms of drugs and poisons, including the venoms and toxins of supernatural creatures or those created by supernatural powers. |
| Brahmin | 1 | Ravnos | Supernatural | V20 Lore of the Clans, pg 182 | Synopsis: As a member of the Brahmin jati, you are a priest, artist, teacher, or other pillar of society. Perhaps you keep the lore of the Clan, or perhaps you act as an advisor to other Ravnos in need of wisdom. System: Once per session, if you fail an Academics or Expression roll, you may immediately reroll it. You do not have to purchase this Merit to be a member of the Brahmin jati, but only members of the Brahmin jati may have this Merit. |
| Kshatriya | 1 | Ravnos | Supernatural | V20 Lore of the Clans, pg 182 | Synopsis: You are a member of the Kshatriya jati; perhaps you are a warrior, a descendant of rulers, or a member of the military. Your role is to protect the Ravnos in war, and govern in peace. System: Once per session, you regain a Willpower when you successfully use a combat maneuver (see V20 Core pg 274-278). You do not have to purchase this Merit to be a member of the Kshatriya jati, but only members of the Kshatriya jati may have this Merit. |
| Legerdemain | 1 | Ravnos | Supernatural | V20 Lore of the Clans, pg 182 | Synopsis: You’re extremely good at sleight of hand and other physical tricks. System: Difficulties when using Subterfuge for physical trickery, shell games, card tricks, and so forth, are decreased by two. |
| Mute Devotion | 1 | Ravnos | Supernatural | V20 Lore of the Clans, pg 182 | Synopsis: Your Animalism carries an unusual side effect: it lingers in the minds of the beasts you speak with or control, lending them a certain resistance to others. System: When someone else attempts to command a creature you have previously controlled with Animalism, their difficulty levels are at +2. |
| Vaishya | 1 | Ravnos | Supernatural | V20 Lore of the Clans, pg 182 | Synopsis: The Vaishya jati are tasked with utilizing influence, maintaining the human herds, and keeping finances. They are often seen as traders and merchants, but to the Ravnos, they are also a critical part of maintaining the Masquerade that hides vampires from mortal hunters. System: Once per session, you may call on of your Backgrounds as if you had an extra dot in that Background (up to the normal maximum of 5). You do not have to purchase this Merit to be a member of the Vaishya jati, but only members of the Vaishya jati may have this Merit. |
| Critters | 2 | Ravnos | Supernatural | V20 Lore of the Clans, pg 182 | Synopsis: You’re excellent with animals — so much so that they constantly seek to befriend you. Wherever you go, the animals are happy to see you, and more often than not, happy to help you when you ask for their aid. System: You receive a bonus die on Social rolls to affect small animals. Further, animal companions who have had continual interaction with you see you as something of a pet, and occasionally bring you small useful things. Once per game session, animals will bring you a useful piece of information or a small item relevant to events. This item might occasionally play into the individual Ravnos’ particular vice, as the animals quickly pick up on what pleases their friend. |
| Heart of Needles | 3 | Ravnos | Supernatural | V20 Lore of the Clans, pg 182 | Synopsis: Your natural abilities with illusions have rendered you particularly jaded and unimpressible. How can anything be as perfect as your own imagination? Because of this, your heart is harder than most, and you have a significant resistance to emotion control. System: All powers and Social challenges that attempt to manipulate you emotionally are made at a +2 difficulty. |
| Indelible | 1 or 2 | Toreador | Supernatural | V20 Lore of the Clans, pg 200 | Synopsis: You manage to retain any body modifications made after the Embrace. System: Whereas other vampires’ bodies return to the state they were in at the Embrace each evening, any body modifications you get after the Embrace remain as they are until you actively spend a Willpower point to return your body to its tabula rasa state. This Merit applies to changes as simple as dying or cutting your hair to modifications as complicated as tattoos, piercings, or even small implants. If the Merit only allows for cosmetic alterations, it is worth 1 point. If it allows for more utilitarian alterations, such as RFID implants that activate certain electronic devices, then it is worth 2 points. |
| Impressive Restraint | 2 | Toreador | Supernatural | V20 Lore of the Clans, pg 200 | Synopsis: When you haven’t eaten, it can be torturous to be near mortals. The pounding thrum of blood through their veins does not leave you nearly as tempted as it might other Kindred. System: When opportunity presents itself, the difficulty of all Self-Control rolls to resist hunger are made against a -2 difficulty. Characters on Paths of Enlightenment that require Instinct cannot take this Merit. |
| Master of the Masquerade | 2 | Toreador | Supernatural | V20 Lore of the Clans, pg 200 | Synopsis: There are many small tics, nervous habits, and autonomous bodily functions (like breathing) that Kindred simply forget to do. They can be unnervingly still or forget to breathe, particularly when they think they’re alone. You never let down your guard. The act of breathing remains unconscious habit to you, and you never lapse into that eerie statue-like stillness, even when transfixed or concentrating. System: Consequently, the difficulties of all Social rolls are lowered by one when interacting with mortals. This Merit does not allow you to eat food or benefit from the blush of health (V20 Core, pg 480) — those Merits are still required to be a true master of the Masquerade. |
| Slowed Degeneration | 5 | Toreador | Supernatural | V20 Lore of the Clans, pg 200 | Synopsis: Your Humanity is strong and can more easily withstand the Beast’s assaults. System: You gain two additional dice on any Conscience roll. This degree of moral resilience allows a well-behaved vampire to lose Humanity at a much slower rate than would otherwise be possible. Only vampires following Humanity may take this Merit, and the Merit is lost forever in the event that the vampire takes up another Path of Enlightenment. |
| Embraced Without the Cup | 1 | Tremere | Supernatural | V20 Lore of the Clans, pg 218 | Synopsis: For some reason you did not drink the blood of the elders when you were inducted into Clan Tremere. More dangerously, it may have had no effect on you. System: As a result, you are not bound to the Clan the way most Tremere are. Should it be discovered, it will usually be corrected, but one might almost believe there was some purpose to this lapse, as the Tremere don’t make mistakes. Perhaps the Clan has a special task in mind for you, one where you might be forced to act against the Clan to maintain a cover... |
| Secret Society Member | 1 | Tremere | Supernatural | V20 Lore of the Clans, pg 218 | Synopsis: You have found and joined one of the many secret societies in Clan Tremere. System: Your character must be suitable to join, such as having Necromancy to join the Covenant. You might pick one of the societies listed here or create one of your own. In most cases, your society membership should be kept secret, but your allegiance to it is not considered a crime. While your society expects you to uphold its tenets and agenda, they can also be counted upon to back you up and help you increase your power within the pyramid. |
| Keys to the Library | 1-5 | Tremere | Supernatural | V20 Lore of the Clans, pg 218 | Synopsis: You have one of the most sought after positions in the chantry: a librarian. It is one of your duties to catalogue and maintain the magical lore kept in your chantry. This means you have complete access to it, and get to decide who can see it and who can’t. A vast array of rituals and Thaumaturgical knowledge resides here, making it simple to learn many of the secrets of magic. System: No matter how restrictive your chantry, you have complete access to the library for research. The cost of this merit is the same as the chantry’s Library rating (see Lore of the Clans, pg 221-222). |
| Outside Haven | 2 | Tremere | Supernatural | V20 Lore of the Clans, pg 219 | Synopsis: You maintain your own private haven outside the chantry and Tremere control. System: Most Tremere are expected to rest in the chantry, where the Clan can keep an eye on them. However, you have been trusted with a little more privacy. This might be because you have already proved your loyalty, or perhaps because they are testing it. |
| Unmarked Antitribu | 2 or 5 | Tremere | Supernatural | V20 Lore of the Clans, pg 219 | Synopsis: While you are part of the Sabbat and a traitor to House and Clan Tremere, somehow you remain unmarked by the antitribu curse. System: You are not easily recognized as a renegade Tremere, and the magic that burned so many of your brethren cannot target you. Further, other Sabbat members cannot judge you at a glance. Those of the Telyavelic bloodline can purchase this Merit at 2 points, while other Tremere pay 5 points. |
| Quartermaster | 3 | Tremere | Supernatural | V20 Lore of the Clans, pg 219 | Synopsis: You are one of the Kindred responsible for maintaining and organizing the chantry’s mundane supplies. System: You may take anything from the chantry’s stores as defined by the chantry’s Stores rating. While you will have to return or replace anything you borrow, you have access the whole range of equipment appropriate to the size of the chantry. This might range from assault weapons and explosives to advanced medical and scientific equipment. |
| Bioluminescence | 1 | Tzimisce | Supernatural | V20 Lore of the Clans, pg 238 | Synopsis: Perhaps through biological expertise, or perhaps by unlocking something primordial within, you have accessed the secrets of bioluminescence. System: Using the Vicissitude, you may grant yourself (through Malleable Visage) or others (via Fleshcraft — both as per V20 Core, pg 241) the ability to emit a soft glow. With muscle control and practice, you can control the color and pattern of the illumination. This can light a soft glow in the dark, create beautiful displays, or even act as a primal form of communication. Some Fiends grant their ghouls or childer bioluminescence, developing an eerily nuanced and wordless language with their thralls and broods. Only characters with at least one dot of Vicissitude may purchase this Merit. |
| Pain Tolerance | 2 | Tzimisce | Supernatural | V20 Lore of the Clans, pg 238 | Synopsis: Maybe you are a badass or shut off your nerves through Vicissitude. Maybe your sire put you through so many intricate hells that it would be tough for anyone else to compete. Maybe it just turns you on. System: Regardless, at Hurt or Injured, you suffer no wound penalties, though you still suffer full penalties at Wounded and below. You must have a Conviction or Courage rating of 3 or more to take this Merit. |
| Dracon's Temperament | 3 | Tzimisce | Supernatural | V20 Lore of the Clans, pg 238 | Synopsis: You emulate the ideal of Azi Dahaka within and without, to levels visceral and abstract. Your psyche flows with the permutable nature of change. Like the protean Dracon, you are a whirlwind of temperaments. This is not multiple personalities. You are one identity shown through the prism of ever-shifting Natures. No anchor fetters your sense of self. You can be any you. System: At the start of each story, you may choose one Personality Archetype to function as your Nature, spending the rest of the story perceiving the world through that perspective. 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. |
| Haven Affinity | 3 | Tzimisce | Supernatural | V20 Lore of the Clans, pg 238 | Synopsis: You are the land. The land is you. The home soil calls to you. You give to it, and it gives to you System: . Your connection to the earth of your prime haven grants you an extra die to all dice pools when operating there. It also acts as a mystic beacon, allowing you to home in on its location with a standard Perception + Survival roll (difficulty 6), +1 difficulty when a state or country separates you; +2 if you’re halfway across the globe. This applies only to your primary haven. |
| Revenant Disciplines | 3 | Tzimisce | Supernatural | V20 Lore of the Clans, pg 238 | Synopsis: The blood of your revenant family runs deep, deeper than the Embrace. System: The Disciplines that were innate to you as a ghoul have remained so as a Cainite. At character creation, select the ghoul family from which you hail (V20 Core, pg 503-506). Instead of the Tzimisce’s standard complement of Animalism, Auspex, and Vicissitude, you draw from your three family Disciplines for your starting allocation (though you may buy other Disciplines with freebies, as normal). You trade in the entire set of Tzimisce Clan Disciplines for the set of revenant family Disciplines, for the purposes of in-Clan Experience cost. |
| Promethean Clay | 5 | Tzimisce | Supernatural | V20 Lore of the Clans, pg 238 | Synopsis: Your flesh ripples and molds itself to your preternatural will, almost before you consciously invoke the change. System: The difficulty to use any Vicissitude power on yourself is two less than normal, and you may activate Vicissitude powers reflexively at your full dice pool while taking other actions. Powers that require multiple turns to activate still require the usual duration. The change simply occurs without conscious direction. As a final benefit, you need no physical sculpting to use the first three levels of Vicissitude on yourself, as your flesh undulates and extrudes to its desired shape. |
| Connoisseur | 2 | Ventrue | Supernatural | V20 Lore of the Clans, pg 261 | Synopsis: Your study of the Auspex Discipline, combined with your rarified tastes, allows you powerful insights into the character of any whose blood you taste. System: The character tastes another’s blood (potentially risking blood bond), and player rolls Perception + Empathy (difficulty 6 for mortals or 8 for Kindred). If the blood came from a mortal, each success allows him to learn one of the following: the mortal’s Nature, her Demeanor, any Derangements she may possess, whether she is blood bonded, and whether she carries any blood-borne diseases. If the vitae came from a vampire, he can learn all of the previous information, plus anything discoverable with the first level of the Path of Blood (see V20 Core, pg 213). The Ventrue may taste the blood of a mortal who does not fit within his feeding restriction long enough to use this ability, but he must immediately spit it out afterwards. |
| Blessed by St. Gustav | 4 | Ventrue | Supernatural | V20 Lore of the Clans, pg 261 | Synopsis: Many Ventrue antitribu replace their traditional affinity for Presence with an aptitude for Auspex by means of the ignobilis ritus known as the Prayer to St. Gustav (see sidebar on V20 LotC, pg 261). For your piety and devotion to the Sabbat cause, you have been especially blessed and have an affinity for both Disciplines. System: This Merit is identical to Additional Discipline Merit found on V20 Core, pg 494, except that it can only be used to add Auspex as a fourth in-Clan discipline. Only Ventrue antitribu can take this Merit. This ignobilis ritus allows a Ventrue antitribu to replace Presence with Auspex as a Clan Discipline. The ritus requires a group consisting solely of Ventrue antitribu to participate in a Vaulderie while wearing ceremonial armor and singing the praises of St. Gustav Mallenhaus, the founder of the Sabbat Inquisition. The player of any crusader present who has not yet acquired any dots in Presence may roll Intelligence + Occult (difficulty 7), and if the roll succeeds, she may replace Presence with Auspex as a Clan Discipline. With five or more successes, the Storyteller may decide to award the Blessed by St. Gustav Merit. A character who has already started learning Presence may attempt this ritus, but may not swap out his Presence for Auspex — instead his Presence immediately becomes out-of-Clan, and the player must pay the difference in experience points between what the Presence cost before and what it costs now. |
| Personal Masquerade | 3 | Caitiff | Supernatural | V20 Lore of the Clans, pg 269 | Synopsis: Thorough charm, manipulation, or just plain luck, you have managed to convince other vampires that you are a member of one of the Clans. System: Any social interactions with vampires ignorant of your true nature ignore your usual penalty for being Caitiff. However, you must constantly be vigilant of your ruse. Should anyone come to realize you have been playing them for fools, their vengeance will be swift. The higher you climb in Kindred politics, the more likely this becomes. The Clan Weakness Flaw can actually prove to be a boon in supporting your Masquerade. Others, however, must be that much more careful. |
| Kashaph | 1 | Inconnu | Supernatural | V20 Rites of the Blood, pg 100 | Synopsis: The term kashaph is of ambiguous meaning, based on a Hebrew root word for “mutter,” and implying spoken sorcery and incantations. The term is used in the Old Testament to condemn the practitioners of witchcraft. True kashaph has long been extinct — save among the Inconnu. System: Kashaph is an enchanted language, and cannot be “decoded” by modern linguistics or cryptography. The Inconnu use kashaph to communicate secretly, and also as a method of identifying one another. New members of the Inconnu are not taught kashaph by normal means. It cannot be studied, nor learned like a conventional language. Instead, members are indoctrinated into the society through an elaborate ritual during which the language of kashaph is inscribed upon their soul. Once “learned” in this way, the language may be spoken, not written (there is no written form, and the sounds cannot be accurately captured by phonetic scribblings), and only another individual with this merit has the capacity to understand the words said in the language of kashaph. |
| Mark of Caine | 4 | Vampire | Supernatural | V20 Rites of the Blood, pg 41 | Synopsis: Over the course of history, some of these rituals have been lost, either due to the death of Sect members, or because the ritus simply was not as integral to the Sect’s survival in the modern world. One of these lost ritae was the Mark of the Father, which offered protection against weapons of faith. As faith has declined in the modern world, the ritus was used less and less, until eventually, priests who know the ritae have become all but extinct.
Some vampires who participated in the lost Mark of Caine ritus were especially blessed, and still bear a faint sign of favor. Such vampires are always old, pre-dating the first Sabbat Civil War, and once had this ritual cast upon them by a powerful practitioner. These vampires have a small, faded mark upon their forehead that resembles the Hebraic letter tav. |
| Discerning Palate | 4 | Vampire | Physical | V20 The Black Hand A Guide to the TalMaRahe, pg 177 | Synopsis: Your naturally selective palate allows you to discern specific traits inherent to a sample of blood. With but a taste, you can determine potency, freshness, species, or whether a blood sample is contaminated, as well as attempt to identify the Generation, age, and even Clan of other vampires. System: If you sample even a single drop of blood, roll Perception + Awareness (difficulty 8).
|
| Grand Library | 2, 4, 6, or 7 | Vampire | Mental | V20 The Black Hand A Guide to the TalMaRahe, pg 177 | Synopsis: Throughout the years, you’ve managed to amass an exquisite collection of books, both common and rare. System: Choose 3 Knowledge dots for every 2 points taken in this Merit, or 10 Knowledge dots for 7 points. While working in your library, the difficulty rating for any rolls involving those Knowledges is reduced by 2. |
| Arcane | 1 to 5 | Vampire | Social | V20 The Black Hand A Guide to the TalMaRahe, pg 177 | Synopsis: Some vampires have a strange ability to slip from notice, which manifests as an aura of forgetfulness. System: Those trying to remember the vampire experience a sensation of jamais-vu. The ability may be deliberately developed, or the Kindred could simply be too ordinary to pay attention to. Though not similar to Obfuscate, Arcane doesn’t help in combat situations — the vampire can’t literally vanish. However, someone searching for them may well fail, as no one remembers the vampire or can give a reliable description. Each point taken subtracts one die from any dice pools used to actively locate the vampire or recall her from memory. Those with this Merit can choose to “turn off” Arcane if they wish. As a passive trait, it doesn’t help on Stealth rolls or other overt attempts to hide. If you have any dots in Status or Fame, Arcane ceases to function while you possess them. |
| Paragon | 7 | Vampire | Social | V20 The Black Hand A Guide to the TalMaRahe, pg 178 | Synopsis: Others find you particularly compelling. System: Select one Background from the following group: Allies, Contacts, Domain, Fame, Herd, Influence, Mentor, Resources, Retainers, or Status. You receive one free dot in that Background, and your maximum Trait score in that Background may exceed normal Generational limits by one. |
| Apostate | 2 | Vampire | Supernatural | V20 The Black Hand A Guide to the TalMaRahe, pg 178 | Synopsis: Since their inception, Nergali Baali have subverted members of other Clans into their own ranks. Known as Apostates, initiates are first drained completely by a Baali nest-master, who then extracts the still-beating heart from a mortal victim, fills it with his own blood, and buries it in a pool of gore within a Well of Sacrifice. The initiate swims through the dismembered bodies and viscous remains to find and consume the heart. In this way, Nergali do not make a victim of those they Embrace; prospective members must claim it through strength of will. System: Apostates replace any one in-Clan Discipline with Daimoinon, but in turn gain the Baali Clan weakness on top of their standard Clan weakness. Apostates can still pass with relative ease for members of their former Clans, but any childe they Embrace is indistinguishable from a standard Baali. Further, such a childe shares none of the Clan Disciplines or weaknesses of their sire’s former Clan, save those Disciplines that are innate to the Baali. Apostates do not lose levels in the Discipline they choose to exchange for Daimoinon, but further levels in that Discipline are purchased at out-of-Clan costs. |
| Without a Trace | 2 | Vampire | Supernatural | V20 The Black Hand A Guide to the TalMaRahe, pg 179 | Synopsis: When in the wilderness, the earth fills in your footprints. You leave no noticeable traces, not even a scent. System: Normal attempts at tracking automatically fail. Supernatural attempts are done with a +2 difficulty. |
| Psychic Leech | 5 | Vampire | Supernatural | V20 The Black Hand A Guide to the TalMaRahe, pg 179 | Synopsis: At the cost of one Willpower point, you may feed on the Willpower of your victims from a distance. System: The consumed Willpower strengthens the potency of your own blood, effectively transforming it into temporary blood that dissipates at the end of the night. These temporary blood points may be spent just like regular blood points, but cannot be lost due to damage or blood drain, do not affect hunger rolls for frenzy, and may not be used to create or sustain blood bonds or ghouls. To activate this ability, the target must have at least one of your blood points in their system, and must be engaged in eye contact with you. |
- [+/-] Ghoul and Revenant Merits
| Merit | Cost | Allowed | Type | Source | Details |
|---|---|---|---|---|---|
| Loyalty | 5 | Revenant | Mental | V20 Ghouls and Revenants, pg 126 | Synopsis: Though revenants are the tools of the Kindred, they aren’t known for their unshakable loyalty to a particular vampire or Clan. When a member of a revenant family does display such loyalty, it’s noteworthy. Word of that revenant’s actions will spread quickly among other members of the Clan or Sect the family serves. Most revenant families might welcome a patron vampire for one of their members. The family would likely be suspicious of placing their trust in a specific vampire or Clan, and would probably take steps to avoid becoming too dependent on a single domitor. System: The character can expect occasional favors from the vampire Clan that controls the revenant’s family. They may also be given considerable latitude to explore their own special interests, since the vampires “trust” that the character is furthering the Clan’s goals. Loyalty is also a good Merit to choose if the character is being groomed for the Embrace, especially if that revenant knows her future sire. |
| Benevolent Domitor | 3 | Ghoul | Social | V20 Ghouls and Revenants, pg 129 | Synopsis: For reasons unbeknownst to you, your domitor is fond of you. Perhaps your service has been exemplary, or you simply remind your master of a past love. Given the alien nature of a vampire’s mind, you may never know for sure, but you do not begrudge the benefits you’ve gained from your master’s feelings toward you. System: You feel safe in your master’s care, and do not dread spending night after night fulfilling your duties. Your domitor treats you with a measure of faux compassion, and does not casually endanger your life. Unlike the relationship between other masters and their ghouls, this Merit does not represent a temporary phase. You have already proven yourself to your master. Thus, your relationship is akin to a friendship between a great boss and his employee. |
| Groomed for Embrace | 5 | Ghoul Revenant |
Social | V20 Ghouls and Revenants, pg 129 | Synopsis: Your character has been deemed worthy of the Embrace, and is being prepared for the eventuality through careful, directed training by your future sire. While this Merit does not guarantee when you will be Embraced, your character is aware that you will become a vampire, and you know the identity of your future sire. System: The benefits of being Groomed for Embrace are related to your current role as a ghoul, and your future position as a vampire within a specific Clan or bloodline. As such, your role among the ghouls of your domitor’s house will be elevated to that of a valued apprentice as opposed to a disposable servant. Some Clans, like the Tremere or the Tzimisce, might track your progress through your academic study of lore, Disciplines, or thaumaturgical rituals. You might not be able to use Vicissitude, for example, but you may be permitted to assist your domitor at her laboratory table. Other vampires might be more careful, and may prepare you to be evaluated by the local prince before proceeding further. There may be a few drawbacks that your character might encounter over the course of your chronicle. Because you have achieved the dream of many ghouls, you may be subjected to fits of jealous rage or harm by other ghouls. Your domitor might even be aware of this fact, and may have encouraged these feelings to test you to see if you’re worthy of becoming a vampire. Additionally, should this fact become known, you may garner unwanted attention from your future sire’s enemies. Since it is most likely your future sire will also be your domitor, you may be kidnapped, spied upon, or pumped for information about your domitor’s haven, holdings, and schemes. However, many vampires do not reveal that their ghouls and revenants are being Groomed for Embrace, and keep their intentions secret. Should you decide to purchase the Groomed for Embrace Merit, you may purchase Benevolent Domitor at a cost of one point, provided you have taken the prerequisite Domitor Background. In this circumstance, you are signaling your Storyteller that your domitor has pledged to become your future sire. You may also, at your Storyteller’s discretion, learn one dot in a third Discipline known to your future sire or follow a Path after abandoning your Humanity. |
| Vicissitude Modifications | 1-7 | Ghoul Revenant |
Physical | V20 Ghouls and Revenants, pg 134 | Synopsis: You are a ghoul or revenant whose body has been hideously modified through the use of the Vicissitude Discipline. You, yourself, might not be gifted in this area, but your flesh and bones have been reshaped into a nightmare designed to be useful in war. Thus, while your Modifications may provide you with a mechanical benefit, you are considered a monster even though, technically, you are still mortal.
The alterations made to your body are permanent unless shaped by further uses of Vicissitude. Although your Vicissitude Modifications can be dangerous, your body still sustains damage normally. Despite your horrid appearance, you are still flesh and bone. System: Vicissitude Modifications requires you to take the Monstrous Flaw, which is found on page 482 of V20 Core. Regardless of how many alterations you choose, you have an Appearance of 0. At your Storyteller’s discretion, you may also be required to take a Mental Flaw, penalty to Social rolls, or a Derangement due to the horrors you’re experiencing. Generally speaking, this Merit may only be used by characters that are either Bound to, or are sponsored by, a vampire or Clan that has the use of Vicissitude. Revenants that are modified in this way are often subjected to the Blood Bond to ensure their loyalty.
Ghouls and revenants may never heal a damaged Vicissitude Modification, not even with the Blood. In this respect, both are as helpless as their unmodified counterparts. However, should a ghoul or revenant possess enough levels in Vicissitude, that character may heal themselves or remove the Vicissitude Modification altogether. To do so, the character must have a level of Vicissitude superior to that of the vampire who inflicted the mutilation in the first place. Notes: Used by: Due to the complexity of this Merit, check with your Storyteller before spending points on Vicissitude Modifications. |
| Pale Aura | 2 | Ghoul Revenant |
Supernatural | V20 Ghouls and Revenants, pg 137 | Synopsis: Due to some quirk of fate or your reaction to the Blood, your aura is naturally pale. Any color your character’s aura takes has a pale cast to it, as if you were a vampire and not a ghoul. System: Vampires reading your aura with the use of the Auspex Discipline may assume you are a vampire unless they gain five or more successes on an Aura Perception roll, or have strong reason to suspect otherwise. This Merit can be of great use if you wish to impersonate a vampire for a time, but can also cause a dangerous misunderstanding or lead to your capture for further scrutiny. |
| Clear Sighted | 4 | Ghoul Revenant |
Supernatural | V20 Ghouls and Revenants, pg 137 | Synopsis: Your ghoul is not easily fooled by illusions and tricks of the light. Whether you were born lucky, have supernatural assistance, or proper training to brush aside such influences, your character has a knack for overcoming the phantasms, shadows, and mirages others create through the use of thaumaturgical rituals and Disciplines. System: This Merit is only applicable for visible tricks of deceit caused by the use of Disciplines. When faced with a supernatural illusion caused by the use of Disciplines such as Obfuscate and Chimestry, your ghoul may make a Perception + Alertness roll (difficulty equal to your opponent’s power’s level +3). If successful, your character sees right through the effect. If you fail, you might suspect the illusion is a trick, but you cannot prove your suspicious are correct. |
| Blood Flaw Immunity | 5 | Ghoul Revenant |
Supernatural | V20 Ghouls and Revenants, pg 137 | Synopsis: You have discovered that you are resistant to the Clan or bloodline flaws present in the blood you drink. Your domitor might be a lower Generation Nosferatu, who lives in the sewers because her appearance is so hideous, and yet your appearance will not change. Should members of the Tremere or Tzimisce Clans learn of your Blood Flaw Immunity, you may be sought after for further study. After all, if a ghoul’s biology is such that you do not suffer as much as your domitor, surely there’s a “cure” for the flaws present in every Clan’s or bloodline’s blood. System: This Merit no longer applies if your ghoul or revenant is Embraced. |
| Poisonous Blood | 5 | Ghoul Revenant |
Supernatural | V20 Ghouls and Revenants, pg 137 | Synopsis: Due to mysterious circumstances, your character’s blood is poisonous to vampires. Should any vampire drink from you, every blood point imbibed causes one health level of bashing damage. Vampires naturally resent mortals known to possess this blessing and may well seek their destruction System: Ghouls or revenants with this Merit may expect a similar reaction, since blood does not have any impact on Poisonous Blood. Other times, a scheming vampire might capture the character and use her as bait to physically harm a rival or enemy. This Merit is also recommended for independent ghouls or revenants who wish to remain free from vampiric influence. Storytellers are encouraged to have an explanation for Poisonous Blood in their chronicles, though the player (and likely character) may not be immediately privy to such knowledge. Some examples include: holy protection from a higher power, a rare ritual of protection, or a genetic abnormality. |
| Unbondable | 6 | Ghoul Revenant |
Supernatural | V20 Ghouls and Revenants, pg 137 | Synopsis: You cannot be Bound to a vampire, no matter how often you drink blood from the regnant’s veins. The Unbondable Merit is useful for characters that do not wish to suffer the effects of the blood bond. Thus, its cost is accordingly high for ghouls and revenants. System: The Unbondable Merit is particularly appropriate for independent ghouls, and would go far to explain how they were able to break free. To the vast majority of vampires, however, any character that is Unbondable can never be trusted. This Merit, while it may seem ideal at first glance, would mean your ghoul’s life would be difficult and probably short-lived. Vampires from the Tremere and Tzimisce Clans might even go so far as to wipe out or experiment on you and your family with this Merit, while other Clans and bloodlines may want to drain you of blood to replicate its properties for their use. Such a powerful Merit is extremely rare. Before selecting this Merit, check with your Storyteller to see if this is viable for your chronicle. |
| Virulent Strike | 7 | Ghoul Revenant |
Supernatural | V20 Ghouls and Revenants, pg 137 | Synopsis: Through strange thaumaturgical sorcery, unknown rituals, or even an odd quirk of your physiology, your blood has been imbued with the power of the supernatural. System: You can cause Aggravated Damage to supernatural creatures by striking them, biting them, or raking them with bonecrafted spurs. This is considered standard Brawl Damage against mortals, and should normally apply to only one attack form (bite, bone claws, etc.). You should work with the Storyteller to find an explanation for this Merit, and the Storyteller may disallow this Merit entirely if she so chooses. |
| Occult Library | 2 or 4 | Ghoul Revenant |
Asset | V20 Ghouls and Revenants, pg 139 | Synopsis: Your character owns a valuable collection of books and ancient tomes about the arcane. System: Whenever your ghoul accesses your library, you may lower the difficulty of Intelligence, Occult, or research-related rolls by 1 in relevant circumstances. You might be attempting to find out more information about a thaumaturgical ritual, or you might be trying to identify a strange symbol. Having this library doesn’t automatically mean your ghoul is an occult expert, nor does it reflect your ability to decipher, understand, or read the texts you’ve collected. Your library is stocked with recorded knowledge you can conveniently refer to. If you have purchased the 4-point version of this Merit, your character also has access to an Occult Laboratory stocked with rare, mysterious ingredients needed to perform the rituals described in your books. Ghouls in service to the Tremere, Followers of Set, or Assamite Clans, in addition to revenants from the Obertus or Ducheski families, are good candidates to acquire this Asset. |
Flaws
Like Merits, Flaws are mostly a Character Generation thing, but IC life and story might lead to gaining or losing your flaws.
- [+/-] General Flaws
| Flaw | Cost | Allowed | Type | Source | Details |
|---|---|---|---|---|---|
| Amnesia | 2 | General | Mental | V20 Core, pg 486 | Synopsis: You are unable to remember anything about your past, yourself, or your family (whether mortal or vampiric), though your past might well come back to haunt you. System: Your origins and the circumstances behind your amnesia are for the Storyteller to determine, and she is encouraged to make it as interesting as possible. |
| Short Fuse | 2 | General | Mental | V20 Core, pg 486 | Synopsis: You are easily angered. System: Difficulties to avoid frenzy are two greater. Brujah vampires cannot take this Flaw, as they already suffer from a similar weakness. |
| Dark Secret | 1 | General | Social | V20 Core, pg 489 | Synopsis: You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah in the local Kindred community. System: This could be anything from having murdered an elder to being a member of the Anarchs. |
| Old Flame | 2 | General | Social | V20 Core, pg 491 | Synopsis: Someone you once cared deeply for is now with the enemy. He still attempts to play on your sympathies “for old times’ sake” while working against you. System: Unless you succeed on a contested Manipulation + Expression roll against your former friend, you cannot act against him unless the situation becomes life-threatening. |
| Sleeping With The Enemy | 3 | General | Social | V20 Core, pg 492 | Synopsis: You have some sort of intimate connection with a member of an opposing Sect or inimical Clan. System: You may have a lover, a childe, a friend, or a contact working the other side of the fence, but regardless of politics you retain a friendly (or more than friendly) relationship with your putative foe. Your close ties to someone on the other side would be regarded as treason by your superiors within the Sect, and if you are discovered, the penalty will surely be death. |
| Loathsome Regnant | 4 | General | Social | V20 Core, pg 492 | Synopsis: Not only are you blood bound, but you are also in thrall to a vampire who mistreats you hideously. System: Perhaps you are publicly abused or humiliated; perhaps your master forces you to commit unspeakable acts for him. In any case, existence under the bond is a never ending nightmare, with your regnant serving to conduct the symphony of malice. Sabbat vampires cannot take this Flaw. |
| Illiterate | 1-2 | General | Mental | V20 Lore of the Bloodlines, pg 60 | Synopsis: Perhaps you communicate best through illustration, dance, or impassioned speech; but you can’t read or write. System: This is either a temporary Flaw (1pt.) that can be rectified with a patient teacher, or permanent (2pt.) due to a disability inhibiting your understanding. This Flaw is enough to get you ostracized by others of your bloodline if you do not conceal it. |
| Rat in a Cage | 2 | General | Mental | V20 Lore of the Clans, pg 87 | Synopsis: Anytime you are penned in or physically restrained (such as by a cage, or with handcuffs), you suffer acute anxiety. System: The difficulties of any rolls made under such circumstances are increased by two. |
| Anosmia | 2 | General | Physical | V20 Lore of the Clans, pg 162 | Synopsis: Your life in the sewer has removed your sense of smell and taste. System: This means you are unperturbed by even the worst stench or most disgusting flavor. However, it also means you cannot ever succeed at any Perception rolls that rely of taste or smell. It also does not make you immune in any way to gas attacks or poisons; you just won’t be able to tell they are there. |
- [+/-] Vampire Flaws
| Flaw | Cost | Allowed | Type | Source | Details | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Expiration Date | 2 | Vampire | Social | V20 Core, pg 102 | Synopsis: Your personal motto is simple: I do what I want. This has, as might be expected, caused you trouble more than once. You are wanted in several domains for various minor crimes, such as exsanguinating the Seneschal’s favorite ghoul. You haven’t been bloodhunted just yet, but the writing is on the wall. You’ve just about run out of time and no one wants you to take them with you when everything turns sideways. One more mistake and you sign your Final Death warrant. System: All social-based rolls to acquire help are at +2 difficulty, except those involving Intimidation. | ||||||||||||
| Black Sheep | 5 | Vampire | Social | V20 Core, pg 102 | Synopsis: You belong to a prestigious lineage that is considered to be paragon of another sect, or at least it did before you joined the Anarch Movement. You have embarrassed your sire, grandsire, and perhaps even farther back up the line; now the time has come to pay. Your erstwhile broodmates want to bring you back into the fold, if only to clean the stain from your reputation, and are unwilling to recognize your independence. Your sire and grandsire spare no effort to make things uncomfortable for you and any Anarchs who shelter you. System: This flaw combines the effects of Sire’s Resentment and Hunted Like a Dog, so those flaws may not be taken in conjunction with Black Sheep. (For more information on those Flaws, see pg 490 and 492 of V20 Core, respectively.) | ||||||||||||
| Smell of the Grave | 1 | Vampire | Social | V20 Core, pg 481 | Synopsis: You exude an odor of dampness and newly turned earth, which no amount of scents or perfumes will cover. System: Mortals in your immediate presence become uncomfortable, so the difficulties of all Social rolls to affect mortals increase by one. | ||||||||||||
| Dulled Bite | 2 | Vampire | Physical | V20 Core, pg 481 | Synopsis: For some reason your fangs never developed fully, or they may not have manifested at all. System: When feeding, you need to find some other method of making the blood flow. Failing that, you must achieve double the normal number of successes in order to make your bite penetrate properly. A number of Caitiff and high-Generation vampires often manifest this Flaw. | ||||||||||||
| Infectious Bite | 2 | Vampire | Supernatural | V20 Core, pg 481 | Synopsis: You may not automatically lick the wounds of your feeding closed. In fact, your bites have a one in five chance of becoming infected and causing mortal victims to become seriously ill. System: The precise nature of the infection is determined by the Storyteller. | ||||||||||||
| Vulnerability to Silver | 2 | Vampire | Supernatural | V20 Core, pg 482 | Synopsis: To you, silver is as painful and as deadly as the rays of the sun. System: You suffer aggravated wounds from any silver weapons (bullets, knives, etc.), and the mere touch of silver objects discomfits you. | ||||||||||||
| Open Wound | 2 or 4 | Vampire | Supernatural | V20 Core, pg 482 | Synopsis: You have one or more wounds that refuse to heal, and which constantly drip blood. System: This slow leakage costs you an extra blood point per evening (marked off just before dawn), in addition to drawing attention to you. If the wound is visible, you are at + 1 difficulty for all Social-based rolls. For two points, the Flaw is simply unsightly and has the basic effect mentioned above; for four points the seeping wound is serious or disfiguring and includes the effects of the Flaw Permanent Wound. | ||||||||||||
| Child | 3 | Vampire | Physical | V20 Core, pg 482 | Synopsis: You were a small child (between five and 10 years old) at the time of your Embrace, leaving your Physical Attributes underdeveloped and making it difficult to interact with some aspects of mortal society. System: You may not have more than two dots in Strength or Stamina at character creation, except when raising Physical Attributes with blood points, and the difficulties of all die rolls when attempting to direct or lead mortal adults are increased by two. Characters with this Flaw should also take the Short Flaw. | ||||||||||||
| Glowing Eyes | 3 | Vampire | Supernatural | V20 Core, pg 482 | Synopsis: You have the stereotypical glowing eyes of vampire legend. System: This gives you a -1 difficulty on Intimidation rolls when you’re dealing with mortals. However, the tradeoffs are many; you must constantly disguise your condition (no, contacts don’t cut it); the glow impairs your vision and puts you at +1 difficulty on all sight-based rolls (including the use of ranged weapons); and the radiance emanating from your eye sockets makes it difficult to hide (+2 difficulty to Stealth rolls) in the dark. | ||||||||||||
| Permanent Fangs | 3 | Vampire | Physical | V20 Core, pg 482 | Synopsis: Your fangs do not retract, making it impossible for you to hide your true nature. While some mortals may think you’ve had your teeth filed or are wearing prosthetics, sooner or later you’re going to run into someone who knows what you truly are. System: You are also limited to a maximum Appearance rating of 3. | ||||||||||||
| Permanent Wound | 3 | Vampire | Supernatural | V20 Core, pg 482 | Synopsis: You suffered injuries during your Embrace which your transformation somehow failed to repair. System: At the beginning of each night, you rise from sleep at the Wounded health level, though this may be healed by spending blood points. | ||||||||||||
| Slow Healing | 3 | Vampire | Physical | V20 Core, pg 483 | Synopsis: You have difficulty healing wounds. System: It requires two blood points to heal one health level of bashing or lethal damage, and you heal one health level of aggravated damage every five days (plus the usual five blood points and Willpower expenditure). | ||||||||||||
| Thin Blood | 4 | Vampire | Supernatural | V20 Core, pg 483 | Synopsis: Your blood is thin, weak, and does not sustain you well. System: All blood point costs are doubled (e.g., using blood-related Disciplines or healing damage), although you only lose one blood upon rising in the evening. Furthermore, you are unable to create a blood bond, and efforts to sire other vampires succeed only one in five times. | ||||||||||||
| Flesh of the Corpse | 5 | Vampire | Supernatural | V20 Core, pg 483 | Synopsis: Your flesh does not fully regenerate itself once it is damaged. System: While you are able to heal yourself to the point of regaining full functionality, your skin still retains the cuts, tears, bullet holes, and other visible damage that you have incurred. Depending on the nature of the damage, this Flaw will make social dealings exceedingly difficult, and may decrease your Appearance dots over time (even to 0). | ||||||||||||
| Infertile Vitae | 5 | Vampire | Supernatural | V20 Core, pg 484 | Synopsis: During your Embrace, something went horribly wrong, causing your blood to mutate under the stress of dying and rising again. System: All those you try to Embrace die. No matter what you do, you may not create any childer. However, your blood can still be used in blood rituals like Thaumaturgy and the Vaulderie, or for any other vampiric needs like making ghouls. | ||||||||||||
| Prey Exclusion | 1 | Vampire | Mental | V20 Core, pg 485 | Synopsis: You refuse to hunt a certain class of prey. You might refuse to feed on drug dealers, policemen, accountants, or rich people. System: If you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity or Path loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller’s discretion. Ventrue, owing to the limitations already imposed on their feeding by their Clan weakness, may not take this Flaw. | ||||||||||||
| Unconvinced | 1 | Vampire | Mental | V20 Core, pg 485 | Synopsis: You fail to see the need for the core ideologies of your Sect or Clan, and have gone on record as saying so. System: Taking your stand has made you suspect in the eyes of your superiors, and may have attracted the attention of your enemies as well. | ||||||||||||
| Lunacy | 2 | Vampire | Mental | V20 Core, pg 486 | Synopsis: You are affected by the phases of the moon, increasing your chances to frenzy System: Under the crescent moon, difficulties to avoid frenzy increase by one. Under the half or gibbous moon, difficulties rise by two. When the moon is full, difficulties increase by three. | ||||||||||||
| Stereotype | 2 | Vampire | Mental | V20 Core, pg 486 | Synopsis: You buy heavily into all of the vampire stories you’ve read and heard. You wear a cape or body glitter, speak with an accent, and otherwise act in a cartoonish fashion. System: Such behavior is embarrassing in the extreme to other Kindred, who are likely to ostracize or mock you (+2 difficulty to Social rolls with other vampires who don’t share your habits). You also stand out to hunters. | ||||||||||||
| Thirst for Innocence | 2 | Vampire | Mental | V20 Core, pg 486 | Synopsis: The sight of innocence — of any sort — arouses in you a terrible bloodlust. System: Roll Self-Control or Instincts, or else frenzy and attack the source of your hunger. | ||||||||||||
| Victim of the Masquerade | 2 | Vampire | Mental | V20 Core, pg 486 | Synopsis: he Camarilla’s propaganda machine did too good a job on you. Even after your Embrace you refused to believe you were a vampire. You remain convinced that there is some logical explanation for your condition, and spend as much time as you can searching for it. You also have problems feeding, and may insist on trying to eat regular food. None of these habits makes you particularly pleasant company for other Kindred. System: This Flaw must be roleplayed at all times, and is generally taken by Camarilla vampires. | ||||||||||||
| Conspicuous Consumption | 4 | Vampire | Mental | V20 Core, pg 486 | Synopsis: It is not enough for you to draw nourishment from the blood of mortals — you believe you must also consume your victim’s heart, liver, and other blood-rich tissue. System: Of course, this will necessitate the deaths of all of your victims (unless you are extremely creative), which might lead to numerous problems with maintaining Humanity (and a low profile). Characters with this Flaw should additionally purchase the Eat Food Merit. | ||||||||||||
| Guilt Wracked | 4 | Vampire | Mental | V20 Core, pg 486 | Synopsis: You simply cannot come to grips with the fact that you must drink blood to survive. System: You suffer horrible guilt over each time you feed (roll Conscience, difficulty 7, or else frenzy every time you feed — characters with the Conviction Virtue cannot take this Flaw) and try to avoid doing so as much as possible. This means that you rarely have much blood in your system, leaving you vulnerable to both attacks and hunger-based frenzies. | ||||||||||||
| Elysium Regular | 1 | Vampire | Social | V20 Core, pg 487 | Synopsis: You spend an unusual amount of time in Elysium. 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. System: This Merit is generally taken by vampires that respect and attend Elysium on a regular basis. | ||||||||||||
| Monstrous | 3 | Vampire | Physical | V20 Core, pg 482 | Synopsis: Your physical form was twisted during the Embrace, and now reflects the Beast that rages inside you. System: Characters with this Flaw appear to be savage monsters and have Appearance ratings of zero. Nosferatu and other bloodlines whose weaknesses cause them to start off with Appearance zero cannot take this Flaw. | ||||||||||||
| Territorial | 2 | Vampire | Mental | V20 Core, pg 486 | Synopsis: You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. System: If another vampire enters your territory uninvited, you must make a frenzy roll. If you fail, you immediately attack the interloper and continue attacking until the intruder is dead or has left your hunting grounds. You are reluctant to leave your territory except in desperate circumstances. | ||||||||||||
| Vengeful | 2 | Vampire | Mental | V20 Core, pg 486 | Synopsis: You have a score to settle, incurred either during your mortal days or after the Embrace. System: You are obsessed with taking your revenge on an individual or group, and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending a Willpower point. | ||||||||||||
| Botched Presentation | 1 | Vampire | Social | V20 Core, pg 489 | Synopsis: When your sire presented you to the Prince of the city, you flubbed it. Now you’re convinced His Majesty hates you (whether he does or not). System: You need to succeed on a Willpower roll (difficulty 7) just to stand in front of the Prince or one of his duly authorized representatives without running, blubbering, or otherwise making a fool of yourself. This Flaw can only be taken by Camarilla vampires. | ||||||||||||
| Expendable | 1 | Vampire | Social | V20 Core, pg 489 | Synopsis: Someone in power doesn’t want you around. Maybe she wants territory you possess, or is jealous of the attention you’re getting from a prize mortal retainer — the details are irrelevant. System: What does matter is that she has the power to maneuver you into dangerous situations “for the good of the Sect,” and has no compunctions about doing so. | ||||||||||||
| Incomplete Understanding | 1 | Vampire | Social | V20 Core, pg 490 | Synopsis: The whole matter has been explained to you, but you’re still not quite sure how things in your Sect work. System: Your imperfect understanding of the rules and regulations of your new existence means that sooner or later, you’re going to make a mistake. It’s only a matter of time... | ||||||||||||
| Infamous Sire | 1 | Vampire | Social | V20 Core, pg 490 | Synopsis: Your sire was, and perhaps still is, distrusted and disliked by many of the city’s Kindred. System: As a result, you are distrusted and disliked as well. | ||||||||||||
| Mistaken Identity | 1 | Vampire | Social | V20 Core, pg 490 | Synopsis: You look similar to descriptions of another Kindred, which cause cases of mistaken identity. System: This can prompt numerous awkward or even dangerous situations, especially if your “twin” has a terrible reputation or is wanted for some crime. | ||||||||||||
| New Arrival | 1 | Vampire | Social | V20 Core, pg 490 | Synopsis: You’ve just arrived in your new city of residence, and don’t know anyone in the place. System: Existing factions may try to recruit or eliminate you, while vampires in positions of authority size you up and take your measure. Meanwhile, your ignorance of the city’s current events, history, and politics (not to mention the personality quirks of the vampires already in place) may cause you to make a serious blunder. | ||||||||||||
| New Kid | 1 | Vampire | Social | V20 Core, pg 490 | Synopsis: You’re the latest in the city to be Embraced or have yet to prove yourself to your Sect, and everyone knows it. That automatically puts you at the bottom of the social totem pole. Other neonates take every opportunity to demonstrate your inferiority, or rival packs constantly test your worthiness to the Sabbat. Even if someone else is added to the ranks of the unliving, you’re still regarded as something as a bit of a geek by your peers — a distinction that can have dangerous consequences if bullets start flying. System: All Social-related rolls are at +1 difficulty when you are dealing with other neonates. (Ancillae and elders lump you in with all the other neonates under their general disdain.) | ||||||||||||
| Recruitment Target | 1 | Vampire | Social | V20 Core, pg 490 | Synopsis: Someone in one of your Sect’s enemy organizations wants you, and they want you bad. System: Every effort is being made to recruit you, willing or no, and the press gangs usually show up at the worst possible time. | ||||||||||||
| Sire's Resentment | 1 | Vampire | Social | V20 Core, pg 490 | Synopsis: Your sire dislikes you and wishes you ill. System: Given the smallest opportunity, she will actively seek to do you harm. Your sire’s allies also work against you, and many elders may resent you. | ||||||||||||
| Special Responsibility | 1 | Vampire | Social | V20 Core, pg 490 | Synopsis: Shortly after your Embrace, you volunteered for some task in order to gain respect and approval from the vampires around you. Now, you wish you had never opened your damn mouth! System: While you are not given any special credit for performing this duty, you would lose a lot of respect if you were to stop. The nature and the details of your duty should be worked out with the Storyteller in advance. Ideas can range from lending money to other Kindred to acting as a messenger or possibly gathering victims for ritae (such as Blood Feasts). | ||||||||||||
| Sympathizer | 1 | Vampire | Social | V20 Core, pg 490 | Synopsis: You have publicly expressed sympathy for some of the goals and policies of the enemies of your Sect. System: Your outspoken views on the subject have made you suspect in the eyes of the city’s hierarchy, and you may be suspected of (or arrested for) treason. | ||||||||||||
| Bound | 2 | Vampire | Supernatural | V20 Core, pg 490 | Synopsis: You are blood bound to another vampire. Your regnant may not necessarily treat you badly, but the fact remains that your will is not entirely your own. System: The knowledge gnaws at you, even as you find yourself lost in devotion to your vampiric master. Sabbat vampires cannot take this Flaw. | ||||||||||||
| Catspaw | 2 | Vampire | Social | V20 Core, pg 490 | Synopsis: You’ve done dirty work for someone high up in the city’s hierarchy in the past — the Sheriff, the Bishop, or even someone higher. However, instead of granting you favor, your deeds have made you an embarrassment or a liability. System: For the moment, your former employer’s concern is to keep you quiet. In the long term, it’s to get rid of you. | ||||||||||||
| Escaped Target | 2 | Vampire | Social | V20 Core, pg 491 | Synopsis: You had targeted a mortal for the Embrace, but someone else got there first. System: You cannot stand the humiliation of being cheated of your prize, and fly into a rage (+2 difficulty to avoid frenzy) whenever you see the one who got away. This hatred may lead you into other irrational behaviors, like Embracing enemies of the neonate, creating unauthorized childer, or even trying to kill your rival. Furthermore, your petty and irrational behavior is well-known and quite noticeable, and as a result you are at + 1 difficulty on all Charisma rolls until the situation is resolved. | ||||||||||||
| Failure | 2 | Vampire | Social | V20 Core, pg 491 | Synopsis: You once held a title in the city, but failed catastrophically in your duties. Now you are branded incompetent, excluded from circles of power and responsibility, and generally ostracized by those on their way up. System: Your exclusion may make you a target for recruitment by the Sect’s enemies (or so the whispers run, making you even more distrusted). Conversely, the consequences of your error might come back to haunt you. | ||||||||||||
| Masquerade Breaker | 2 | Vampire | Social | V20 Core, pg 491 | Synopsis: In your first nights as a vampire, you accidentally broke the Masquerade — and were spotted doing so. Someone else covered for your mistake, but holds the favor over you. Now you exist in fear that your error will be revealed. In the meantime, your “savior” takes pitiless advantage of you. System: This Flaw can only be taken by vampires in Sects or Clans that respect the Masquerade. | ||||||||||||
| Hunted | 4 | Vampire | Supernatural | V20 Core, pg 491 | Synopsis: You are pursued by a fanatical witch-hunter who believes (perhaps correctly) that you are a danger to humanity. System: All those with whom you associate, be they mortal or Kindred, may be hunted as well. | ||||||||||||
| Rival Sires | 2 | Vampire | Social | V20 Core, pg 491 | Synopsis: The flip side of Escaped Target, two vampires wanted to gift you with the Embrace. One succeeded, one failed — and she’s not happy about that failure. You, your actual sire, or both of you have become the target of the failed suitor’s ire. System: Regardless, your persecutor is at +2 difficulty to refrain from frenzy in your presence. In addition, she may well be working actively to discredit or destroy you. | ||||||||||||
| Uppity | 2 | Vampire | Social | V20 Core, pg 492 | Synopsis: You are proud of your new status in the Sect — so proud that you’ve shot your mouth off to other Kindred and made some enemies. Wiser vampires laugh at you and chalk your rudeness up to youth, but others find you arrogant and insulting. These enemies will take action to embarrass or harm you. System: Furthermore, you are at +2 difficulty on all Social rolls against any vampires you have alienated through your yammering — and you may not know who they are. At Storyteller discretion, you may also be required to make a Willpower roll (difficulty 6) to keep your mouth shut any time the opportunity presents itself for you to brag about your pack, your Clan, or your status. | ||||||||||||
| Disgrace to the Blood | 3 | Vampire | Social | V20 Core, pg 492 | Synopsis: Your sire regards the fact that he Embraced you to be a titanic mistake, and has let everyone know it. System: You are mocked at gatherings, taunted by your peers, and actively despised by the one who should be giving you guidance. Any request or petition you make is likely to be looked down upon by friends of your sire, and your achievements are likely to be discounted. | ||||||||||||
| Former Prince | 3 | Vampire | Social | V20 Core, pg 492 | Synopsis: Once, you held near-absolute power in a city, but those nights are gone now. Perhaps you stepped down, perhaps you were deposed, or perhaps your city fell to the Sabbat; it matters little in your reduced state. System: What does matter is that the Prince in the city where you now dwell is aware of your prior employment, and has concerns that you might be trying to make a comeback. The machinery of the Camarilla in the city where you now make your home is subtly stacked against you, and if the Prince sees an opportunity to get rid of you he just might take it. This Flaw can only be taken by Camarilla vampires. | ||||||||||||
| Hunted Like A Dog | 3 | Vampire | Social | V20 Core, pg 492 | Synopsis: Another Sect or group of vampires has decided that you’re a target for extermination, and pursues you relentlessly. System: On the bright side, the enemies of your enemy may well wish to help you out, potentially garnering you allies. | ||||||||||||
| Narc | 3 | Vampire | Social | V20 Core, pg 492 | Synopsis: You are known to be a snitch, an informer firmly planted in the pocket of the vampires in charge. System: Those on whom you might yet inform loathe you as a result, feeding you misinformation when they can in an attempt to discredit you. Given the opportunity, they might do you mischief. Regardless, your reputation as a weasel precedes you, putting you at +1 difficulty on all Social rolls against those who don’t agree with your politics. | ||||||||||||
| Clan Enmity | 4 | Vampire | Social | V20 Core, pg 492 | Synopsis: One Clan in particular wants you dead. System: You have offended the entire Clan, from elders to neonates, and as a result every member of that bloodline wants your head on a plate. The effects of the Flaw may manifest as anything from very public snubs and insults to actual attempts on your unlife. You are also at +2 difficulty on all Social rolls relating to members of the Clan in question. | ||||||||||||
| Overextended | 4 | Vampire | Social | V20 Core, pg 492 | Synopsis: You’ve got your fingers in too many pies, and people are starting to notice. System: You have too many ghouls, too many retainers, or too much influence, which means that a lot of people have a vested interest in trimming back your operations. These enemies take every opportunity to reduce your power and influence, and if that means lying, cheating, or killing, so be it. Furthermore, your enemies block every attempt you make to move into new areas of control. You’re boxed in, and the box is getting smaller. | ||||||||||||
| Probationary Sect Member | 4 | Vampire | Social | V20 Core, pg 493 | Synopsis: You are a defector. System: You turned traitor to the Camarilla, Sabbat, or other Sect, and you still have much to prove before you are accepted by the Kindred you have defected to. Other vampires treat you with distrust and even hostility, and your reputation might even sully those whom you regularly associate with. | ||||||||||||
| Blood Hunted | 4 or 6 | Vampire | Social | V20 Core, pg 493 | Synopsis: You have been made the target of a blood hunt, and for you to return to your home city is death. System: For four points, this Flaw means that only your home city is off limits to you. For six, it means that the entire Camarilla is howling for your vitae. This Flaw can only be taken by Camarilla vampires. | ||||||||||||
| Laughingstock | 5 | Vampire | Social | V20 Core, pg 493 | Synopsis: Somehow you’ve drawn the scorn of the local Harpies, who make you their favorite target. System: You are at a +2 difficulty on all Social rolls in Elysium and a +1 anywhere else in the city. In addition, you are at +2 difficulty to use Intimidation or any Dominate powers on anyone who has heard the stories mocking you. This Flaw can only be taken by Camarilla vampires. | ||||||||||||
| Red List | 7 | Vampire | Social | V20 Core, pg 493 | Synopsis: You are either being considered for or are already on the dreaded Red List, the registry of those vampires the Camarilla most wants extinguished. System: Any Camarilla vampire will either attack you on sight or, more likely, call in for a great deal of help. | ||||||||||||
| Cast No Reflection | 1 | Vampire | Supernatural | V20 Core, pg 494 | Synopsis: You actually cast no reflection, just like the vampires of legend. This can have a detrimental effect when trying to pass as a human. System: Vampires of Clan Lasombra automatically have this Flaw (and you may be mistaken for one of them if you possess this). | ||||||||||||
| Cold Breeze | 1 | Vampire | Supernatural | V20 Core, pg 494 | Synopsis: A chill wind follows you everywhere you go. System: While it may make for dramatic entrances, this effect also discomfits mortals (+1 difficulty on all appropriate Social rolls) and marks you as obviously supernatural. Cold winds sweeping through executive offices or crowded nightclubs can raise all sorts of questions. | ||||||||||||
| Repulsed By Garlic | 1 | Vampire | Supernatural | V20 Core, pg 494 | Synopsis: You cannot abide garlic. System: The smallest whiff of its
scent will drive you from a room unless you make a successful Willpower roll (difficulty based on the strength of the odor). | ||||||||||||
| Touch of Frost | 1 | Vampire | Supernatural | V20 Core, pg 494 | Synopsis: Plants wither as you approach and die at your touch. System: Your touch leeches heat from living beings, as though you were made of ice. | ||||||||||||
| Deathsight | 2 | Vampire | Supernatural | V20 Core, pg 494 | Synopsis: Everything appears rotted and decayed to you. System: The world appears to you as a corpse; mortals look diseased or skeletal, buildings seem decrepit, and your fellow Kindred seem to be walking, moldering cadavers. You are at -2 difficulty to resist all rolls based on Appearance, but by the same token you are at +2 difficulty on all Perception-based rolls. In addition, you find social interaction difficult and are at +1 difficulty on all Social-based rolls. | ||||||||||||
| Eerie Presence | 2 | Vampire | Supernatural | V20 Core, pg 495 | Synopsis: Mortals have an unconscious awareness of your undead nature, which makes then anxious and ill at ease in your presence. System: Because of this, difficulties of all rolls relating to social interaction with mortals are increased by two. | ||||||||||||
| Lord of the Flies | 2 | Vampire | Supernatural | V20 Core, pg 495 | Synopsis: Buzzing harbingers of decay swirl around you everywhere. System: Their constant presence makes it difficult for you to interact socially (+1 difficulty when appropriate) and nearly impossible to sneak up on someone or hide effectively. The buzzing of the flies inevitably gives you away — all Stealth rolls are at +2 difficulty. | ||||||||||||
| Cant Cross Running Water | 3 | Vampire | Supernatural | V20 Core, pg 495 | Synopsis: You believe in the old folklore, and cannot cross running water unless you are at least 50 feet (15 meters) above it. System: Running water is considered to be any body of water at least two feet (half a meter) wide in any direction and not completely stagnant. | ||||||||||||
| Repelled by Crosses | 3 | Vampire | Supernatural | V20 Core, pg 495 | Synopsis: You are repelled by the sight of ordinary crosses, believing them to be symbols of holy might. System: When confronted by a cross, you must make a Willpower roll (difficulty 9) or flee from the symbol for the duration of the scene. If you botch the roll, not only must you attempt to flee, but the touch of the cross can cause aggravated damage (one health level of damage per turn that the cross touches your skin). This damage cannot be soaked, even if the vampire possesses Fortitude. | ||||||||||||
| Grip of the Damned | 4 | Vampire | Supernatural | V20 Core, pg 495 | Synopsis: There is no ecstasy in your Embrace — only terror and pain. System: Mortals upon whom you feed struggle and shriek while you attempt to feed, requiring you to grapple with them for as long as you wish to take their blood. For vampires with high Humanity, this experience may require a Humanity roll, at the discretion of the Storyteller. Giovanni cannot take this Flaw. | ||||||||||||
| Light Sensitive | 5 | Vampire | Supernatural | V20 Core, pg 495 | Synopsis: You are even more sensitive to sunlight than other vampires are. System: Sunlight causes double normal damage, and the light of the moon can cause lethal damage in a manner similar to the sun, though it must shine directly upon you. Even bright lights hurt your eyes, requiring the use of sunglasses. Followers of Set and related bloodlines cannot take this Flaw, as they already have a worse version of it. | ||||||||||||
| Trophy Arrogance' | 4 | Vampire | Social | V20 Dread Names Red List, pg 100 | Synopsis: The character has begun to wear out his welcome when it comes to making demands on the Trophy Clan. While the Clan has promised him any number of rewards, both monetary and supernatural, the new Alastor has been abusing the Trophy’s Clan hospitality and is taking advantage of them. System: Making demands of local Kindred resources, throwing the fallen Anathema back in the Clan’s face, or being overly arrogant about the fact that the Clan owes the character are just some of the ways an Alastor can demonstrate this Flaw. | ||||||||||||
| Carrion Presence | 2 | Baali | Supernatural | V20 Lore of the Bloodlines, pg 16 | Synopsis: This affliction represents the Baali’s true connection to the decrepitude their bloodline commands. System: Pestilence is attracted to the Baali; flies leave their delicious carcasses to circle around the vampire, rats crawl along their limbs and squeak their praises, and vultures can be seen circling them at almost all times. The degree to which they are afflicted differs from character to character, but there is no getting rid of their swarm. Swatting their flies simply calls others to take their place. While quite disgusting to most, these vampires wear such a thing with pride. It does, however, make dealing in non-Baali circles quite difficult. | ||||||||||||
| Dark Aura | 3 | Baali | Supernatural | V20 Lore of the Bloodlines, pg 16 | Synopsis: Even without the use of Auspex, the Baali seems somehow wrong to anyone they interact with, emitting a terrifying aura of sickness and power. The character is always at a slight disadvantage when dealing with other vampires or those touched by the divine, as they sense the depravity of the Baali’s soul. System: Baali with this Flaw suffer a +2 difficulty to all Social rolls, unless they are using Intimidation. To those who use Auspex to view the Baali’s aura, it appears as a thin, red mist surrounding the character with the occasional watchful eyes appearing within. | ||||||||||||
| Plague of Demons | 4 | Baali | Supernatural | V20 Lore of the Bloodlines, pg 16 | Synopsis: No matter what, demons are constantly drawn to the Baali. System: Once in a while, this can be a benefit (Baali with this Flaw are at -1 difficult to summon a particular demon), but most of the time these nefarious spirits are distractions. They scream in the Baali’s ear, tug at her clothes, or screw with her possessions… and always at the worst possible moment. The character is at +1 difficulty for any rolls involving Perception. Further, once per session, the Storyteller can convert one of the Baali’s dice rolls into a botch. | ||||||||||||
| Banshee in Waiting | 5 | Daughters of Cacophony | Supernatural | V20 Lore of the Bloodlines, pg 26 | Synopsis: The Fugue is gradually driving you towards madness. System: If your temporary Willpower ever reaches 0, you automatically gain a derangement which can never be removed. You may remove other derangements you gain in other ways as usual. You may gain a maximum of three of these permanent derangements from losing your Willpower before being consumed by it. Should it happen a fourth time, you immediately lose yourself to the Fugue and become a character under the control of the Storyteller, walking in whatever direction the music takes you and killing anything you come across. | ||||||||||||
| Stone Tongue | 3 | Gargoyle | Supernatural | V20 Lore of the Bloodlines, pg 37 | Synopsis: The transformation of the Embrace didn’t just affect your appearance. It made it physically difficult for you to speak properly and clearly. It may be because of a clumsy tongue, some nasty looking tusks, or a raptor-type beak. System: No matter the cause, you suffer a +2 difficulty to any Social rolls requiring you to speak. | ||||||||||||
| Blood Weakness | 4 or 7 | Gargoyle | Supernatural | V20 Lore of the Bloodlines, pg 37 | Synopsis: The bloodline began as an experiment in manufacturing a Kindred from diverse bloodlines. They perfected the alchemical process, but somewhere along the way, a weakness in an ancestor caught hold. It manifested in your Embrace. System: In addition to the weaknesses you possess, you also possess either the Gangrel (V20 Core, pg 55) or the Tzimisce weakness (V20, p. 71). For four points, choose one of the two weaknesses. For seven points, you possess both. Warrior Gargoyles with the Gangrel weakness version of Blood Weakness may gain both animal features and stone features from one frenzy. Additionally, choose one of the four Disciplines available to the Gargoyles. For you, this Discipline is considered out of Clan and costs the higher amount of experience points to advance. | ||||||||||||
| Unsanctioned Embrace | 2 | Harbinger of Skulls | Supernatural | V20 Lore of the Bloodlines, pg 48 | Synopsis: Lazarus decreed no Harbingers should Embrace, but your sire failed to listen. You’re hopelessly green and unworthy of the vitae in your veins. System: Until you perform acts befitting the nobility of your blood, your existence is shunned as a bad omen. Increase difficulties of all Social actions involving your bloodline by two. | ||||||||||||
| Shadow Scarred | 3 | Harbinger of Skulls | Supernatural | V20 Lore of the Bloodlines, pg 48 | Synopsis: Since escaping the Shadowlands, you’ve struggled to reacclimatize to the world of the living. You see ravenous Spectres in every shadow. System: You must roll your Courage (difficulty 7) or spend a point of Willpower whenever using Necromancy, as you fear the repercussions of touching the Underworld. | ||||||||||||
| Lightweight | 1 | Kaisyd | Supernatural | V20 Lore of the Bloodlines, pg 60 | Synopsis: Shamefully, you cannot imbibe the blood of any creatures other than mortals, ghouls, and vampires. System: Whenever you attempt to drink from another entity, you’re forced to purge the contents immediately after and gain no sustenance from it. | ||||||||||||
| Refined Palate | 1-3 | Kaisyd | Supernatural | V20 Lore of the Bloodlines, pg 60 | Synopsis: Many Kiasyd self-impose feeding restrictions: refusing to feed from the poor and diseased, or even those still wearing skin, or over a certain age System: This manifests akin to the Ventrue Clan weakness (V20 Core, pg 73), due to conditioning making any blood outside of the Kiasyd’s preference unpalatable. The severity of the Flaw depends on how narrow the restriction is. | ||||||||||||
| Dreadful Mara | 4 | Kaisyd | Supernatural | V20 Lore of the Bloodlines, pg 60 | Synopsis: You drank something that still lives within you and hates you, exerting alarming control over your thoughts and actions. System: Each night, the Storyteller may convert a single rolled success into a 1, potentially leading to a botch. At the Storyteller’s discretion, the entity may also whisper advice or insults, which can lead to increased difficulty during attempts to concentrate. | ||||||||||||
| The Largest Maw | 2 | Nagaraja | Supernatural | V20 Lore of the Bloodlines, pg 70 | Synopsis: Due to the size of the Nagaraja’s shark-like rows of teeth, they find it hard to communicate verbally. Instead, she speaks through pools of spit and sometimes bites her own teeth in the process. This makes them quieter than other Nagaraja, but can also affect situations where clear speech is mandatory, such as when giving speeches or reciting delicate rituals. System: All difficulties for rolls where speech is a factor are raised by +2. | ||||||||||||
| Body Trail | 4 | Nagaraja | Supernatural | V20 Lore of the Bloodlines, pg 70 | Synopsis: Whether the Nagaraja is just too sloppy and prone to overlooking details during her kills or she is especially fond of leaving a signature for every kill to send a message to others, others can use this to track her down. System: Each time there are items at a scene of a crime that could link directly back the Nagaraja, causing her to always look over her shoulder. The police are always one step away from busting her, or the Camarilla’s assassins have her in their sights. In any case, leaving a trail is a terrible thing. For every person they kill during a single story, the difficulty to Survival checks for tracking are reduced by 1. This penalty resets at the beginning of a new story... if they survive to the next story, that is. | ||||||||||||
| The Eighth | 6 | Salubri | Supernatural | V20 Lore of the Bloodlines, pg 80 | Synopsis: Your sire is one of the Seven, the diablerist Golconda-seekers, trying to ensure the spiritual wealth of salvation would never be lost with their Final Death. They sought you as a successor, and proudly prepared you for your sacred duty. You, on the other hand, smiled at their lies, listened to their bullshit, and ran for the hills the first chance you got. System: You’re constantly hunted, not only by the Tremere, but by your sire, the other Seven, and their various hangers-on. You must be at least Ninth Generation to take this Flaw. | ||||||||||||
| Permanent Third Eye | 2 or 4 | Salubri Tremere |
Supernatural | V20 Lore of the Bloodlines, pg 80 | Synopsis: While most sealed third eyes are visible as a slight scar, yours remains permanently open on your forehead. System: For 2 points, the eye is merely open, and may be closed for a scene on a successful Willpower roll (difficulty 6). For 4 points, the eye sheds light, increasing all Stealth difficulties by 2. | ||||||||||||
| Brittle Body | 2 or 4 | Samedi | Supernatural | V20 Lore of the Bloodlines, pg 91 | Synopsis: Your already disfigured corpse doesn’t handle the physical demands of being a Kindred as well as it should. Your bones break at inopportune times, your skin tears if you move too quickly, and you have to be careful on a nightly basis. System: The 2-point version of this flaw gives you a +2 difficulty to all Physical rolls because of the delicate nature of your body. The 4-point version means that you also hang onto physical damage longer than other Kindred. You may still heal health levels as normal, but any dice penalties remain until the next evening when you awaken. This is in addition to the penalty to Physical rolls. | ||||||||||||
| Mortal Flashbacks | 5 | Samedi | Supernatural | V20 Lore of the Bloodlines, pg 91 | Synopsis: Your body remembers your death. Every night when you awaken, you vividly remember the pain of your death wound. System: The wound reopens during the night and closes itself shortly before you rise. This traumatic reminder of your mortality starts your night off in a bad way. You lose a point of Willpower each night when you awaken, because of the trauma of dying again. | ||||||||||||
| Out of Phase | 2 | True Brujah | Supernatural | V20 Lore of the Bloodlines, pg 99 | Synopsis: The character is a little too aware of time and the possibilities surrounding them. People often seem to be in slightly different places, and speech frequently echoes in their ears. They see layers of alternate timelines in too much detail. System: | ||||||||||||
| Outcast | 2 | Assamite | Supernatural | V20 Lore of the Clans, pg 26 | Synopsis: Your have rejected the ethos of the caste into which you were Embraced. Perhaps you are one of the few viziers or sorcerers to support the Web of Knives or pursue the Path of Blood. Perhaps you are a warrior who has little stomach for combat, preferring instead to be a diplomat or a student of the occult. Perhaps you made some kind of public spectacle that revealed your disdain for your fellow caste members. Your sire now rejects you, as do the other members of your caste. System: The difficulty of all Social rolls against members of your caste is at +2. | ||||||||||||
| Broken Antitribu | 3 | Assamite | Supernatural | V20 Lore of the Clans, pg 26 | Synopsis: You are one of those most pitiful things — an Assamite antitribu who still labors under the Tremere Curse. You have pledged yourself to the Sabbat, but you cannot perform diablerie and can only partake of Kindred vitae already transubstantiated through the Vaulderie. System: As a result, the difficulty of all Social rolls against other Sabbat members is at +2. | ||||||||||||
| Multiple Curses | 3 | Assamite | Supernatural | V20 Lore of the Clans, pg 26 | Synopsis: Most likely, you are a rare vizier or sorcerer within the Sabbat who suffers the Baali Curse in addition to your normal caste-imposed curse, but at the Storyteller’s discretion, other combinations may be possible. System: In addition to the normal curse imposed upon you by your caste or sect, you suffer one additional one associated with the Assamite Clan. | ||||||||||||
| Obvious Predator | 2 | Brujah | Supernatural | V20 Lore of the Clans, pg 48 | Synopsis: Your innate Brujah rage always percolates below the surface no matter how hard you try to project an image of calm. Mortals find you intrinsically menacing, and instinctively fear you for the violence you promise to unleash. System: The difficulty of all Social rolls made against mortals other than Intimidation rolls increases by 2. | ||||||||||||
| Scales | 1-3 | Setite | Supernatural | V20 Lore of the Clans, pg 67 | Synopsis: Set blessed you upon your Embrace, and you bear his mark. A portion of your skin is covered in scales. System: As a one-point Flaw, a small, easily hidden area of skin is covered. As a two-point Flaw, a whole limb is covered, while having a scaled, lipless face is a three-point Flaw. Kine are frightened and disturbed by the obviously unnatural scales, and Kindred have their own prejudices against the Setites. All social rolls receive a +2 difficulty when the scales are visible. This penalty does not apply to social interactions with other Setites. | ||||||||||||
| Venomous Bite | 2 | Setite | Supernatural | V20 Lore of the Clans, pg 67 | Synopsis: You have developed venom glands in the roof of your mouth. System: The venom is a virulent neurotoxin, fatal to mortals, although Kindred and other supernatural creatures are unaffected by it. You, of course, are immune. The problem is you have no control over your poison glands. When you bite, you always inject this venom, usually killing your human victims. You must learn to feed in other ways, perhaps drawing the blood you need with a syringe or razor, if you do not wish to kill every time you feed. | ||||||||||||
| Forked Tongue | 2 | Setite | Supernatural | V20 Lore of the Clans, pg 67 | Synopsis: Your tongue is forked, flickering, and inhumanly reptilian. System: Upholding the Masquerade becomes difficult for you. Note that this tongue does not inflict aggravated damage, nor draw blood. | ||||||||||||
| Heartless | 4 | Setite | Supernatural | V20 Lore of the Clans, pg 67 | Synopsis: You have lost your heart. System: Either you removed it via The Heart of Darkness (see V20 Core, pg 210), or an elder did it to you, but either way you no longer have easy access to it. The heart might be in the possession of a foe, or simply missing. If it turns out that a Cainite possesses the heart (say a Setite elder, or your sire) you must obey their every command. If it’s merely missing, the anxiety and obsession to find it interferes with your nightly existence, and may increase the difficulty of Willpower rolls by +1 at Storyteller discretion. | ||||||||||||
| Aura of the Typhon | 5 | Setite | Supernatural | V20 Lore of the Clans, pg 67 | Synopsis: Something slithers beneath your skin, coiled in your very essence — something that causes the Lupines to stalk you for some dread purpose you do not understand. System: Their howls follow in your wake. You catch glimpses of blurred motion and the gleam of eyes and teeth in the dark. They get closer every night. What do they want from you? | ||||||||||||
| Member of the Pack | 2 | Gangrel | Supernatural | V20 Lore of the Clans, pg 87 | Synopsis: You can only summon, speak to, and command a specific type of animal — ravens, rats, and so forth — with Animalism. System: Your Storyteller is the best adjudicator of what types of animal are appropriate for this Flaw, but the choice should be fairly limiting. Other animals do not respond to your uses of Animalism at all. | ||||||||||||
| Inbred | 1-5 | Giovanni | Supernatural | V20 Lore of the Clans, pg 107 | Synopsis: Inbreeding, a common occurrence among the incestuous Giovanni Clan, can take many forms. System: The Inbred Flaw covers all manner of physical, mental, and emotional defects. A one-point Inbreeding is something simple and unobtrusive, such as eyes too close together or an underbite (+1 difficulty on Appearance rolls). A three-point Inbreeding is more severe: a congenital health condition (for mortals) or a crippling physical deformity (+2 difficulty on appropriate Strength, Dexterity, or Stamina rolls). Five-point Inbreedings are grossly disabling or emotionally crippling — everything from uselessly atrophied legs to a permanent Derangement — decided on mutually by the player and Storyteller. Inbred conditions may or may not be immediately discernible, though their point cost should be relative to their magnitude, as decided by the Storyteller. | ||||||||||||
| Shadow Walker | 6 | Giovanni | Supernatural | V20 Lore of the Clans, pg 107 | Synopsis: The Giovanni Clan is by its nature inexorably tied to the realm beyond the sudario. System: Giovanni suffering from this Flaw are so tied to the Shadowlands that even in the lands of the living they must interact with the world of the dead on a nightly basis. To shadow walkers, objects in the Underworld are as real as anything found in the physical world. Such vampires find that the ghosts of walls may impeded their flight, ghostly objects may strike them, and wraiths’ powers work as if the Kindred were on the far side of the Shroud. This Flaw is similar to the Ash Path power Dead Hand (V20 Core, pg 163), except that Shadow Walker is always on and it in no way allows the character possessing it to perceive beyond the Shroud. The Storyteller may determine that certain Shadowlands topography interferes with you. Unless you have some ability to do so, you can’t see into the Shadowlands, so you have to be careful in feeling your way about — essentially, a blind man subject to the Underworld landscape. At the Storyteller’s discretion, immaterial walls or environmental effects may restrict you. | ||||||||||||
| Uncontrollable Night Sight | 2 | Lasombra | Supernatural | V20 Lore of the Clans, pg 123 | Synopsis: Your night vision is good, but you can’t turn it off. While you can see easily into the deepest shadows, any light is almost blinding to you. System: You suffer penalties the brighter the area you are in is lit, inversely proportional to the standard penalties for darkness. Even just standing in a well-lit room is uncomfortable to you. | ||||||||||||
| Insubordinate | 3 | Lasombra | Supernatural | V20 Lore of the Clans, pg 123 | Synopsis: You like to be in charge so much you have a hard time following anyone else’s orders. When given a plan or told to do something, you tend to do the opposite on principle. System: Whenever you are ordered to do something, you must make a Willpower roll with a difficulty depending on the importance of the superior and the danger of the task (difficulty 7 is typical for someone directly above the vampire assigning them a moderately dangerous task). If you fail, you will do anything except what you’ve been told to do. | ||||||||||||
| Unproven | 3 | Lasombra | Supernatural | V20 Lore of the Clans, pg 123 | Synopsis: Somehow, you have failed to prove yourself worthy of the name Lasombra. Maybe your sire did not test you well enough, or an opportunity to prove yourself has not come up. Whatever the reason, you are not truly considered part of the Clan. System: All social dealings with other Lasombra suffer a -3 dice penalty. You may also not be chosen to sit in judgment in the Courts of Blood. | ||||||||||||
| Paper Trail | 2 | Malkavian | Supernatural | V20 Lore of the Clans, pg 142 | Synopsis: You’ve spent some time in state institutions like prisons or asylums, likely before your Embrace. Most people have some sort of information that relays date of birth and other bits of fact. This information is hard to eliminate, and may endanger the Masquerade. System: Enemies with the right influence may be able to track down the information and use it against you. It may lead to vulnerable targets or clue hunters to where your haven is located. | ||||||||||||
| Stigmata | 2 or 4 | Malkavian | Supernatural | V20 Lore of the Clans, pg 142 | Synopsis: Oracles are often marked as messengers of the gods. Your markings come in the forms of phantom wounds that seep blood. The bleeding is slight but incessant, costing you an extra blood point every day just before you wake at dusk. System: The 2-point version of this Flaw means wounds that can be easily hidden from prying eyes, such as on the hands or the side. You gain a +1 difficulty to all Social rolls when dealing with someone aware of your condition. The 4-point version can’t be easily hidden, like bleeding eyes. The Social penalty increases to +2, and one of your Attributes also gains a +1 difficulty to all rolls because of the constant seeping blood. | ||||||||||||
| Infectious | 3 | Malkavian | Supernatural | V20 Lore of the Clans, pg 142 | Synopsis: Madness flows within your blood, but your bite carries a taint as well. System: Mortals take a temporary derangement for every three points of blood you take from them. The derangements stay until the mortal restores the lost blood. | ||||||||||||
| Overstimulated | 3 | Malkavian | Supernatural | V20 Lore of the Clans, pg 142 | Synopsis: Malkavians notice things that many others do not. That means keeping their eyes and ears open far longer than anyone else does. System: That makes you easily distracted when trying to focus. Take a +2 penalty to all rolls involving Perception. | ||||||||||||
| Dead Inside | 4 | Malkavian | Supernatural | V20 Lore of the Clans, pg 142 | Synopsis: You feel nothing but pain and numbness. While others find ways to make their lives worth living, you sometimes don’t get that thrill. System: Once per session, the Storyteller may cancel any gain of Willpower you made by playing to your Nature or Demeanor. | ||||||||||||
| Stench | 1 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 161 | Synopsis: Most Nosferatu pick up a certain odor, but you stink so bad even your Clan-mates find you hard to be close to. System: Your presence is preceded by your stench, removing two die from all Stealth rolls. | ||||||||||||
| Dangerous Secret | 1-5 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 161 | Synopsis: You have come to know something you really wish you hadn’t discovered. Worse yet, the people you have the dirt on know that you know. It might be that you have discovered the Prince’s haven, or that there are infernalists hiding in the diocese. Whatever it is, you are not sure whom you can tell, and if you do, you will only make the subjects of the secret more enthusiastic about getting rid of you. System: You may even be implicated in the secret and risk going down with them. The more potent the Flaw, the more powerful the people in question are, and the more they want it silenced. | ||||||||||||
| Parasitic Infestation | 2 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 162 | Synopsis: Living in the dark has made you a home to all manner of creepy crawlies and bloodsuckers. Your skin is crawling with ticks, lice, and leeches of all descriptions. They constantly bite and burrow, and having fed on your vitae, they have become very hard to kill. System: Not only can you not command them, you have tried everything to get rid of them and still they persist. Whatever the reason, they find you so succulent they reduce your blood pool by the result of one die divided by 3 (round down) each time you rise. The constant itch also keeps you on edge, increasing the difficulty of any Self-Control or Instinct rolls by 1. | ||||||||||||
| Bestial | 3 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 163 | Synopsis: You are closer to animals than humans, and it shows. System: In addition to the Nosferatu Clan weakness, you have an additional weakness: whenever you frenzy, you gain an animal feature, similar to the Gangrel Clan weakness (V20 Core, pg 55). With Storyteller permission, permanently acquired animal features may be justification to acquire certain Merits after character creation, such as Lizard Limbs (V20 Lore of the Clans, pg 160) or Monstrous Maw (V20 Lore of the Clans, pg 160-161). If so, the Storyteller can simply award them, or require an experience point expenditure (such as two times the Merit point value). Similar Flaws can also be taken, but cannot grant additional freebie or experience points. | ||||||||||||
| Enemy Brood | 3 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 163 | Synopsis: You have made an enemy of another group of Nosferatu. Unlike your usual enemies, they know the places you like to go and aren’t too squeamish about following you there. System: They keep you on the move, hunting you from sanctuary to sanctuary. The sewers themselves might not even be safe for you anymore. If you move to a new city, they use their contacts to pass on the word to their allies to keep hounding you. Sooner or later, you are going to have to take them down to rid yourself of them. | ||||||||||||
| Putrescent | 4 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 163 | Synopsis: The supernatural process that usually keeps a vampire’s form from rotting after death has failed to work on you. Your body has become putrescent and fragile as it gradually decays. System: All soak rolls you make have their dice pool reduced by 1. You may even lose body parts if you suffer a solid enough blow. Should this happen, make a Stamina roll (difficulty 6) and lose a part of your body (Storyteller’s choice) if you fail. Should you botch, you also receive a level of aggravated damage. These missing parts may regrow, but your body continues to rot. | ||||||||||||
| Contagious | 5 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 163 | Synopsis: Your body has died on the inside, filling you with noxious bacteria, spores, and even fungi. System: Mortals that touch you or on whom you feed must make a Stamina roll (difficulty 9) not to fall ill. The illness puts them in bed with fever and sickness, and each week they may attempt the Stamina roll again. The Storyteller might reduce the difficulty if the target is receiving proper medical attention. On a success they recover, but if they fail, they remain feverish. At the end of each month the victim remains ill, they lose a point of Stamina; if they are reduced to zero Stamina they die. If the Nosferatu knows of their contagion and infects someone maliciously, the Storyteller might call for a Humanity (or appropriate Path of Morality) degeneration roll if they die. Supernatural creatures generally have the ability to heal or cure such sickness in themselves, and vampires are immune to these germs of the dead. | ||||||||||||
| Incoherent | 5 | Nosferatu | Supernatural | V20 Lore of the Clans, pg 163 | Synopsis: Human speech is impossible for you. It might be that your mouth is too misshapen after the Embrace, or that years of living in the sewers have made you forget how to communicate. System: While you can understand what is being said to you, you cannot respond. Telepathy works on you as normal, and you have no problem communicating with animals, but human speech is barred to you. | ||||||||||||
| Chandala | 1 | Ravnos | Supernatural | V20 Lore of the Clans, pg 182 | Synopsis: Being a member of the lowest jati, the Chandala, is a mixed bag. You are responsible for the disposal of corpses, as well as many other foul tasks, but at the same time, you are often ignored. System: Your Social rolls against other Ravnos are made at a +2 difficulty. | ||||||||||||
| Flawed Reality | 2 | Ravnos | Supernatural | V20 Lore of the Clans, pg 182 | Synopsis: Your illusions always contain a notable flaw, and as such, are easier to disbelieve. System: The difficulties of all rolls to disbelieve your illusions are reduced by two. | ||||||||||||
| Oathbreaker | 2 | Ravnos | Supernatural | V20 Lore of the Clans, pg 182 | Synopsis: Making an oath ties one person’s svadharma to another, linking the two spirits until the oath can be fulfilled. With this in mind, a Ravnos never breaks her word once given in good faith, and so long as it was done with proper ceremony. If the Ravnos spits into her palm and shakes on her word, then the oath cannot be broken without negatively impacting the vampire’s svadharma (or so Ravnos superstition dictates). System: The oathbreaker will lose her way, falling into vice and worthlessness, until the broken oath can be redeemed. Anyone who looks at your aura can see a sickly red slash indicating the broken oath. You may not spend Willpower to ignore your Ravnos vice, and you do not gain Willpower from fulfilling your Nature. | ||||||||||||
| Lost Svadharma | 3 | Ravnos | Supernatural | V20 Lore of the Clans, pg 183 | Synopsis: You once knew your svadharma, but when the time came to fulfill it, you failed. Now that destiny has passed you by, and there may never be another chance to make it right. Other Ravnos know the tale, and hold your failure against you. You are scorned, and your confidence has been thrown into doubt. System: Your total Willpower score is permanently reduced by one and you may not spend Willpower when performing actions where other Ravnos are directly involved. | ||||||||||||
| Tortured Artist | 1 | Toreador | Supernatural | V20 Lore of the Clans, pg 200 | Synopsis: Nothing is ever good enough for your work. No matter how much praise is lavished upon you, you can only see the flaws and mistakes. This leads to long periods of ennui, which makes your artistic work irregular at best. Further, you throw yourself into business arrangements and social situations with intensity, which often leads to heartbreak, which leads to the pain and passion that fuels your next work. System: You are at +1 difficulty on Social rolls in which you are being praised, complimented, or treated with respect. | ||||||||||||
| Private Life | 3 | Toreador | Supernatural | V20 Lore of the Clans, pg 200 | Synopsis: You have a completely separate life that no other Kindred know about. It may be your mortal family that you have turned into ghouls, or a YouTube channel that you use to talk in metaphor about your frustrations with Kindred society. System: If discovered, this could risk other vampires accusing you of breaching the Masquerade (if Camarilla), consorting with humanity instead of being a superior vampire (if Sabbat), or just overall paranoia and suspicion on why you’re keeping such deep secrets. | ||||||||||||
| Acrane Curse | 1-5 | Tremere | Supernatural | V20 Lore of the Clans, pg 219 | Synopsis: Because of either your studies or someone else’s, you suffer from a magical curse. It might be an aversion or allergy, or even a strange magical effect. System: The level of the flaw depends on how debilitating the curse is. Curing the affliction may be impossible, or require some sort of quest or advanced research.
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| Cloistered | 2 | Tremere | Supernatural | V20 Lore of the Clans, pg 219 | Synopsis: You have spent almost all of your undead existence in the halls of the chantry, making Kindred society rather new and confusing for you. System: You suffer a -2 dice penalty to any social interactions with those outside the Tremere. | ||||||||||||
| Betrayer's Mark | 3 | Tremere | Supernatural | V20 Lore of the Clans, pg 219 | Synopsis: Even though you are loyal to House and Clan Tremere, for some reason you are branded with the mark of the antitribu (see the sidebar on Lore of the Clans, pg 216). It might be that you have returned to the Clan after leaving the Sabbat or that you unwittingly or as part of an undercover operation took part in the Vaulderie. System: Whatever the reason, the mark makes other Tremere wary of you. You will have to go that extra mile to prove yourself, and few among the Clan will trust you with positions of power and responsibility. | ||||||||||||
| Bound to the Clan | 3 | Tremere | Supernatural | V20 Lore of the Clans, pg 219 | Synopsis: You have done more than just drink from the blood of the elders. Whether as punishment or by choice, you have become fully blood bound to Clan Tremere. System: You cannot act against the Clan, and find everything you do works in the service of the Tremere. You might not like it, but you can’t help yourself doing it. Of course, now you are bound to the Clan, you cannot be bound to another individual. Many older Tremere have this Flaw, as it has been common in the past to completely blood bind new Tremere. | ||||||||||||
| Mage Blood | 5 | Tremere | Supernatural | V20 Lore of the Clans, pg 219 | Synopsis: You are closely tied to magic. System: Your blood is so tied to magic that you find you are unable to use any Discipline apart from Thaumaturgy (and for Kindred who are not Tremere, it is still paid for at out-of-Clan rates). While no path or ritual is barred to you, you may not gain any dots in any other Discipline. | ||||||||||||
| Thaumaturgically Inept | 5 | Tremere | Supernatural | V20 Lore of the Clans, pg 219 | Synopsis: Something about you refuses to respond to Thaumaturgy. Magic just doesn’t work for you. System: You cannot take any ability in the Thaumaturgy Discipline or any of its paths or rituals. For a Tremere this is doubly difficult, as skill in Thaumaturgy is often the key to position within the Clan. While some willingly choose to ignore their thaumatugical studies and serve in other ways, ineptitude is never excused. Only Tremere can take this Flaw. | ||||||||||||
| Unblinking | 1 | Tzimisce | Supernatural | V20 Lore of the Clans, pg 239 | Synopsis: Your eyes do not close. Ever. Perhaps you have left your humanity too far behind to upkeep such habits, or perhaps you fleshcrafted some form of transparent eye-scale or nictitating membrane. System: Your quirk probably makes astute observers uncomfortable, adding +1 to the difficulty of friendly social interactions with humans, Kindred on Humanity, and others with mortal sensibilities. | ||||||||||||
| Ancestral Soil Dependence | 2 | Tzimisce | Supernatural | V20 Lore of the Clans, pg 239 | Synopsis: Your flesh yearns for a homeland you have never seen. The voice of Kupala punishes your day sleep if this yearning is not met. System: The soil from a place important to you as a mortal will not suffice; in addition, you require two handfuls of the tainted Eastern European soil of the ancestral Tzimisce homeland. This Trait mostly commonly manifests in the childer of koldun and the branch of the Clan thought to be descended from Yorak. It can even manifest in childer sired generations after their ancestors relocated. Characters Embraced in Eastern Europe can’t take this Flaw (they’re already dependent on the local soil). | ||||||||||||
| Faceless | 3 | Tzimisce | Supernatural | V20 Lore of the Clans, pg 239 | Synopsis: You have escaped the tyranny of physical self-identity. Call no face your own. System: Every sunset, you awaken to a new visage, an amalgam pieced together from memory and dream. Your features, ethnicity, even gender become fluid things while you sleep. While this Flaw exemplifies the extreme ideals of Azi Dahaka (and should impress most Metamorphosists), it can cause complications for vampire concerned with maintaining recognition, reputation, or a mortal alias. Every sundown, the player rolls one die and is subject to the results on the following table:
This Flaw affects some Backgrounds (V20 Core, pg 110). Without a stable face, Alternate Identity and Fame cannot be maintained. Backgrounds like Allies, Contacts, Influence, and Status might be complicated by the lack of a solid identity as well. The vampire can use Malleable Visage and a mirror to reconstruct her true face from memory, but this requires at least three successes at difficulty 8 to make her recognizable, and five successes for a flawless copy. The Mistaken Identity Flaw (V20 Core, pg 450) cannot be taken. Other Merits/Flaws may be affected, at the Storyteller’s discretion. Characters must have at least one dot of Vicissitude to take this Flaw. | ||||||||||||
| Privacy Obsession | 3 | Tzimisce | Supernatural | V20 Lore of the Clans, pg 239 | Synopsis: Perhaps it is a trait carried in the blood. Perhaps your strict sire carved this lesson into your mind and flesh. Either way, you carry the Tzimisce respect for privacy to extremes. System: You must make a Willpower roll (difficulty 6) to enter another being’s dwelling without being invited, though you can go to fiendishly clever lengths to garner an unwitting invitation. When disturbed in your haven by an uninvited guest, you must make a Self-Control or Instincts roll (difficulty 7) to avoid frenzy. | ||||||||||||
| Revenant Weakness | 3 | Tzimisce | Supernatural | V20 Lore of the Clans, pg 239 | Synopsis: You were once part of a revenant family. Following the Embrace, you suffered both your Clan’s weakness and your revenant family’s limitation (V20 Core, pg 503-506). System: The Storyteller might let you manifest a weakness from a lost or destroyed revenant line. This could add mystery to your background and allow for a bit of genealogical detective work, certainly making you a curiosity to the Romanian Legacy Foundation. | ||||||||||||
| Consumption | 5 | Tzimisce | Supernatural | V20 Lore of the Clans, pg 239 | Synopsis: There is something hungry inside of you. But what is it? Portions of the Antediluvian? Your Vicissitude gone horribly wrong? Whatever it is, it is active, acting like a cancer, devouring you from the inside out. Your very blood is wrought with corrosive, flesh-eating bacteria. System: . At the beginning of each evening, you suffer one health level of lethal damage that cannot be soaked nor healed with blood. The only way to counteract the effect is by ingesting one-tenth of your body-weight in flesh to supplement your depleted carcass. Whether you kill and devour the skin from humans or raid the biohazard containers of liposuction clinics for siphoned fat, you need your ration of human flesh in order to survive. If you try and ingest this macabre meal before damage is done, you’ll simply vomit it out like any other food — this does not impart the benefits of the Eat Food Merit. | ||||||||||||
| Uncommon Vitae Preference | 2 | Ventrue | Supernatural | V20 Lore of the Clans, pg 261 | Synopsis: Your preferred source for vitae is rarified even by the standards of your Clan, such as “only Korean War vets,” “only Federal Court Judges,” or “only virgins over the age of 40.” System: The difficulty of all hunting rolls for your character is increased by +2, to a maximum of 9. | ||||||||||||
| Clan Weakness | 2 | Caitiff | Supernatural | V20 Lore of the Clans, pg 269 | Synopsis: Despite your failure to adopt your original Clan’s other abilities, you did inherit their weakness. System: While this can be deadly to the unprepared vampire, a canny Caitiff might turn this to their advantage to better blend among the parent Clan. Some Nosferatu, for example, would likely never notice, and might even stand up for the Caitiff even amidst accusations from outsiders. | ||||||||||||
| Fangless | 2 | Caitiff | Supernatural | V20 Lore of the Clans, pg 269 | Synopsis: Considered the mark of a true mongrel, you never developed your fangs, or you lacked teeth before the Embrace. Either way, you have to use a knife or otherwise drink from bleeding wounds. System: You have no natural way beyond Disciplines to inflict aggravated damage. | ||||||||||||
| Ignorance | 2 | Caitiff | Supernatural | V20 Lore of the Clans, pg 269 | Synopsis: Many sires abandon their Caitiff progeny without a word of instruction or warning about their new nature. For most Princes, ignorance is no excuse for a breach of the Masquerade, and Sabbat packs are quick to notice weakness. System: The character starts with no knowledge of the abilities, customs, or politics of the undead, and must learn from their mistakes or find a mentor. Of course, any vampire willing to take on a Caitiff will most likely blood bond the poor wretch, leading to a completely new set of problems. Ignorance is deadly for a vampire, and doubly so for the Clanless. | ||||||||||||
| Bulimia | 4 | Caitiff | Supernatural | V20 Lore of the Clans, pg 269 | Synopsis: You hunger for blood, and like all vampires, you will eventually feed, but the thought of it still makes you sick. Maybe you’re just not cut out for an eternity of bloodsucking, or you had an eating disorder in life that has followed you to the other side of mortality. Whatever the reason, you can’t hold your blood. System: Whenever you feed, make a Stamina roll with a difficulty 8. If you fail, you vomit out the fresh blood before it can be absorbed into your body, spraying it everywhere (embarrassing at best, a breach of the Masquerade at worst). Note that blood taken in frenzy is absorbed normally, though this carries its own risks. | ||||||||||||
| Methuselah's Thirst | 7 | Vampire | Physical | V20 The Black Hand A Guide to the TalMaRahe, pg 177 | Synopsis: You can no longer sustain yourself on mortal blood. System: You must feed on the blood of Kindred or other supernatural creatures with potent reserves, such as lupines or fairies. | ||||||||||||
| Kiss of Death | 2 | Vampire | Supernatural | V20 The Black Hand A Guide to the TalMaRahe, pg 179 | Synopsis: Should you drain a mortal vessel of all blood minutes after their heart stops beating, the corpse rises as a zombie. System: (Zombies use the statistics for zombies on pg 164 of V20 Core). These zombies are free-willed, hostile toward you, and cannot be directed without some sorcerous or necromantic means to command them. | ||||||||||||
| Devil's Mark | 3 | Vampire | Supernatural | V20 The Black Hand A Guide to the TalMaRahe, pg 179 | Synopsis: Whether product of your Embrace or gained through exposure to infernal or other unholy power, you’ve been branded with the “Devil’s Mark,” an anatomical aberration that manifests the taint of the demonic. System: Possible deformities include, but are not limited to: bestial or inhuman eyes, hooves, horns, unnaturally colored or scaly skin, a birthmark in the form of a sigil, parasitic infestation, claws, misshapen teeth. or ineffectual (perhaps additional) limbs. You may never remove or “improve” these disfigurements, although magic or Disciplines can hide them from plain sight. A Devil’s Mark confers the following mechanical effects: Lower the maximum rating in one Attribute by one (if the maximum rating is 5, it becomes 4), while the cost to raise said Attribute increases by one (1 + the current rating x 4). If the mark becomes visible or is known to a mortal, it confers a -1 difficulty on Intimidation rolls when dealing with her, but in turn increases the difficulties for all other Social die rolls by one. Players should work with a Storyteller to determine an appropriate Devil’s Mark, and the Physical Attribute best suited to their mark. | ||||||||||||
| Lord of the Night | 3 | Vampire | Supernatural | V20 The Black Hand A Guide to the TalMaRahe, pg 179 | Synopsis: In your presence lights dim, tiny flames extinguish, and shadows cling to you or languidly move about with a surreal unlife, making it impossible to pass as anything other than inhuman. System: The particular shadow you cast is a malicious entity with a will of its own. It lashes out at friends and enemies alike, tearing at the scenery, and snarling at passers-by. These effects can be suppressed for a scene by spending a point of Willpower. | ||||||||||||
| Vassal of the Clan | 6 | Vampire | Supernatural | V20 The Black Hand A Guide to the TalMaRahe, pg 179 | Synopsis: Through natural predisposition or a curse, you bear a permanent one-point blood bond to those one Generation lower, a two-point blood bond with those two Generations lower, and a three-point blood bond to those three or more Generations lower than you within your own Clan. System: These blood bonds override any other blood bonds you may earn during play. This can be a great risk for Hand members, as the blood forces allegiances to potentially risky vampires, or worse, to heretical ideologies. |
- [+/-] Ghoul and Revenant Flaws
| Flaw | Cost | Allowed | Type | Source | Details |
|---|---|---|---|---|---|
| Black and White | 1 | Ghoul Revenant |
Mental | V20 Ghouls and Revenants, pg 127 | Synopsis: The World of Darkness is complex, both morally and spiritually, but your character doesn’t see it that way. To her, every situation can be summed up as black or white. Your ghoul thinks simply, and believes her allies and enemies are either for or against her, hot or cold, good or evil, easy or impossible, stupid or genius. After being subjected to the blood bond, its influence can complicate your ghoul’s natural outlook on life. Under its influence, the blood bond may force your ghoul to view what your domitor says or does through a rosy, positive filter at all times. Alternatively, any character who does not agree or side with your master is, according to you, an enemy worthy of your contempt and deserves to be hurt. System: This Flaw is particularly prominent among the Giovanni, Assamite, Ravnos, and Ventrue Clans, along with the Followers of Set and many revenant families. A closed mindset can cost your character dearly as your perspective may result in your bad judgment, missed opportunities, and misunderstandings that might escalate. In social situations where your character’s perspective comes to bear, the difficulties of associated rolls increase by one. |
| Fixation | 2, 4, or 6 | Ghouls Revenant |
Mental | V20 Ghouls and Revenants, pg 127 | Synopsis: The Blood is exhilarating, but when the feeling wears off, you want another high, another “fix” to add to that heady rush. Your Fixation might involve substances designed to alter your brain’s chemistry and processing ability, or it could be all about your thrill-seeking, heart-thumping compulsion to live on the edge and get high off the adrenaline or dopamine naturally produced in your body. With this Flaw, you are forced to turn to outside activities or substances in your free time to get a fix that doesn’t come from the Blood. While the fulfillment of your Fixation may be temporary, you know that any satisfaction you feel is a pale imitation of the high you get from the Blood. The stronger your Fixation, the more likely you won’t be able to hide it from the other characters around you. Since this is a Flaw that cannot be “healed” by any physical, mental, or social means, your Fixation may cause unforeseen consequences for your character over time. At two points of addiction, your character is still in control. Your ghoul may show up fog-headed, but she will attempt to carry out her domitor’s wishes to the best of her ability. At four points, your Fixation is so strong that you are more likely to forget a crucial errand, miss an appointment, or doze off spying on a rival. At six points, however, your ghoul is deep in the throes of terminal addiction. You may also decide, at your Storyteller’s discretion, that adding more points to this Flaw will cause greater and more violent consequences to the fulfillment of your desires. For example, a murderous revenant with a six-point Fixation might get a thrill from desecrating churches. As another, an independent ghoul who escaped from a brutal pack might get a rush from “curing” another ghoul of the blood bond. Failing to master your Fixation will likely be viewed unfavorably by most of your peers or your domitor, because your inability to control yourself is viewed as a weakness. Servants that run off and base jump off the top of a skyscraper at every opportunity are not as useful as the meek from a master’s point of view. Over time, a domitor might even make a troubled ghoul’s death look like an accident before replacing him. However, the stronger your Fixation is, the more chaotic and rebellious your ghoul will likely act as you take pleasure wherever you can find it. Thus, it is not uncommon to find independent ghouls or revenants with higher levels of Fixation, especially if they have a loose leash to satisfy their darker needs. You may attempt to deny your Fixation, but to do so requires you to spend a Willpower point to temporarily bypass it for a round. Then, you must roll to make a Frenzy check. Should you fail that roll, your Fixation will continue to build and may overwhelm you at the most inopportune time. In other words, a failure to master your Fixation doesn’t mean you’ll automatically fly off into a rage on your schedule. Your bitterness and resentment may boil beneath a thin veneer of control until you’re forced to wait too long at a store, you’re cut off at a traffic light, or another ghoul gets rewarded instead of you. With any dramatic failure on a Stamina check, your character’s Fixation will increase by two points. If your character has already attained the six-point version of this Flaw and rolls a dramatic failure on his Stamina check, the effects will be severe. You may overdose and die without immediate medical attention. Your car may have crashed and you’re now unconscious because you couldn’t maintain control of the wheel. To remove points in your Fixation Flaw, or to get rid of it entirely, your character must pledge and endure a program to remove that compulsion. Your Storyteller may allow the circumstances and requirements of your chronicle to shape your domitor’s reaction to your admitted weakness. Independent ghouls, Sabbat ghouls, and revenants may not have the ability to reduce the influence of this Flaw, nor may they be able to remove it without help due to the nature of their nightly activities. Please note that while Fixation is similar to the Addiction Flaw for vampires, the results of this Flaw are felt more acutely in a mortal body. A Fixation Flaw is likely to develop more often in ghouls than revenants, simply because revenants produce vitae naturally in their blood. |
| Duplicitous | 3 | Ghoul Revenant |
Mental | V20 Ghouls and Revenants, pg 128 | Synopsis: Ghouls and revenants with this Flaw have an underhanded reputation based on their previous actions. In the past, you’ve probably lied, cheated, or played both sides against the middle during a deal that went south. The nature of your underhanded actions, as well as your intended target, has not been the same every time. A ghoul might, for example, go to her domitor and inform him of a transgression, real or imagined, and then suggest an appropriate punishment for her target. That same ghoul might turn around and fabricate stories that show how well-meaning she was to stand up for her fellow ghoul in front of her master. System: While you can be duplicitous as a character, when you take this Flaw, it impacts your relationships and dealings with other characters. You probably don’t seek to take the upper hand in every situation, but other characters expect you to. Your allies and enemies are on edge around you, because they’re not sure when and if you’ll ever treat them fairly. They may even backstab or try to undercut you, too, because they expect you to. The influence of the blood bond does impact most ghouls with this Flaw in subtle ways. While your domitor would know you are Duplicitous, you would not act out in a direct way against your master. Instead, you might backstab or double-cross your allies to curry favor and obtain rewards from him. Your domitor may also point you at a dangerous target, too, to use you as bait or to draw out his enemies, to taking advantage of your reputation. |
| Isolated Upringing | 1 | Revenants | Social | V20 Ghouls and Revenants, pg 129 | Synopsis: You are a revenant who was raised by your family away from prying eyes. When you were growing up, your entire world was based on what your family taught you. For many years, your knowledge was limited to your family’s habits, customs, and politics. Consequently, you have a limited understanding of the outside world that impacts how you interact with other people. System: At your Storyteller’s discretion, whenever you are in an uncomfortable social situation outside of your family’s estates, subtract one die from your Social dice pool. This penalty does not apply evenly across all situations, because your interactions with the world will vary depending upon your particular family and your character concept. |
| Obsession | 1, 2, or 5 | Ghoul Revenant |
Social | V20 Ghouls and Revenants, pg 130 | Synopsis: Even ghouls who lead relatively uneventful lives can become obsessed with a persistent idea, image, set of circumstances, or unshakable feeling. Many obsessions are so minor they would not be noticed by a casual observer, while others may become so powerful they’ll prevent a ghoul from performing the simplest of tasks. System: At one point, your ghoul’s Obsession is minor. For example, your character may prefer a particular brand of beverage, pair of jeans, etc., and may refuse to eat, wear, or use a replacement. Your minor Obsession will probably cause you to seek a replacement for an “inferior” item with your preferred one at the earliest opportunity. At two points, your Obsession threatens to consume you. If the focus of your insatiable desire is a person, you would likely have an image of that person in your possession at all times, or you will stop what you are doing to obtain one. If your Obsession involves an object or totem, like a lucky rabbit’s foot or a small statuette, you will need to have it within your reach. You might even grow more upset over time if it’s not nearby. At five points, your Obsession consumes you, and may bring others to harm. Your character might kidnap a local celebrity you’re obsessed with, and will likely go to unreasonable lengths to keep him under your direct control. Similarly, any object that you’re consumed with creates tremendous need at this level. If your lucky rabbit’s foot is misplaced or lost outright, you might not be able to function as you normally would, and may be prone to fits of destructive rage. Depending upon the severity of your Obsession, you could enter a near-catatonic state until the object is found or a suitable replacement is obtained. You would probably act in a similar fashion if the person you’re obsessed with is rescued or escapes. There may be times, however, when you cannot find a suitable replacement for an object or a person to satisfy your Obsession. In those instances, your character will need to succeed a Willpower check. The difficulty rating is your Willpower minus the number of dots in your Obsession Flaw to “snap out of it.” Should you fail, you may become so distressed that you will require medical attention. |
| Squeamish | 1 or 3 | Ghoul Revenant |
Social | V20 Ghouls and Revenants, pg 130 | Synopsis: Your ghoul or revenant might talk a good game, but
you’ve never been around real violence before. When
you’re confronted with the sight of blood, you probably
won’t respond well, and may faint, panic, or run away. At your Storyteller’s discretion, you may be forced to make a Willpower check once per relevant scene. Your character does not need to be directly involved in the fight; she may simply be a witness to a stabbing. When you accumulate five successes in a single session, no further rolls need be made for that night of game time. A gory show of violence might necessitate another roll, however, at your Storyteller’s discretion. Should you botch a Willpower check, your ghoul is so unnerved by the gruesomeness you’ve encountered you cannot act for the rest of that scene. Your ghoul is frozen from shock, and may soil herself or puke in response to your fear or revulsion. |
| Domitor Pariah | 2 | Ghoul | Social | V20 Ghouls and Revenants, pg 130 | Synopsis: Your master is a vampire who, for whatever reason, is unwelcome among or even hated by other members of his Clan, bloodline, or Sect. Without allies, your domitor may struggle to retain her status and will likely rely on ghouls, like yourself, to fulfill her basic needs. You may be given additional responsibilities, or you might be manipulated into spying, attacking, defending, or stealing for your domitor. System: Should you take the Domitor Pariah as a Flaw, keep in mind that should other vampires discover whom you serve, your life might well be in danger. The events that led to your domitor’s downfall may be kept hidden from you, at your Storyteller’s discretion, or you might stumble upon your master’s secrets accidentally. Once a ghoul understands how challenging life may be with a Domitor Pariah, you might sow the seeds of rebellion despite the strength of your blood bond. |
| Under Surveillance | 2, 4, or 6 | Ghoul Revenant |
Social | V20 Ghouls and Revenants, pg 130 | Synopsis: Your ghoul’s activities are being monitored by members of law enforcement or government agencies. You might be Under Surveillance because you are suspect in a crime, or because you’ve been spotted associating with other criminals or suspects. System: The points you take in this Flaw represent the level of scrutiny your character is under. At two points, only local authorities are watching your ghoul’s activities. At four points, both city officials and state authorities are involved. At six points, local, state, and national law enforcement agents are coordinating efforts to analyze your movements, and they may share their concerns with foreign agencies should you travel outside the country. The effects of this Flaw vary, depending upon your circumstances, and you may not always be aware of them. For example, among Camarilla ghouls, any ghoul Under Surveillance will risk a Masquerade breach. Some vampires might decide that your character is too dangerous to live, and may take an opportunity to end your life at the hands of your associates or domitor. Other Kindred might take a different, more devious approach. They might use you as bait, create a body double, or plant false information. Generally speaking, Under Surveillance is less dangerous than the Fugitive Flaw, because your character is a person of interest as opposed to a wanted criminal. Thus, this Flaw, at your Storyteller’s discretion, may be reduced in points or regulated to a cold file with time and effort. Ghouls and revenants, however, might be given a limited number of opportunities to correct the situation before their domitors or families lose patience and turn on them. Independent ghouls might have a much harder time ditching nosy officers. Though their first instinct might be to run to the cops and confess, keep in mind that no agency is immune from the reach of a Clan, bloodline, or Sect. Thus, some independent ghouls who take this Flaw might suspect that their former domitor has engineered their situation, and they are now Under Surveillance as punishment for abandoning them. |
| Loose Lips | 3 | Ghoul Revenant |
Social | V20 Ghouls and Revenants, pg 131 | Synopsis: Ghouls are often privy to a great deal of sensitive information in the night-to-night dealings with their domitors, and some cannot resist the urge to divulge (or sell) these secrets. In general, ghouls and revenants who cannot keep secrets tend not to live very long. System: When you take the Loose Lips Flaw, you might be known as a gossip. In fact, this weakness may be the reason why any ghoul might become independent. It’s possible that the ghoul’s master felt that withholding feedings for the rest of his vassal’s pitiful life would be suitable punishment, and might still be keeping tabs on his former ghoul. Ghouls with this Flaw tend to not be trusted with jobs involving secrets, so their usefulness to higher-ranking vampires is limited. On the other hand, they make perfect tools for spreading false information, which can often be far more useful. Unfortunately, you may not know whether you’re spewing fact or fiction until it’s too late. |
| Self Preservation | 3 | Ghoul Revenant |
Social | V20 Ghouls and Revenants, pg 132 | Synopsis: For whatever reason, your character refuses to carry out orders that you feel will threaten your safety and put your life at risk. For ghouls, the Self-Preservation Flaw defeats the purpose of serving a vampire. If you cannot defend your domitor, then your worth decreases considerably. However, a Bound ghoul who can refuse to carry out an order bears close watching. This Flaw is also one of the most common reasons why a ghoul leaves his master’s service to operate as an independent. System: Revenants who have a sense of Self-Preservation may feel the effects of this Flaw in a different way. Your loyalty to your family may be questioned, for you might sacrifice another family member or ally when the time is right. Should you, too, be subjected to the blood bond, your inability to fully “commit” to a vampire’s orders may result in unforeseen consequences ranging from experimentation to further scrutiny. Mechanically-speaking, any time your domitor or master gives you an order that threatens your life, your character gets a check against Willpower at +2 difficulty. If successful, your ghoul or revenant may refuse to carry out the order. Should you refuse to carry out such a command in front of your master, you may expect to be punished severely. Clever ghouls and revenants will attempt to manipulate this Flaw to their advantage. They might attempt to carry out a life-threatening command while ensuring they do not come to harm, though this isn’t always possible. |
| Turncoat | 4 | Ghoul Revenant |
Social | V20 Ghouls and Revenants, pg 132 | Synopsis: The Turncoat is more than just a traitor. Revenants that take the Turncoat Flaw have betrayed more than the bonds of friendship, but also those of their familial connection and duty. Typically, a revenant that takes this Flaw has decided he is more interested in serving her family’s enemies, and has taken the requisite steps to do so.
Most revenants with the Turncoat Flaw understand the ramifications of their actions. They understand that this Flaw requires them to protect themselves and hide from her former colleagues; they might even expect their families to hunt them down for their treachery. Depending on the nature and depth of the betrayal, allied vampires may decide to render their assistance to the hunt as well. Despite being protected by a powerful vampire, Clan, members of a local Sect, or revenant family, characters who take this Flaw know their problems are far from over. The Turncoat’s new allies will probably be skeptical of this character, and may not divulge anything other than minor details. After all, if the Turncoat betrayed her own family or a master while under the influence of the blood bond, she could do so again. In general, this Flaw is best used by characters who are embroiled in the politics of a larger organization. The ramifications of a revenant’s betrayal, such as a Grimaldi revenant divulging secrets pertaining to his family’s desire to leave the Sabbat, are often far-reaching and significant. Thus, independent ghouls may also select this Flaw when and if it makes sense for them to do so. However, an independent ghoul might struggle to find the allies required to help ensure their survival, since most vampires may seek a blood bond with the traitor. |
| Blood Feud | 5 | Ghoul Revenant |
Social | V20 Ghouls and Revenants, pg 132 | Synopsis: The hostility between revenant families such as the Grimaldi and Zantosa is well known throughout the Sabbat. Rivalries between the Brujah and the Ventrue occasionally bleed into the behavior of their ghouls throughout Camarilla-held cities. Fights between revenant families are all too common, and these feuds have been going on for so long that some family members may have forgotten how an argument first started. A Blood Feud might be a recent development, but more than likely a deadly rivalry has probably been smoldering for decades, if not centuries.
Not all disagreements and rivalries between families or factions, however, are considered to be Blood Feuds. A Blood Feud is what occurs after a slight or injury has been escalated to impossible heights, and the initial cause of the argument can now only be rectified when both debts are settled, often violently. Other family members will even go so far as to swear a revenge-filled oath to harm the rival family at the first opportunity. Like the nature of the feud, the violence both families cause may range from slashing tires to slitting throats. System: While Blood Feud is particularly applicable to members of certain revenant families, this Flaw may also apply to rival Clans in a given city. Loyal ghouls might take offense at a misstep or take up vengeance for a slight against their Domitor, and their feelings could escalate into hatred and a desire to kill. A Gangrel ghoul might be involved in a bitter dispute over territory or domain with the servants of a Toreador Primogen. Enough betrayal and insults could be hurled over the course of the conflict that tense discussions erupt into bitter arguments. Usually, however, for a Blood Feud to exist there must be more than a simple rivalry between the two parties. In a Blood Feud, several members of each side should be willing to battle over the insult or slight. The hatred between the two sides has escalated over time, and calls for vengeance carry weight. When confronted with the possibility that your rival is nearby, your character must make a Frenzy check at a -2 difficulty. If successful, your character is able to control the blind fury caused by your thirst for revenge. If your character fails the check, you will feel compelled to act on your obsession for vengeance. You might seek out and confront your rival. You might attack someone who looks like her, or sabotage her car or attack her girlfriend. You might even rile up the other people around you to join the fight, too. How you act on your hatred is up to you, but a failure will guarantee that the Blood Feud is renewed. You may choose to spend a Willpower point to delay your moment of frenzy for one round. However, the longer you delay acting on your thirst for revenge, the greater the chances are that your rival will act upon hers. To take this Flaw, you must work with the Storyteller to name which family (or Clan) the Blood Feud is with, and how much the player character knows about its cause. You must also select a specific rival from the opposing side who is heavily involved with the feud or its cause. |
| Hunted | 5 | Ghoul Revenant |
Social | V20 Ghouls and Revenants, pg 133 | Synopsis: You have unwittingly crossed paths with a hunter, who has identified you as a supernatural creature that must be destroyed. You may be a revenant who accidentally attacked a hunter’s ally, or you might be a ghoul who dated a hunter before you fell under the influence of the Blood Bond. System: Hunted represents a serious threat to all vampires, regardless of Sect, and all revenant families. The consequences of a hunter stumbling into a revenant family’s compound or a vampire’s haven would be so severe, your domitor or family might feel compelled to sacrifice you to prevent a future catastrophe. While you may not have intentionally drawn the ire of a hunter, your grievous error will not go unpunished, nor will it be forgiven easily by your domitor or family. Consequences may range from ordering you to capture the hunter first to seeking allegiances with your enemies. You may take steps to eliminate this Flaw in the way that makes sense for your character. However, unless your Storyteller tells you that you are in no danger of being hunted for the foreseeable future, you will always run the risk of being targeted by a hunter more easily than other characters who do not have this Flaw. Because Hunted represents a dramatic turn of events that could impact your chronicle in any number of ways, check with your Storyteller before taking this Flaw. |
| Problem With Authority | 5 | Ghoul Revenant |
Social | V20 Ghouls and Revenants, pg 133 | Synopsis: Problem with Authority is unhealthy for ghouls or revenants who are expected to serve without question. It is especially problematic for ghouls who have violent or unpredictable masters, and may spur a ghoul to leave her domitor’s side. Many independent ghouls suffer from this Flaw, and continue to feel the effects of their disobedience. System: When taken to its extreme, your ghoul will become argumentative and unruly, and may take an issue with the simplest instructions. While you might argue with lesser authority figures in your ghoul’s life, like the police, your combative words are less likely to get you killed, but may result in being arrested or fired. |
| Fugitive | 6 | Ghoul Revenant |
Social | V20 Ghouls and Revenants, pg 133 | Synopsis: You are wanted by the authorities. You may be a suspect in a case, or might have been charged and convicted with a serious crime. Your ghoul or revenant may have even gone so far as to escape a high security prison or mental health facility. You may have, on the other hand, run afoul of a Sect and are now being hunted by its members, whether they be Kindred, Cainite, Anarchs, etc. System: When you take the Fugitive Flaw, you are admitting that you have either committed (or have been framed for) a transgression that is so severe, agents who uphold the law, be they vampire or mortal, have ordered your capture. Any and all persons found in your company may immediately become suspect as well, and could be charged with additional crimes. A Fugitive is rarely hunted without good cause, and often those who seek to bring you in will have a personal reason for doing so. An officer might track you down because her negligence allowed you to escape. A rival ghoul, who managed to uncover how you were attempting to thwart your domitor, might want to prove his worth to your former domitor. A Sabbat pack may be hard on your heels, because they feel your escape is an embarrassment to them. These are all examples of characters who would probably pursue you at great personal cost in an attempt to recapture or even murder you. To the Camarilla, a ghoul or revenant Fugitive represents a serious threat to the Masquerade, regardless of who may be after you. While it is possible you may have been carrying out orders under the influence of the Blood Bond or Disciplines like Dominate, Kindred authorities cannot turn a blind eye to a desperate ghoul or revenant who’s on the run. To the Sabbat, on the other hand, a Fugitive may be hunted for other reasons, ranging from a sense of pride to a fear that you’ll run to the Camarilla and divulge secrets that must be kept buried. Though you are a Fugitive, you may have Allies, Contacts, or have clearly identified a place to hide for a time. Your domitor or revenant family, for example, might often you a place to stay for a few nights, but doing so puts them at risk. Safe houses may be arranged to ensure your survival, with the understanding that you are expected to curry favors or perform services that will help your benefactors. You may even be asked to follow a strict code of conduct to avoid exposing your accomplices. |
| Albino | 1 | Ghoul Revenant |
Physical | V20 Ghouls and Revenants, pg 134 | Synopsis: Albinism occurs when a group of normally recessive genes become prominent, leading to a lack of pigmentation of the skin. While generally harmless, the appearance of an albino individual can be startling, particularly to others who are unfamiliar with the condition. The condition is marked by extremely pale skin and red irises. Albinism was viewed with great suspicion in most early cultures, such that even today people with albinism are shunned and ostracized, and considered to be an ill omen in many parts of the world. System: While this condition is harmless from a physiological standpoint, it does cause afflicted individuals to stand out. This may reduce a ghoul’s capacity to blend into a crowd, without the help of a disguise. However, those who suffer from the Albino Flaw can also turn other people’s fear into a source of intimidation, particularly if your ghoul or revenant has a reputation that cannot be ignored. When you take the Albino Flaw, keep in mind that your skin is highly susceptible to sunburn, having little or no pigmentation to reflect the sun’s harmful UV rays. |
| Light Sensitive | 2, 4, or 6 | Ghoul Revenant |
Physical | V20 Ghouls and Revenants, pg 135 | Synopsis: Your ghoul has discovered, much to her chagrin, that she is growing more sensitive to bright light thanks to the transformative powers of the vampiric blood she ingests. System: During daylight hours, she might require strong, prescription sunglasses, and bright flashes such as a camera flash or lightning may require a Frenzy check. Among ghouls of certain Clans and bloodlines, like the Followers of Set, this Flaw can worsen over long periods of time at the Storyteller’s discretion. The point value for the Light Sensitive Flaw reflects an increasing sensitivity to artificial and natural light. A 2-point Flaw means your ghoul retreats from harsh, bright sunlight harsh and will react more quickly than most mortals. At 4 points, your ghoul is incapable of functioning normally in bright sunlight, and may develop painful skin rashes and/or sunburn after exposure. At 6 points, the ghoul finds any bright light nearly paralyzing, and will go to whatever lengths required to avoid such bright conditions. Bad sunburn will result from only a minute or two in full sunlight, and will become bashing damage at a rate of one point of damage per fifteen minutes’ worth of exposure. A ghoul with this level of the Flaw will therefore receive four points of bashing damage per hour of contact with full sunlight or its equivalent. Such damage may be healed normally, as per V20 Core on pg 282-286. Notes: Used by: All ghouls and revenants |
| Cannibal | 3 | Ghoul Revenant |
Physical | V20 Ghouls and Revenants, pg 136 | Synopsis: Though the Bratovich family of revenants is known for their depravity, the desire to consume human flesh is not limited to them alone. Historically, mortals have resorted to acts of cannibalism during times of war or starvation, but they have also eaten the flesh of the dead as part of a religious ceremony to honor the fallen, too. The vast majority of cultures, however, consider the practice barbaric and unnatural. System: To become a Cannibal, is to put your character at risk of ostracization and death. There are several physical disorders that can be transmitted through the consumption of infected flesh or organs. For the most part, such an infection is undetectable through normal, non-medical means. Should you eat human flesh as a ghoul, the vitae you’ve already ingested is likely strong enough to negate the effects in most cases. Should your ghoul be denied future feedings, however, the infection will take hold as your body returns to its natural state and age. A character with the Cannibal Flaw will generally only feed on the flesh of the living or the dead in privacy. Most cannibals are not rabid animals, and are cunning and highly intelligent. They are aware that modern society frowns on cannibalism, but they feel compelled to do it anyway. Thus, they are often careful to act on their Flaw in places and at times where they and their victims cannot be easily discovered. Missing corpses or well-loved people, for example, are likely to be searched for. If there are witnesses who spotted the cannibal and victim together, it might lead to further complications a Cannibal is not prepared to deal with. A Willpower roll may be called for to determine if the cannibal can exercise sufficient control and discretion to avoid leaving clues behind. The Cannibal Flaw may be selected by any ghoul, or may be bestowed upon a character by the Storyteller as a result of acquiring a Derangement. Though this Flaw is far more common among revenant families, it is not exclusively available to them. Because of the dramatic impact the Cannibal Flaw has on ghouls in modern society, Camarilla ghouls are discouraged from taking this Flaw. Notes: Used by: Revenants, some Sabbat and independent ghouls |
| Hemophiliac | 3 | Ghoul Revenant |
Physical | V20 Ghouls and Revenants, pg 136 | Synopsis: Your character suffers from hemophilia. If your ghoul’s skin is cut, you will not stop bleeding without medical assistance. The Blood does not have any effect on a ghoul or revenant Hemophiliac. System: If your character suffers lethal or aggravated damage, he suffers an additional level of bashing damage every five minutes until his wound has been dressed to stop the bleeding. Any vampire who bites a Hemophiliac may “dress” such wounds. By licking the injury after biting the ghoul, the vampire will put a stop to any future bashing damage. |
| Seizures | 3 | Ghoul Revenant |
Physical | V20 Ghouls and Revenants, pg 136 | Synopsis: Seizures tend to occur during moments of duress, and few mortals have a more stressful or terrifying existence than ghouls. The affliction of the Seizures Flaw can also be more pronounced in revenant families whose members suffer from a limited genetic pool. Many types of seizures can be controlled or mitigated with medication following thorough medical tests or examinations. However, some ghouls and revenants aren’t willing to risk their lives by seeking the advice of a doctor, and these Seizures are often not related to a diagnosed illness. This Flaw is a side effect of the many horrors ghouls and revenants witness over the course of their lives. System: Seizures can potentially be disastrous, especially if they occur in the presence of a vampire or at an inopportune moment. Under any stressful circumstances related to combat, physical or verbal threats, or witnessing a terrifying, bloody sight the character with this Flaw will need to make a Frenzy roll. A success means a seizure was not triggered, and you’ve managed to regain control. Failure indicates your body was not able to cope with the stress and something has happened. If you roll a critical failure, your character suffers a full-blown grand mal seizure. You will have fallen to the ground and will thrash uncontrollably for a number of minutes equal to the number of 1s rolled on the Frenzy check. Your actions may wind up getting yourself, or others, hurt as your finger might accidentally pull the trigger, or you may slip and fall. A less than critical failure may likely result in your character blacking out until the next round. Depending on the needs of your story, your ghoul may pass out and drop to the ground, your vision might turn black for a few seconds, or your arm might tremble and you cannot regain control. Notes: Used by: All ghouls and revenants |
| Fincky Palate | 1 | Ghoul Revenant |
Supernatural | V20 Ghouls and Revenants, pg 138 | Synopsis: Your ghoul must choose a Clan or bloodline, other than your domitor’s, whose blood causes you an allergic reaction when present in your bloodstream. System: Any time your ghoul ingests blood from a vampire of that selected Clan, either intentionally or forcibly, you must make a Stamina check to avoid vomiting it up. If you are successful, the blood remains in your system and all rolls involving Disciplines will be at +1 difficulty until either the offensive blood is burned off, or you consume new blood from a different Clan, whichever comes first. For most Camarilla ghouls, this Flaw represents little threat. In the unlikely event that a ghoul consumes the blood of a Kindred other than his domitor, it won’t take long for that ghoul to find the blood he does need. For an independent ghoul or a Clan-sponsored revenant family, on the other hand, this Flaw could represent a dire problem. |
| Artificially Aged | 2 | Ghoul Revenant |
Supernatural | V20 Ghouls and Revenants, pg 138 | Synopsis: You are an underage ghoul or revenant that has been fleshcrafted to look like an older, mature adult. Your true maturity is still far off in your future, but you appear to be a decade or two older than your actual age. As long as you remain a ghoul, your body will not age. System: Due to the terrors inflicted on your young body and mind, your character may never reconcile what has happened to you. Physically, you might pass for a much older person, but mentally and emotionally you are still a child. Thus, you will likely encounter challenges in most social situations, and your Storyteller may require you to subtract one or more dice from rolls involving your Social dice pools. |
| Offensive to Animals | 2 | Ghoul Revenant |
Supernatural | V20 Ghouls and Revenants, pg 138 | Synopsis: Ghouls and revenants who take the Offensive to Animals Flaw will have difficulty in their encounters with animals. Dogs, wolves, bats, birds, and other creatures will act hostile toward the character whenever she’s around, and will likely attack the closer the character gets. System: Much like the vampiric Flaw of the same name, a ghoul or revenant who is Offensive to Animals may find it challenging to walk freely in certain areas. Animals will bark, howl, whine, and make noise when the character approaches them. They may not directly attack the ghoul unless provoked, but they will clearly be aggressive or, alternatively, might flee from the area. This Flaw is not recommended for ghouls or revenants who either plan on using the Animalism Discipline or come into contact with characters that do. |
| Romantic Notions | 2 | Ghoul Revenant |
Supernatural | V20 Ghouls and Revenants, pg 138 | Synopsis: You believe your entire existence as a ghoul is a marked improvement over your previous life, and you are convinced you owe it all to your domitor. You feel your domitor needs you, you’d die without her, and that every feeding is an act of pure love. System: When your domitor attempts to use either Dominate or Presence on your character, your Willpower is at -2. This Flaw is in effect regardless of how you react to the blood bond, and while under its influence you may feel an even stronger sense of artificial love toward your domitor. This Flaw does not affect revenants, who were born with their condition, in the same way as it does ghouls. At the Storyteller’s discretion, only a revenant who feels romantically inclined toward a specific vampire who has the use of Dominate and Presence may take this Flaw. Independent ghouls may not purchase this Flaw, as it does not make sense narratively for them to be romantically inclined toward a specific vampire. |
| Vitae Sink | 3 | Ghoul Revenant |
Supernatural | V20 Ghouls and Revenants, pg 139 | Synopsis: For whatever reason, your ghoul or revenant metabolizes vitae more quickly than others do. System: You must be fed every two weeks, rather than once every month, or risk losing all supernatural Traits and will revert to your natural state. Few ghouls with this Flaw last beyond their natural life spans, unless their domitors are especially devoted to them. At this increased rate, however, it is likely that missed feedings might happen, which is why this Flaw is deadly to independent ghouls. Revenants who suffer from Vitae Sink replenish their natural vitae at half the rate they normally might. |
Backgrounds
Backgrounds describe advantages of relationship, circumstance, and opportunity: material possessions, social networks, and the like. Backgrounds are external, not internal, Traits, and you should always rationalize how you came to possess them, as well as what they represent. Who are your contacts? Why do your allies support you? Where did you meet your retainers? What investments do you possess that yield your four dots in Resources? If you’ve put enough detail into your character concept, selecting appropriate Backgrounds should be easy.
Although it’s uncommon to make rolls involving Background Traits, your Storyteller might have you do so to see if you can obtain information, goods, or favors. For example, you might have to roll Wits + Resources to keep your stock portfolio healthy, or Manipulation + Contacts to wheedle that extra favor from your smuggler “associate.”
Certain Backgrounds may be “pooled” among characters in a coterie. See “Pooling Backgrounds” on p. 118 for more information.
- [+/-] How to Pool Backgrounds
Pooling Backgrounds
V20 Core, pg 118
Some Backgrounds lend themselves to joint ownership. Specifically, the members of a coterie may choose to pool their individual stores of Allies, Contacts, Domain, Herd, Influence, Resources, and Retainers.
The Anchor
You and the other players choose one Background as the anchor that holds the shared assets together. For example, this Background might be Domain, with the physical place the characters claim as their haven and for hunting, which also acts as a meeting ground for the mortals they deal with, a repository for their wealth, and so on. Any of the poolable Backgrounds can serve in this role, however: Herd might be this coterie’s key to sustenance and stability.
No Background pool can have more dots assigned to it than the Anchor Background does at any time. If the Background is damaged by events during play or between sessions, other assets drift away from the characters’ control, and it takes effort to win them back. Any character contributing to the pool may pull his stake out at any time. The dislocations guarantee some damage: The character gets back one dot less than he put in.
Example: The members of the Bloody Sunday coterie build their Background pool around Domain. The physical territory of a ruined church and its economically depressed environs give them the opportunity to interact with down-and-out members of their squalid neighborhood and a ragged group of mortals who fear the creepy squatters in the old church. They put a total of four dots into the Domain pool. Members of the coterie also spend three points on pooled Resources and three points on pooled Influence.
Then things go awry. A Sabbat incursion leads to the arrival of a trouble-shooting Archon, and in the city’s paranoia, another coterie mistakes Bloody Sunday for a Sabbat pack and sets the church on fire. The Domain rating drops from 4 to 2. Nobody comes to a burned-down church to score, so the coterie’s drug-related Resources also drops to 2. With the church slated for demolition (after a particularly harrowing encounter, the coterie barely avoided the fire marshal discovering that they made their haven there), the coterie’s pooled Influence also falls from 3 to 2 as they fight the zoning and demolition permits through proxies.
Sustained effort by Bloody Sunday can repair the damage. Many options are available, from having the church declared a local historical site and thus exempt from demolition “pending repairs” — to taking a tricky political path and trying to achieve satisfaction from the mistaken coterie (or overzealous Archon…).
As the Anchor Background rating rises again, so do the ratings of those anchored to it, as a result of storytelling directed toward the goals of improving lost Backgrounds.
Under normal circumstances, a coterie can’t change its Anchor Background, nor can it acquire a new Anchor Background. While it may choose to abandon a certain Background asset over the course of a chronicle (and thus free itself of the limitations of the pooled Backgrounds in question), the fact that Backgrounds change value only as a result of the story’s events means that the coterie must acquire new Backgrounds in that manner, rather than through freebie or experience points.
In the end, most vampires end up following personal goals over the course of their unlives. Pooled Backgrounds are a great way for young Kindred to gain an initial advantage as neonates in the World of Darkness, but they quickly become outdated or even liabilities as the Kindred formerly attached to them pursue their own, private agendas.
Using Pooled Backgrounds
Pooled Backgrounds are shared resources; essentially the coterie’s communal property. Anyone who contributes to the pool (no matter how much he contributes) has equal access to it. Even if the character donates to only one of the pool’s associated Backgrounds, he still has equal access to it. Not everyone can use the pool simultaneously, though. A Herd pool of seven dots can grant access only to the same, finite number of vessels. Just how those points are split up depends on the circumstances and agreements between the characters.
Example: Four players decide that their characters are forming a Background pool. Their anchor is Resources (the thriving blood doll trade among jaded elders), and they wish to get dots in Contacts (from the elders themselves), Domain (recognition of sovereign hunting grounds from the elders for whom they’re providing fresh vessels), and Retainers (a few lackeys who can move about by day). Jeff contributes three dots of Resources; Michelle contributes another two dots of Resources and two of Domain; Joe contributes another two dots of Retainers, two to Contacts, and one to Domain. Finally, Kelley — who is short on dots — contributes only one dot of Retainers. This makes the pool Resources 5, Contacts 2, Domain 3, Retainers 3. All the players can have their characters tap this pool equally, even Kelley, who contributed only a single dot.
At the Storyteller’s discretion, players can agree to place individual access limits on shared Backgrounds, to reflect any agreements their characters have made with one another. Sometimes being the Kindred who contributed fewer Backgrounds than the others comes with its own considerations.
Upper Limits
By pooling points, a coterie can get Backgrounds that surpass the normal five-dot limit. This arrangement is normal, and it reflects the advantages of cooperation. A group can secure a larger domain or maintain a larger network of allies and contacts than a single vampire can. There is no absolute upper limit on the level to which a pooled Background can rise, but things can get downright ludicrous if you aren’t careful. It’s usually best for the Storyteller to impose a 10-dot limit on the Anchor Background (and thus on all others).
The Storyteller should also take into consideration the scaling of Backgrounds, increasing their reliability rather than their quantitative value as the ratings escalate among the coterie. For example, if an average player group of four players each contributes a single dot or two to a shared Resources pool of 6, the effect shouldn’t be that they’re collectively the world’s secret Kindred billionaires, but rather that they’re of more modest means, and that those means are more difficult to wrest from them by other jealous vampires. This is a question of balancing player expectations with elements of the story, so be sure to set some guidelines for what the shared Backgrounds actually represent before the chronicle begins.
- [+/-] Allies
Allies
V20 Core, pg 111
Allies are mortal individuals or groups loyal to your character and willing to assist when called upon. They are often professionals, community figures, or well-placed individuals in society—people who like you and want to help.
Allies are not your servants, but they will use their resources and positions to assist you when it benefits or protects you.
- [+/-] Powerful Allies (Merit)
Powerful Allies (Merit)
The Powerful Allies Merit serves as an extension of the standard Allies Background, representing connections beyond the mortal sphere. While the traditional Allies Background (Levels 1–5) reflects mortal contacts and supporters, the Powerful Allies Merit encompasses supernatural entities and begins where the standard Background ends—at Levels 6, 7, and 8.
Mechanically, the level of your Powerful Allies Merit determines the base dice pool when attempting to call upon these allies for assistance. If the ally in question is connected to one of your defined areas of Influence, you may add the relevant Influence dice to your roll as a bonus.
This Merit reflects not only the rarity and significance of such relationships, but also the increased weight and potential impact they may carry in supernatural society.
You can choose an area of influence that you don't own that this powerful ally can roll its dice against. For instance, if you don't have media, you can select media and then roll its base dice.
Merit Levels
| Merit Level | Description | Dice Pool |
|---|---|---|
| An Elder from your former city (No Higher than Primogen) | 8 | |
| A Prince/Seneschal from your former city | 9 | |
| A Powerful Elder whose influence may span over a few cities | 10 |
Using Allies with Influence
You may only have as many dots of Allies in a given Influence sector as you have Influence dots in that sector.
Allies reduce the AP cost of **public** Influence actions (like protests, favors, or public relations) by 1.
They can also add dice to Influence rolls when their expertise applies.
Allies may act proactively to defend your interests (at ST discretion).
Sample Uses
Media Ally helps publish or bury stories.
Legal Ally delays a court date or files strategic motions.
Medical Ally forges a document or secures medication.
Dot-Level Chart
| Points | Description |
|---|---|
| One ally, of moderate influence and power (e.g., a local journalist or low-level cop). | |
| Two allies, both of moderate power (e.g., a precinct sergeant, local business owner). | |
| Three allies, one of them quite influential (e.g., a city council member, newsroom editor). | |
| Four allies, one of them very influential (e.g., a judge, CEO, or gang leader). | |
| Five allies, one of them extremely influential (e.g., media mogul, high ranking local official, criminal boss) OR a network of lower leveled allies that would equate to 5 dots. |
Note: All Allies should be reflected on a local level. Anything beyond the local level or supernatural ally will require the Powerful Ally Merit.
Ally Notes
All Contacts should be captured within a +note on your character.
The note should explain the following:
Ally Name
What is Level of this particular Ally? (Ally Type/Level)
What is the Ally's connected Area(s) of Influence?
What is Ally’s role in society or job?
How does the PC know this Ally?
What is the PC's leverage or relationship with the Ally?
Note: When purchasing this Background during character creation, you receive one individual per level of the Background. For example, purchasing Allies 3 grants you three separate Allies—one at Level 1, one at Level 2, and one at Level 3.
Dice Pools
The level of your background will signify the amount of your dice pool in accordance with the below Chart:
Allies ![]()
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= 3 dice
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= 4 Dice
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= 5 Dice
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= 6 Dice
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= 7 Dice
Please Note: You will have the ability to add to the above dice pools with the appropriate area of Influence. Example:
You have Allies 2 (Journalist).
With Allies 2, you have a base dice pool of 4.
You also have Media Influence 3
You now can roll your Media Influence + Allies (7 dice).
Also: Your action point applies to each individual Ally.
- [+/-] Alternate Identity
Alternate Identity
V20 Core, pg 111
You maintain an alternate identity, complete with papers, birth certificates, or any other documentation you desire. Only a few may know your real name or identity. Your alternate persona may be highly involved in organized crime, a member of the opposite Sect, a con artist who uses alternate identities for her game, or you may simply gather information about the enemy. Indeed, some vampires may know you as one individual while others believe you to be someone else entirely.
| Points | Description |
|---|---|
| You are new at this identity game. Sometimes you slip and forget your other persona. | |
| You are well grounded in your alternate identity. You are convincing enough to play the part of a doctor, lawyer, funeral salesman, drug-smuggler, or a capable spy. | |
| You have a fair reputation as your alternate persona and get name-recognition in the area where you have infiltrated. | |
| Your alternate identity has respect and trust within your area of infiltration. | |
| You command respect in your area of infiltration, and you may even have accumulated a bit of influence. You have the trust (or at least the recognition) of many powerful individuals within your area. |
- [+/-] Armory
Armory
Armory
represents access to a cache of weapons and combat-related equipment your character can use to outfit themselves and their Backup. This background does not imply ownership of a storefront or legal dealership, but rather control over a private collection, smuggling route, black-market pipeline, or hidden vault of gear.
Armory is designed to support the equipment needs of your character’s Backup. Whether it’s a gang needing chains and pistols, ex-military contacts looking for body armor and rifles, or cultists armed with ritual knives and molotovs, this Background provides the physical tools for them to do their job effectively.
Rule:
Your character’s Armory rating may not exceed their Resources rating. Weapons, ammo, and armor cost money, and without the financial means to maintain such a stockpile, access to gear becomes limited.
Armory Levels & Examples
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Basic Stockpile
A handful of basic melee weapons or makeshift gear. Enough to arm your Backup with blunt or improvised weapons.
Examples:
- Baseball bats, crowbars, switchblades, brass knuckles
- 1–2 low-caliber pistols with limited ammunition
- Homemade shields or leather jackets for light protection
Backup Loadout Example: A biker gang armed with pipes and knives, maybe one pistol between them.
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Modest Stockpile
You have access to a small but functional weapons locker. Firearms become more common, and you can outfit your Backup with simple ranged weapons.
Examples:
- Revolvers, pump-action shotguns, tasers
- Tactical flashlights, stun batons
- Basic kevlar vests (Armor 1)
Backup Loadout Example: A team of ex-cops with sidearms and body armor, or a paramilitary duo with shotguns and vests.
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Tactical Stockpile
A reliable stash of military-grade gear and protective equipment. Enough to fully outfit a Backup group with consistent loadouts.
Examples:
- Semi-automatic rifles (AR-15 equivalents), SMGs
- Fragmentation grenades (limited), molotov cocktails
- Riot gear or Kevlar with inserts (Armor 2)
Backup Loadout Example: A mercenary team in full gear with rifles and grenades, or cultists in improvised armor wielding military surplus.
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Heavy Stockpile
Access to more destructive weaponry and specialized gear. You can arm a small tactical squad or multiple Backup groups with gear suited to full engagements.
Examples:
- Silenced weapons, scoped rifles, LMGs
- Flashbangs, tear gas, reinforced armor (Armor 3)
- Night vision goggles, breaching charges
Backup Loadout Example: A Black Ops-style unit with advanced gear and coordination, or a heavily armed cult militia ready for war.
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War Chest
A well-hidden vault or constant supply stream with access to high-end military and experimental gear.
Examples:
- Explosives (C4), grenade launchers, sniper rifles
- Full SWAT armor or ballistic gear (Armor 4)
- Drones, encrypted comms, magical weapons (ST approval)
Backup Loadout Example: A full kill team capable of taking on fortified targets, fully equipped and possibly armored vehicles.
- [+/-] Backup
Backup
Backup represents a number of nameless, faceless NPCs your character can call upon for support. Each point in Backup grants access to a group of five individuals who can be assigned specific tasks such as defending a location, providing personal protection, or offering general security. The nature of these individuals is defined by the player to match their character's background and influence—for example, they might be a gang of bikers, a team of ex-police officers, or a devoted cadre of cultists. Once their assigned task is complete, these NPCs disperse and return to their usual lives. Players are encouraged to define the nature of their character’s influence over these individuals—whether through loyalty, fear, money, ideology, or some other means.
| Dots | Description |
|---|---|
| 1 | Green Backup (Base Pool of 5) |
| 2 | Trained Backup (Base Pool of 6) |
| 3 | Experienced Backup (Base Pool of 7) |
| 4 | Advanced Backup (Base Pool of 8) |
| 5 | Elite Backup (Base Pool of 9) |
Backup Notes
Backup should be captured within a +note on your character. The note should explain the following:
What type of backup is this? Gang, para-military unit, etc.
What is the backup’s job or role in society?
How does the PC know this backup resource?
What is the PC's leverage or relationship with the backup resource?
Backup Actions
1. Secure Target
Assign Backup to protect a PC, location, or NPC asset.
When the target is attacked (by PCs, NPCs, or other assets), Backup rolls to oppose the attacker. Note that Backup cannot attack a target such as a PC or NPC (Spy) who is sneaking or stealthing into an area. If the infiltrating party is detected/defeated by a Spy executing Surveillance, the Backup can immediately proceed to attack that target (see below).
Opposed Roll:
Backup rolls its dice pool (difficulty 6).
Attacker rolls either a physical pool (Brawl, Melee, or Firearms for PCs) or their asset’s dice. Level 4 and 5 Backup increase the attacker's difficulty by +1.
Outcomes:
If the defending Backup wins:
Attack fails and the defended target is protected.
If Backup scores extra successes on PCs:
Any extra successes deal 1 damage to each PC in lethal or bashing, defender’s choice. Soak cannot be used to mitigate this damage.
If Backup scores extra successes on NPCs:
2+ successes = attacking NPC is disabled for 1 Influence Cycle.
3+ successes = attacking NPC is disabled for 1 RL month.
4+ successes = attacking NPC is lost; takes 2 RL months to replace.
If the defending Backup loses:
The attack proceeds.
If the Backup loses by the amount listed below, they suffer damage:
2+ successes = Backup is disabled for 1 Influence Cycle.
3+ successes = Backup is disabled for 1 RL month.
4+ successes = Backup is lost; takes 2 RL months to replace.
2. Attack Target
Use Backup to physically attack a PC or an NPC asset/agent.
Attacking an NPC Target
Opposed Roll:
Backup rolls at difficulty 6.
Target resists with its base dice at difficulty 6, or 7 if the Backup is level 4 or 5.
Outcomes:
If the attacking Backup wins:
2+ successes = NPC target is disabled for 1 Influence Cycle.
3+ successes = NPC target is disabled for 1 RL month.
4+ successes = NPC target is killed; takes 2 RL months to replace.
If the defending NPC wins:
2+ successes = Backup is disabled for 1 Influence Cycle.
3+ successes = Backup is disabled for 1 RL month.
4+ successes = Backup is killed; takes 2 RL months to replace.
Attacking a PC Target
Opposed Roll:
Backup rolls at difficulty 6.
PC chooses one of the following:
Wits + Elusion or Stealth to avoid the attack, or
A physical pool (Brawl, Melee, or Firearms) to fight back.
Outcomes:
If the attacking Backup wins:
Extra successes deal 1 damage to the PC in lethal or bashing (attacker’s choice). Soak cannot be used to mitigate this damage.
If the defending PC wins:
If the PC evaded the attack, the Backup misses.
If the PC fought back and won:
- [+/-] Contacts
Contacts
V20 Core, pg 112
Contacts are people you know and can get information from—but they aren’t necessarily your friends. They are informants, professionals, or even street-level eyes and ears. You may have to pay or manipulate them to get what you want, but they provide **reliable access to information**.
Using Contacts with Influence
You may only have as many dots of Contacts in a given Influence sector as you have Influence in that sector.
Contacts reduce the AP cost of **information-gathering** Influence actions by 1.
They may provide rumors, trends, and warnings even without AP spend (ST discretion).
Contacts do not act on your behalf but may connect you to people who will.
Sample Uses
Law Enforcement Contact gives you police arrest records.
Transportation Contact alerts you to shipping delays or hidden cargo.
Academic Contact leaks upcoming research or grades.
Dot-Level Chart
| Points | Description |
|---|---|
| One limited source—good for local rumors or narrow knowledge. | |
| A mediocre consistent contacts who can get you news early. | |
| A mid-level informant in a sector (e.g., multiple reporters, city clerks) | |
| A powerful Contact that is able to provide deep pipeline into ongoing developments or secure files | |
| A highly ranked contact that provides instant access to cutting-edge or classified information. Major rumors reach you first as well as OR a network of lower level contacts that would equal 5 dots. |
All Contacts should be captured within a +note on your character.
The note should explain the following:
Contact Name
Contact Type/Level
What is the contact's connected Area(s) of Influence?
What is contact’s role in society or job?
How does the PC know this contact?
What is the PC's leverage or relationship with the contact?
Note: When purchasing this Background during character creation, you receive one individual per level of the Background. For example, purchasing Allies 3 grants you three separate Allies—one at Level 1, one at Level 2, and one at Level 3.
Dice Pools
The the level of your Background will signify the amount of your dice pool in accordance with the below Chart:
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= 3 dice
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= 4 Dice
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= 5 Dice
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= 6 Dice
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= 7 Dice
Please Note: You will have the ability to add to the above dice pools with the appropriate area of Influence.
- Example:
You have Contacts 2 (Detective).
With Contacts 2, you have a base dice pool of 4.
You also have Law Enforcement Influence 3
You now can roll your Law Enforcement Influence + Contacts (7 dice).
Also: Your action point applies to each individual Contact.
- [+/-] Domain
Domain
V20 Core, pg 112
Domain Overview
In Vampire: The Masquerade, Domain refers to a Kindred's territory—an area of influence officially recognized and granted by the Prince or ruling authority of a city. On Retromux.
When petitioning the Prince for Domain, be mindful of the location. If it falls within a specific Clan Domain, the Primogen of that Clan becomes your direct authority. You will be accountable to them, and they will be responsible for you and your holdings.
Domain Levels and Grid Scope
Your Domain rating determines the amount of grid space you control, whether it's a personal haven or a shared coterie base. The breakdown is as follows:
| Points | Description |
|---|---|
| A single building or site. Ex: A nightclub in Montrose or a trap house in Fifth Ward. | |
| A street or small cluster of blocks. Ex: A section of Harrisburg Blvd in Second Ward. | |
| Multiple blocks or micro-district. Ex: East Montrose, Midtown West, Northside Village | |
| Half or a major portion of a neighborhood. Ex: Southern River Oaks or West Second Ward | |
| A full named Houston neighborhood. Ex: Montrose, Fifth Ward, Second Ward, The Heights, Eastwood | |
| Reserved for the Prince of Houston |
Clan Domain represents the holdings of individual Clans within the Praxis. Each Clan in good standing with the Prince will be granted an amount of domain by the Prince, typically between 1 and 5 points. This domain is granted in stewardship to the Primogen and held in trust by them. It also costs no experience to purchase. The Clan may collectively pick 1 Domain Trait per level of domain but cannot purchase extra traits with experience. The Primogen is considered to be the domain's owner for purposes of Tradition and the mechanics of traits that require a single player or involve the influence system.
Personal Domain can be purchased by individuals for experience but is ultimately only available for purchase if the Prince is willing to grant them that much territory. Significant Domain grants (3+) are rare outside the most powerful and respected Kindred. A character will generally not be approved in chargen with a Domain background. These domains use Domain Traits (see Domain Traits tab).
Coterie Domain can be purchased by coteries as well and is subject to the same rules as above and must be granted by the Prince. The same caveat exists here that significant Domain grants (3+) to Coteries are rare. The only difference in this is that all coterie members can contribute to the domain background's experience cost and these domains use Coterie Traits (see below).
Refunding Domain Investments
Sometimes domain is revoked by the Prince or someone leaves a coterie.
Any experience spent on Domain will be refunded, along with any experience for extra traits, if a single player's domain is revoked.
Leaving a coterie or being removed will give no refund to the player who spent into any shared domain.
If a coterie is disbanded, the cost of any domain they held and any extra traits purchased is refunded and divided among the coterie members.
Domain Traits
Each level of Domain grants access to Domain Traits, representing specific advantages tied to your territory (e.g., security, influence, resources).
For every level of Domain, you may select one Trait per level (e.g., Domain 2 = 2 Traits, chosen from Tier 1 or Tier 2) no higher than the level of domain you possess.
Additional Traits may be purchased at a cost of 5 XP each. You can only purchase domain traits at or lower than your level of domain.
You may purchase up to 1/2 your Domain Score (rounded up) + 3 Domain Traits total with XP.
- [+/-] Level One Traits
Tier 1 Traits
Influence Over the Kine
Effect: You gain +1 AP per Influence cycle that can only be applied to any Influence area you possess.
Nocturnal Infrastructure
Effect: Gain +1 die on Stealth, Streetwise, or Survival rolls.
Technical Infrastructure
Effect: Gain +1 die to Computer. Crafts, or Technology rolls.
Political Infrastructure
Effect: Gain +1 die on Bureaucracy, Law, or Politics rolls.
Academic Infrastructure
Effect: Gain +1 die on Academics, Occult, and Science rolls. This does not apply to rituals or any other magical effects.
Local Asset
Effect: You gain a Level 1 Contact or Ally for an Influence area that you own.
Control the Narrative
Effect: Once per Influence Cycle you can influence events. Roll Manipulation + Subterfuge (diff 6) to spin a cover story, redirect blame, or suppress fallout of a single event within the Praxis.
Embedded Asset
Effect: You gain a Level 1 Spy for an Influence Area that you own.
- [+/-] Level Two Traits
Tier 2 Traits
Secure Haven
Effect: All rolls to detect or find your Haven are +1 difficulty and any attempts to find it are resisted as though a Level 3 spy were covering it with counterintel.
Rack
Effect: All hunt difficulties in your domain are reduced by -1. You can customize your list of feeding options as you wish. You also gain access to potentially detect who feeds in your domain.
Privileged Position
Effect: You may ignore the first 2 AP in an Influence Cycle that are spent against you. All Influence rolls for AP and contacts, allies, spies, or backup are +1 difficulty if they are uninvited.
Veilbreaker
Effect: All outsiders attempting to infiltrate your domain (including with Obfuscate) must do so with a +1 difficulty. You can roll Wits + Spies versus 6 to detect that there is someone in your domain and roughly who it was, though you cannot locate them.
Blockade
Effect: Spend 1 Willpower and you may declare a blockade in your domain for the scene. Uninvited individuals attempting to move into, through, or out of your domain must succeed on an opposed Charisma + Streetwise (Difficulty 6) or be unable to move into, through, or escape. Regardless if they succeed or fail at the roll, they also suffer a +2 difficulty on Drive, Athletics, Survival, Stealth rolls for the scene. You may waive this effect for allies.
Tactical Reserve
Effect: You have access to Backup Level 2 (armed mortals). Once per influence cycle call on them for aid.
Dread Reputation
Effect: Any character who attempts to act directly against your assets or domain (but not you personally) through violence, betrayal, or subversion, must succeed on a Courage roll (difficulty 6) execution the action. Succeeding in the roll means you are immune from future rolls by that character or NPC for the scene or Influence Cycle.
- [+/-] Level Three Traits
Tier 3 Traits
Trusted Hand
Effect: You gain a Level 3 Contact or Ally for an Influence area that you own that is Level 3 or higher.
Neighborhood Watch
Effect: You gain a Level 3 Spy for an Influence Area that you own that is Level 3 or higher.
Local Power Base
Effect: You gain +2 AP per Influence cycle that can only be applied to Influence area you own. You also gain +2 dice on any Influence rolls using that AP.
Creature of the Night
Effect: Gain +2 dice and -1 difficulty on Stealth, Streetwise, or Survival rolls when operating in your domain.
Fortified Haven
Effect: Rolls to breach your haven's defenses are made at +2 difficulty, and all enemies require +1 extra success on rolls to penetrate it's defenses.
Pariah
Effect: You may declare a Camarilla Kindred Pariah within your domain. Until you revoke this edict, they suffer –2 dice and +2 difficulty on all social rolls. All other Kindred gain +2 dice on their social rolls against them. The domain holder can levy an automatic, justified -10 status hit for the person even being present in their domain and this will be matched by the Harpies for another -10.
Ghost Network
Effect: Once per Influence Cycle, roll Wits + Investigation or Awareness (difficulty 6). Each success allows the group to ask the Storyteller a question about activity within the Praxis. In addition, gain +2 dice to all Investigation rolls within Camarilla Domain.
- [+/-] Level Four Traits
Tier 4 Traits
Flashpoint Response
Effect: Effect: Once per Influence Cycle, you and your allies may respond immediately to a crisis (e.g., intrusion, ambush, major mortal disruption) within the city. Your resources arrive as if you had prepared an action in advance and all members of the your team gain +3 to their initiative for the first round of combat. The targets must not be obfuscated or making efforts to be hidden.
Detection Grid
Effect: All outsiders attempting infiltrate (including obfuscate) your domain must roll any checks with a +1 difficulty. If the domain is infiltrated by any source, you can roll Wits + Spies versus 6. If this roll is successful, the penalty to the infiltration roll increases to +3 difficulty. If the infiltrator fails their infiltration roll, they are discovered. Their action fails and the domain owner and/or their allies can corner and engage the target in a scene or send assets to engage the target.
Lockdown
Effect: Effect: Spend 1 Willpower in a scene. Uninvited individuals attempting to move into, through, or out of your domain must succeed on an opposed Charisma + Streetwise (Difficulty 7) or they will be detained by your allies and you will get a chance to respond to their presence as you wish. They also suffer -2 dice to all actions. Allies and those you choose to be exempt are not affected by this.
Omnipresent Surveillance
Effect: If an event of note goes on within the city that you don't already know about, you get a chance to detect it without any effort. ST will ask you to roll Perception + Alertness or Investigation to uncover this activity. The difficulty of the roll will be determined by the type of activity and how much effort those involved are taking to conceal their efforts. An obfuscated Kindred may go entirely unnoticed.
Mystic Shroud
Effect: Supernatural rituals, scrying, or divinations targeting your domain suffer +2 difficulty. If the success threshold is not met, they fail outright.
Domain Income
Effect: Gain passive Resources 4 (in addition to any other Resources you have) within your domain. This can be used in Influence actions or treated as spendable wealth.
Blood Tithe
Effect: Any Kindred who feeds in your domain owes 1 Blood Point. If another Kindred hunts within your domain, you may collect 1 BP via +gain. Failure to pay this debt can be enforced socially or via the status system.
Thaumaturgical Wards
Effect: Your haven is considered to be warded against ritual-based scrying such that they fail when used on it. Any other summoning, or other Thaumaturgical effects used in or around it suffer a +2 difficulty. In addition, the haven is considered to be warded (as Ward vs Kindred) against 3 supernatural types of your choice.
- [+/-] Level Five Traits
Tier 5 Traits
Ostracism
Effect: Name a Camarilla Kindred. That Kindred suffers –2 dice within your domain. This includes Physical, Social, and Mental rolls, including Disciplines. They cannot spend Willpower for automatic successes in your domain. At the start of each scene within the domain, they must spend 1 Willpower and roll Courage (difficulty 7), not allowing them to use Willpower on the roll. If they fail the roll they lose an additional Willpower and are forced to leave due to being too intimidated to remain there.
Sovereign Authority
Effect: You gain 3 AP per Influence cycle that can only be applied to any area of influence that you possess. You also gain +2 dice on any of the rolls that use that AP. This effects can apply beyond your domain. In addition, once per Influence Cycle, if an Influence action targets you or your domain, you can reduce the AP cost of that action by 2 AP OR you can gain 1/2 of your Influence level in that area in automatic successes (rounded up) to resist or detect the roll.
Web of Influence
Effect: Once per Influence Cycle you gain 3 AP and that may be applied to any area of influence (including those you don't possess). You gain +2 dice on any rolls that use that AP. In addition, you may forego gaining that 3 AP yourself and rather lend some or all of it to another character who may use in any area of influence, but they do not get the +2 dice benefit.
Puppetmaster
Effect: Once per Influence cycle, spend 1 Willpower. You can solve one issue within your domain, no matter how big or small with no rolls. This can include making problems disappear with the wave of your hand, manufacturing complex events, and essentially either create and disappear a problem at your whim. You will work with the ST to determine a narrative that fits your desired outcome. It is at the ST's discretion what impact this power has on solving actual plot.
Pulse of the City
Effect: Once per Influence Cycle, you may ask the ST for a brief vision or insight into a past event in the city. This acts like a unique version of Psychic Projection (Auspex 5) and provides very good insight into the event(s). This often manifests itself in the whispered tales of locals, graffiti on the walls, and often has an esoteric and sometimes unclear way of manifesting in the world.
Tactical Strike Team
Effect: You have access to an elite Backup Level 5 of well-armed mortals. This backup gets an additional +2 dice to their rolls. You can only call on them once per Influence Cycle.
Apex Predator
Effect: You gain +3 dice to all Intimidation rolls. Any Kindred or their ally who confronts you directly in any verbal or physical confrontation must make a Courage roll (difficulty 8) or suffer a -2 dice penalty on actions against you for the scene.
Sanguine Flow
Effect: The hunting difficulties in your domain are reduced by -1. In addition, anyone who hunts there gains +1 blood point automatically each time you hunt, even on a botch or fail and you gain +2 blood points. Once per Influence Cycle you can cover up a botched roll by making a Charisma or Manipulation + Subterfuge roll (difficulty 7). Success means that the Masquerade has been protected. The domain owner may still charge to cover this up.
Splinter Cell
Effect: You may allocate up to 5 dots across Spies, Allies, or Contacts. You must have the requisite level of Influence in that area to support this asset. For example, if you have Legal Influence 3, you cannot purchase a Level 4 Legal Ally. Once per Influence cycle, you may activate one of these assets to perform a domain-specific task and automatically achieve 3 successes on that action.
Coterie Traits
Each level of Domain purchased by a coterie grants access to Coterie Traits, representing specific advantages tied to your coterie's territory (e.g., security, influence, resources). Coterie traits operate similarly to Domain Traits. The only differences are:
Coteries can collectively contribute to the experience cost of their Domain background and any extra traits that wish to be purchased.
There is a separate list of Coterie Traits that coteries can pick from. They can only pick from this list.
When a 'single Kindred' must be determined to be the benefactor of a trait, it is the Coterie leader or the Kindred in the coterie can choose who that is.
- [+/-] Level One Traits
Tier 1 Traits
Shared Intelligence
Effect: Once per scene, one coterie member may reroll a failed Investigation, Awareness, Occult, or Streetwise roll if another coterie member has succeeded in a similar roll within the same scene. If the coterie member made their previous roll by 3+ successes, the reroll is at -1 difficulty.
Dropbox
Effect: Once per scene, a member of the coterie may declare a nearby cache and recover up to:
1 Weapon that could be acquired from an Armory 1
1 piece of Equipment suitable for the Equipment 1 background
2 Blood Points
Nocturnal Infrastructure
Effect: All members of the coterie Gain +1 die on Stealth, Streetwise, or Survival rolls.
Technology Infrastructure
Effect: All members of the coterie gain +1 die to Computer or Technology rolls.
Political Infrastructure
Effect: All members of the coterie gain +1 dice on non-Discipline Bureaucracy, Subterfuge, or Politics rolls.
Academic Infrastructure
Effect: All members of the coterie gain +1 die on Academics, Occult, and Science rolls. This does not apply to rituals or any other magical effects.
Team Defense
Effect: If you are in a combat with at least two other members of your coterie, all members of the coterie add +1 die to defensive combat rolls.
Cross Trained
Effect: Once per scene, a coterie member may make a roll for an ability they do not posses and not suffer the +1 penalty to difficulty as long as another coterie member in the scene has that ability at 3+. They can add 1/2 the skilled member's ability score to their roll in dice (rounded up).
- [+/-] Level Two Traits
Tier 2 Traits
Secure Haven
Effect: All rolls to detect or find a coterie's shared haven are +1 difficulty and any attempts to find it are resisted by a Level 3 spy covering it with counterintelligence.
Rack
Effect: All hunt difficulties in your domain are reduced by -1. You can customize your list of feeding options as you wish. This can only be changed a maximum of once a month by +request. You also gain access to potentially detect who feeds in your domain.
Mutual Assets
Effect: As long as at least two members of your coterie have Resources 3 or greater, all coterie members gain access to the equivalent of Resources 1 for the purposes of spending or acquiring gear.
Blockade
Effect: The coterie can declare a blockade of their domain for the scene if there are at least 2 members present. Each coterie member spends 1 Willpower. Uninvited individuals attempting to move into, through, or out of the coterie domain must succeed on a Charisma + Streetwise against a difficulty of 4 + the number of coterie members present in the scene or be unable to move into, through, or escape. Regardless if they succeed or fail at the roll, they also suffer a +2 difficulty on Drive, Athletics, Survival, Stealth rolls for the scene. You may waive this effect for allies.
Comfort of the Flock
Effect: All coterie members in a scene gain +2 dice to Self-Control or Instinct rolls when two or more coterie members are present.
Teamwork
Effect: Once per scene, two coterie members may use the highest ability and attribute between them for one roll. This also adds +2 dice to the roll and reduces the difficulty by -1.
Strategic Planning
Effect: When planning a task together as a coterie and a roll is required to get insight, information, or advantage, the coterie selects a character. That character gains +2 dice to the roll. Other members of the coterie may also spend a Willpower point to add +1 die each to that roll.
This planning must at least take 5 minutes of in-character discussion.
- [+/-] Level Three Traits
Tier 3 Traits
Fortified Haven
Effect: Rolls to breach the haven's defenses are made at +2 difficulty, and all enemies require +1 extra success on rolls to penetrate it's defenses.
Will of the Pack
Effect: Once per scene, when a coterie member spends a Willpower point in a scene and at least two others are present, one other coterie member may also spend a Willpower point for no cost. This free Willpower must be used in the same round as the original coterie member spent it.
Synchronized Assault
Effect: If two or more coterie members execute a Brawl or Melee attack the same target in a single round, each attacker gains +1 die to their attack pool.
Coterie Vanguard
Effect: Your coterie has access to Backup Level 3 (armed mortals) stationed within their domain. Once per Influence cycle you can call on them for support in a scene.
Nightwatch
Effect: Once per night, a patrolling coterie member may roll Wits + Investigation or Awareness (difficulty 6) and add +1 die for each patrolling coterie member. Each success allows the group to ask the Storyteller a question about activity in the area they are patrolling. Also, any assets attempting to spy, or act covertly in coterie territory suffer –2 die to those rolls.
Hidden Cache
Effect: Once per scene, a member of the coterie may declare a nearby cache and recover up to:
1 Weapon that could be acquired from an Armory 2
1 piece of Equipment suitable for the Equipment 2 background
4 Blood Points
Fear is a Tool
Once per scene, the coterie may designate a speaker. That speaker gains +1 die for each member of the coterie that is present on any social rolls that use Appearance, Charisma, or Manipulation. If this is a roll that attempts to intimidate or threaten the target, it also gains -1 to difficulty. The coterie gains +2 dice to resist attempts to intimidate or cause fear in them and any who try to fear or intimidate them do so at a +1 difficulty.
- [+/-] Level Four Traits
Tier 4 Traits
Coterie Endowment
Effect: As long as at least two members of your coterie have Resources 5 or greater, all coterie members gain access to the equivalent of Resources 3 for the purposes of spending.
Inspire
Effect: Once per scene, one member of the coterie can roll their Charisma + Leadership (Difficulty 7). For each success rolled, one member of the coterie can restore 1 willpower point. This takes their main action for a round and coterie members may only regain 1 Willpower maximum with this roll.
Detection Grid
Effect: All outsiders attempting infiltrate (including obfuscate) the coterie's domain must roll any checks with a +1 difficulty. If their domain is infiltrated by any source, the coterie can select someone to roll Wits + Spies versus 6. If this roll is successful, the penalty to the infiltration roll increases to +3 difficulty. If the infiltrator fails their infiltration roll, they are discovered. Their action fails and the coterie and/or their allies can corner and engage the target in a scene or send assets to engage the target.
Lockdown
Effect: Each member of the coterie spends 1 Willpower in a scene. Uninvited individuals attempting to move into, through, or out of their domain must succeed on an opposed Charisma + Streetwise (Difficulty 7) or they will be detained by your allies and you will get a chance to respond to their presence as you wish. They also suffer -2 dice to all actions. Allies and those you choose to be exempt are not affected by this.
Flashpoint Response
Effect: Once per Influence Cycle, your coterie my may respond immediately to a crisis (e.g., intrusion, ambush, major mortal disruption) within the city and your resources arrive as if you had prepared an action in advance and all members of the coterie gain +3 to their initiative for the first round of combat. The targets must not be obfuscated or making efforts to be hidden.
Battle Communion
Effect: When three or more coterie members are in combat together, each member may, once per combat, reroll one failed attack or soak roll. Additionally, if three or more coterie members strike the same target in one round, the target’s soak difficulty increases by +1.
Tactical Synchrony
Effect: When 3 or more members in the coterie are present in a fight they all gain +2 to their initiative rolls. Once per combat, after all initiative is rolled, two coterie members may swap places in the initiative order.
Thaumaturgical Wards
Effect: Your coterie's communal haven and domain is considered to be warded against Thaumaturgy. Supernatural rituals, scrying, or divinations targeting your domain suffer +2 difficulty. In addition, the haven is considered to be warded (as Ward vs Kindred) against 3 supernatural types of your choice.
- [+/-] Level Five Traits
Tier 5 Traits
War Chest
Effect: Once per scene, a member of the coterie may declare a nearby cache and recover up to:
1 Weapon that could be acquired from an Armory 3
1 piece of Equipment suitable for the Equipment 3 background
6 Blood Points
Defend the Weak
Effect: Once per scene, if a coterie member would take damage, another coterie member in the scene may take that damage instead. This roll happens before the soak, regardless of distance, and is declared immediately. This damage is soaked at +2 dice.
Sanguine Flow
Effect: The hunting difficulties in your coterie's domain are reduced by -1. In addition, anyone who hunts there gains +1 blood point automatically each time you hunt, even on a botch or fail and you gain +2 blood points. Once per Influence Cycle you can cover up a botched roll by making a Charisma or Manipulation + Subterfuge roll (difficulty 7). Success means that the Masquerade has been protected. The domain owners may still charge to cover this up.
Kill-Chain
Effect: Once per combat, when two or more coterie members attack the same target in a round, they may initiate a Kill-Chain. For every successful hit beyond the first, add +1 die to the next attacker’s pool (cumulative). If three or more coterie members hit the same target in the same round, the target must immediately roll Stamina + Survival (difficulty 8) or be staggered—losing their next action.
Still the Beast
Effect: Once per scene on a frenzy roll, while in the presence of at least two other conscious coterie members, the vampire may use the highest conviction, courage, self-control, or instinct among the present coterie on the roll and makes that roll at +2 dice and -1 difficulty. Even if the Kindred frenzies they will not attack those in their coterie. If the coterie are the only ones present, the character can elect to flee the scene instead.
Reaping Circle
Effect: If three or more coterie members are present in a combat, when any target is reduced killed or placed into torpor by one coterie member, another may instantly make one attack with +2 attack dice against any other enemy in range.
The Weight of Reputation
Effect: In a scene, each member of the coterie spends a Willpower. For the remainder of that scene, anyone who wishes to act either directly or indirectly against the coterie must spend 1 Willpower and roll Courage (Diff 8) or suffer –2 dice to all actions against the coterie for one night. Once per scene, a coterie member may Charisma + Intimidation against an NPC target's Willpower. On a success The target must immediately comply with a reasonable demand. All NPCs will treat the coterie as if they had Status 25.
Tactical Strike Team
Effect: The coterie has access to an elite Backup Level 5 of well-armed mortals stationed within your domain that can respond to threats only within that area. This backup gets an additional +2 dice to their rolls. This can only happen once per influence cycle.
- [+/-] Fame
Fame
V20 Core, pg 114
You enjoy widespread recognition in mortal society, perhaps as an entertainer, writer, or athlete. People may enjoy just being seen with you. This gives you all manner of privileges when moving in mortal society, but can also attract an unwanted amount of attention now that you’re no longer alive. The greatest weapon fame has to offer is the ability to sway public opinion — as modern media constantly proves. Fame isn’t always tied to entertainment: A heinous criminal in a high-profile trial probably has a certain amount of fame, as do a lawmaker and a scientist who has made a popularized discovery.
This Background is obviously a mixed blessing. You can certainly enjoy the privileges of your prestige — getting the best seats, being invited to events you’d otherwise miss, getting appointments with the elite — but you’re sometimes recognized when you’d rather not be. However, your enemies can’t just make you disappear without causing an undue stir, and you find it much easier to hunt in populated areas as people flock to you (reduce the difficulties of hunting rolls by one for each dot in Fame). Additionally, your Storyteller might permit you to reduce difficulties of certain Social rolls against particularly star-struck or impressionable people.
| Points | Description |
|---|---|
| You’re known to a select subculture — local club-goers, industry bloggers, or the Park Avenue set, for instance. | |
| Random people start to recognize your face; you’re a minor celebrity such as a small-time criminal or a local news anchor. | |
| You have greater renown; perhaps you’re a senator or an entertainer who regularly gets hundreds of thousands of YouTube hits. | |
| A full-blown celebrity; your name is often recognized by the average person on the street. | |
| You’re a household word. People name their children after you. |
- [+/-] Equipment
Equipment
Equipment represents weapons/armor that a singular PC has available to them.
| Dot Level | Guns (Primary) | Armor | Melee Weapons | Explosives & Special | Gear & Accessories |
|---|---|---|---|---|---|
| 1 Dot | Light Pistols/Revolvers Pump Action shotguns | Level 1 reinforced clothing | Stuff you could find in a hardware/sporting good store | None or makeshift (Molotov) | Basic flashlight, cellphone, small backpack |
| 2 Dots | Heavy Pistols/Revolvers, Hunting Rifles and Semi Automatic Shotguns | Level 2 reinforced clothing | Same as 1 | Same as 1 | Tactical flashlight, handheld radio, small medkit |
| 3 Dots | SMG (MP5, Uzi, P90) and Assault Shotguns | Kevlar vest | Advanced single handed Melee weaponry like Swords | Fragmentation grenades, flashbangs | Advanced medkit, binoculars, comms earpiece |
| 4 Dots | Assault rifle / Carbine (M4 Carbine, AK-47, FN SCAR) | Flak Vest | Two handed weapons/Katana | Same as 3 | Night vision goggles, comms headset, multitool kit |
| 5 Dots | Sniper rifle / Specialized weapon (Barrett M82, M24 sniper rifle) | Military armor | Any melee weapon | Advanced explosives | Integrated HUD, advanced hacking tools, survival pack |
- [+/-] Generation
Generation
V20 Core, pg 114
This Background represents your Generation: the purity of your blood, and your proximity to the First Vampire. A high Generation rating may represent a powerful sire or a decidedly dangerous taste for diablerie. If you don’t take any dots in this Trait, you begin play as a Thirteenth Generation vampire. See p. 270 for further information.
| Points | Description |
|---|---|
| Twelfth Generation: 11 blood pool, can spend 1 blood point per turn | |
| Eleventh Generation: 12 blood pool, can spend 1 blood point per turn | |
| Tenth Generation: 13 blood pool, can spend 1 blood point per turn | |
| Ninth Generation: 14 blood pool, can spend 2 blood points per turn | |
| Eighth Generation: 15 blood pool, can spend 3 blood points per turn |
CGen Note:
- [+/-] Herd
Herd
V20 Core, pg 114
You have built a group of mortals from whom you can feed without fear. A herd may take many forms, from circles of kinky clubgoers to actual cults built around you as a god-figure. In addition to providing nourishment, your herd might come in handy for minor tasks, though they are typically not very controllable, closely connected to you, or particularly skilled (for more effective pawns, purchase Allies or Retainers). Your Herd rating adds dice to your rolls for hunting; see p. 259 for further details.
Players may purchase pooled Herd with Background points.
| Points | Description |
|---|---|
| Three vessels | |
| Seven vessels | |
| 15 vessels | |
| 30 vessels | |
| 60 vessels |
- [+/-] Influence
Influence System
This system allows characters to exert their Influence in specific sectors of mortal society, using a monthly Action Point (AP) system and integrating dice rolls per V20 rules. It also links Allies, Contacts, and Spies directly to the effectiveness of your Influence use.
What is an Action Point (AP)?
Each dot of Influence grants 1 Action Point per month. These points represent your capacity to affect change, gather information, and manipulate institutions within a specific sector, including the use of your allies and contacts.
You spend AP to take Influence actions. Most actions require a dice roll to determine success or failure.
Monthly Action Points Table
| Influence Rating | Monthly Action Points | Dice Pool Modifier | Typical Scope |
|---|---|---|---|
| 1 | 1 | +1 | Simple favors, minor information, limited contacts |
| 2 | 2 | +2 | Push local agendas, gain early access to rumors |
| 3 | 3 | +3 | Control small departments or community figures |
| 4 | 4 | +4 | Alter internal processes, delay investigations, kill stories |
| 5 | 5 | +5 | Shape policy, promote or ruin reputations, suppress or create major action |
Dice Pool Modifier applies to your Influence rolls in that area.
Influence Limitations
Everyone will be asked to declare their main area of influence, in which they can raise it to 5. A secondary with can be raised to 4, a tertiary which can be raised to 3. The reason for this is to allow people to grow their main area of influence as their focus, while still having the ability to be influential in a few other areas.
Influence Dice Rolls
When taking an Influence action, roll:
Charisma or Manipulation + Appropriate Ability (Storyteller discretion) + Influence Dice Pool Modifier Difficulty: 6–9 depending on the scope and secrecy of the action.
Info-gathering: Charisma or Manipulation + Subterfuge
Public pressure or favors: Charisma or Manipulation + Leadership
Bureaucratic redirection: Charisma or Manipulation + Bureaucracy
Technological meddling: Intelligence + Computer
STs may require more specialized skills per sector (e.g., Finance for Business, Medicine for Health, etc.).
- [+/-] Contacts/Allies/Spies/Resources
Contacts/Allies/Spies
Your level in Contacts, Allies, or Spies determines your base dice pool when using those resources. For better results, it’s recommended to buy the appropriate Area of Influence tied to them. If you do, you can add your Influence level to your base dice pool, increasing your chances of success.
Please refer to the appropriate tab for further information.
Passive information (Spies only)
Protection from rival Influence actions (Spies – Counterintelligence)
| Background | Use |
|---|---|
| Allies | Active help from loyal individuals |
| Contacts | Access to reliable information sources |
| Spies | Covert agents for hidden operations and counter-intelligence |
Spies
Spies are covert agents under your command, often placed within sectors of society. They collect intelligence, perform sabotage, or quietly manipulate processes on your behalf. Unlike Allies or Contacts, Spies operate in the shadows and are rarely known to be connected to you.
Using Spies with Influence
Spies add +1–2 dice to **covert Influence rolls**, like hiding evidence, blackmail, or theft.
Spies allow for **passive data gathering**: 1 "free" fact per week (ST rolls secretly).
They can carry out sabotage or diversions using AP (with ST approval).
Sample Uses
Business Spy leaks competitor reports or corrupts bids.
Government Spy intercepts internal memos or blocks appointments.
Occult Spy watches secret cult activity and warns you of rituals.
Dot-Level Chart
| Points | Description |
|---|---|
| 1 | One covert agent with limited reach (e.g., office temp, hacker). |
| 2 | Add one trained informant or one well-placed agent. |
| 3 | Add One Skilled Spy |
| 4 | Add one Very Skilled Spy |
| 5 | Add One Extremely Skilled Spy |
Resources for Buying Allies/Contacts/Spies
The wealthy can often just purchase what they need at any given time. The Resources background allows players to purchase the use of temporary Contacts, Allies, Spies, and Backup during an Influence Cycle. This resource can change each Influence Submission Cycle depending on the PC’s needs.
The following chart indicates what level of background stats someone with money can buy:
| Resources Level | Purchasable Backgrounds |
|---|---|
| 4 | 1 Level 1 |
| 5 | 1 Level 3 or 2 Level 1s |
| 6 | 1 Level 4 or 2 Level 2s |
Players can use Resources to purchase Contacts, Allies, Spies, and Backup at the levels listed above. The player purchasing an Ally or Contact can specify their Area of Influence—this can align with their character’s existing influence or be chosen independently. They may also select the Areas of Expertise for any agents (such as Spies or Backup) acquired via Resources.
All purchases made with Resources:
Can be assigned a single task or used for a specific purpose.
May be maintained from one cycle to the next.
Cannot be switched or repurposed until the next cycle (1 month).
Sectors of Influence
Each of these must be bought separately and reflects your power in that domain (Included are some examples on how each area can be used) :
Media – Kill or plant stories, smear reputations, generate buzz.
Government & Politics – Swing votes, pressure officials, delay policy.
Law Enforcement – Arrange arrests, hide evidence, reroute investigations.
Legal – Delay trials, influence judges, bury legal documents.
Technology – Hack systems, suppress data, expose digital secrets.
Religion – Influence congregations, redirect doctrine, gain sanctuary.
Transportation – Delay or reroute shipping, block road access.
Medical – Access or alter medical records, suppress outbreaks.
Academia – Alter research, block publications, forge credentials.
Underworld – Hire criminals, spread rumors, leverage black markets.
Finance – Disrupt funding, initiate audits, uncover fraud.
Business & Industry -
High Society -
Arts & Community -
Occult -
Sample Action Costs & Rolls
| Action | Sector | AP Cost | Suggested Roll | Difficulty | Notes |
|---|---|---|---|---|---|
| Find out if someone has been arrested | Law Enforcement | 1 | Charisma or Manipulation + Contacts | 6 | +1 die if you have Spies |
| Bury a news story | Media | 2 | Charisma or Manipulation + Subterfuge | 7 | Allies can reduce cost by 1 |
| Redirect police patrol | Law Enforcement | 2 | Charisma or Manipulation + Leadership | 7 | Spies add stealth bonus |
| Block a zoning permit | Government | 3 | Charisma or Manipulation + Bureaucracy | 8 | Long-term effect |
| Get a hospital to "lose" a blood sample | Medical | 2 | Charisma or Manipulation + Subterfuge | 7 | Contacts or Allies can assist |
| Delay legal case | Legal | 2 | Charisma or Manipulation + Law | 7 | Combined with Allies (Legal) = -1 AP |
| Find cult activity | Occult | 1–3 | Perception + Occult | 6–9 | Depends on secrecy |
| Leak sensitive corporate data | Technology | 3 | Intelligence + Computer | 8 | Spies may allow stealth |
Passive Use (Spies Only)
If you have Spies in a sector, you may get 1 free "data point" per week with no AP spent. ST may roll in secret.
- [+/-] Mentor
Mentor
V20 Core, pg 115
This Trait represents a Kindred or group of Kindred who looks out for you, offering guidance or aid once in a while. A mentor may be powerful, but his power need not be direct. Depending on the number of dots in this Background, your mentor might be nothing more than a vampire with a remarkable information network, or might be a centuries-old creature with tremendous influence and supernatural power. He may offer advice, speak to the Prince or Archbishop on your behalf, steer other elders clear of you, or warn you when you’re walking into situations you don’t understand.
Most often your mentor is your sire, but it could well be any Cainite with an interest in your wellbeing. A high Mentor rating could even represent a group of like-minded vampires, such as the elders of the city’s Tremere chantry or a Black Hand cell.
Bear in mind that this Trait isn’t a “Get out of Jail Free” card. Your mentor won’t necessarily arrive like the cavalry whenever you’re endangered (and if she does, you’re likely to lose a dot or more in this Background after rousing her ire). What’s more, she might occasionally expect something in return for her patronage, which can lead to a number of interesting stories. A mentor typically remains aloof, giving you useful information or advice out of camaraderie, but will abandon you without a thought if you prove an unworthy or troublesome protégé.
| Points | Description |
|---|---|
| Mentor is an ancilla of little influence, or a Ductus or Pack Priest. | |
| Mentor is respected: an elder or highly-decorated veteran, for instance. | |
| Mentor is heavily influential, such as a member of the Primogen or a Bishop. | |
| Mentor has a great deal of power over the city: a Prince or Archbishop, for example. | |
| Mentor is extraordinarily powerful, perhaps even a Justicar or Cardinal. |
- [+/-] Resources
Resources
V20 Core, pg 115
Resources are valuable goods whose disposition your character controls. These assets may be actual cash, but as this Background increases, they’re more likely to be investments, property, or earning capital of some sort — land, industrial assets, stocks and bonds, commercial inventories, criminal infrastructure, contraband, even taxes or tithes. Remember that vampires don’t need to arrange for any food except blood and their actual needs (as opposed to wants) for shelter are very easily accommodated. Resources for vampires go mostly to pay for luxuries and the associated expenses of developing and maintaining Status, Influence, and other Backgrounds. A character with no dots in Resources may have enough clothing and supplies to get by, or she may be destitute and squatting in a refrigerator box under an overpass.
You receive a basic allowance each month based on your rating, so be certain to detail exactly where this money comes from, be it a job, trust fund or dividends. (Storytellers, decide for your locality and any relevant time period what an appropriate amount of cash this monthly allowance is.) After all, a Kindred’s fortune may well run out over the course of the chronicle, depending on how well he maintains it. You can also sell your less liquid resources if you need the cash, but this can take weeks or even months, depending on what exactly you’re trying to sell. Art buyers don’t just pop out of the woodwork, after all.
Players may purchase Resources for their characters with pooled Background points.
| Points | Description |
|---|---|
| Sufficient. You can maintain a typical residence in the style of the working class with stability, even if spending sprees come seldom. | |
| Moderate. You can display yourself as a member in good standing of the middle class, with the occasional gift and indulgence seemly for a person of even higher station. You can maintain a servant or hire specific help as necessary. A fraction of your resources are available in cash, readily portable property (like jewelry or furniture), and other valuables (such as a car or modest home) that let you maintain a standard of living at the one-dot level wherever you happen to be, for up to six months. | |
| Comfortable. You are a prominent and established member of your community, with land and an owned dwelling, and you have a reputation that lets you draw on credit at very generous terms. You likely have more tied up in equity and property than you do in ready cash. You can maintain a one-dot quality of existence wherever you are without difficulty, for as long as you choose. | |
| Wealthy. You rarely touch cash, as most of your assets exist in tangible forms that are themselves more valuable and stable than paper money. You hold more wealth than many of your local peers (if they can be called such a thing). When earning your Resources doesn’t enjoy your usual degree of attention, you can maintain a three-dot existence for up to a year, and a two-dot existence indefinitely. | |
| Extremely Wealthy. You are the model to which others strive to achieve, at least in the popular mind. Television shows, magazine spreads, and gossip websites speculate about your clothing, the appointments of your numerous homes, and the luxury of your modes of transportation. You have vast and widely distributed assets, perhaps tied to the fates of nations, each with huge staffs and connections to every level of society through a region. You travel with a minimum of three-dot comforts, more with a little effort. Corporations and governments sometimes come to you to buy into stocks or bond programs. |
- [+/-] Retainer
Retainers
V20 Core, pg 116
Not precisely Allies or Contacts, your retainers are servants, assistants, or other people who are your loyal and steadfast companions. Many vampires’ servants are ghouls (p. 496) — their supernatural powers and blood bond-enforced loyalty make them the servants of choice. Retainers may also be people whom you’ve repeatedly Dominated until they have no free will left, or followers so enthralled with your Presence that their loyalty borders on blind fanaticism. Some vampires, particularly those with the Animalism Discipline, use animal ghouls as retainers.
You must maintain some control over your retainers, whether through a salary, the gift of your vitae, or the use of Disciplines. Retainers are never “blindly loyal no matter what” — if you treat them poorly without exercising strict control, they might well turn on you.
Retainers may be useful, but they should never be flawless. A physically powerful ghoul might be rebellious, inconveniently dull-witted, or lacking in practical skills. A loyal manservant might be physically weak or possess no real personal initiative or creativity. This Background isn’t an excuse to craft an unstoppable bodyguard or pet assassin — it’s a method to bring more fully-developed characters into the chronicle, as well as to reflect the followers for which the Kindred are notorious. Generally, retainers are more like Renfield than Anita Blake. (If the player and Storyteller agree, a player may create a more competent single Retainer by combining more points in this Background, putting more eggs in one basket, as the saying goes.)
Retainer Rules
Each PC is allowed ONE Retainer
That retainer may be leveled up to a maximum of 5 dots.
All retainers receive a base of Potence 1.
| Retainer Dots | Max Attributes | Max Abilities | Freebie Points |
|---|---|---|---|
| 3 | 2 | 15 | |
| 3 | 3 | 25 | |
| 3 | 3 | 45 | |
| 4 | 4 | 55 | |
| 5 | 5 | 65 |
- [+/-] Status
Camarilla Status System
In the Houston Praxis, we utilize a custom status system designed to represent a Kindred’s political standing within the Camarilla. This system goes beyond simple popularity or personal opinion—it reflects how much weight a character's name carries in court, how much sway they hold in political matters, and how much deference they command from their peers. Each character is assigned two distinct numbers:
- Rank
- This is your standing—your position in the political hierarchy. The higher your Rank, the more authority you hold. It determines how much your voice matters in the Praxis: who listens when you speak, who defers to you in court, and how your presence is treated publicly. A high Rank does not mean you are well-liked—it means you are respected, feared, or politically significant enough that others cannot ignore you. These are Kindred, after all—affection and admiration are luxuries, not requirements.
- Pool
- This represents your influence—how much sway your character has in shaping the reputations of others. It is your ability to raise or lower another Kindred’s Rank by spreading rumors, giving public endorsements, or whispering subtle criticisms. Pool points regenerate periodically and reflect how engaged your character is in the political undercurrents of the Praxis.
When a character uses their Pool to adjust another Kindred’s status, the action is treated in-character as a rumor or public opinion filtering through the Harpies. These shifts in standing are not made through direct confrontation, but through a network of whispers, innuendo, praise, and scandal. The Harpies—those socially adept Kindred who monitor court behavior—interpret and act on these murmurs, ensuring the social ladder is ever-shifting and alive. Below, you will find examples of plausible reasons to raise or lower another Kindred’s standing. These serve as in-character justifications—the kinds of things your character might say, suggest, or imply to bolster or undermine someone else's reputation. Keep in mind: in the Jyhad of status, perception is everything.
| Action Type | Example Reason | Description | Suggested Modifier |
|---|---|---|---|
| Raise | Exposed a Sabbat spy | The Kindred uncovered and revealed a member of the Sword of Caine hiding among the Camarilla, preserving the integrity of the Praxis. | +30 |
| Raise | Defended Elysium from attack | The Kindred took point or played a key role in protecting neutral ground, risking unlife to maintain the Masquerade and safety. | +25 |
| Raise | Negotiated a boon from another Clan | The Kindred secured a valuable boon from another clan that benefits the Praxis politically or strategically. | +15 |
| Raise | Mentored a fledgling into proper behavior | They transformed an unruly neonate into a functional, respectful member of Kindred society. | +10 |
| Raise | Spoke eloquently in Court | Made a politically astute, publicly admired statement that advanced the city's interests or their Clan’s cause. | +5 |
| Raise | Delivered useful intelligence | Provided credible, actionable intelligence on mortal or supernatural threats to the Praxis. | +20 |
| Raise | Publicly supported the Prince | Aligned themselves with the Prince during a time of political tension or uncertainty. | +10 |
| Raise | Donated boons or resources to the Praxis | Offered considerable personal wealth or leverage for the good of the domain. | +15 |
| Raise | Uncovered a breach of the Masquerade | Identified and helped resolve a situation threatening Kindred secrecy. | +20 |
| Lower | Endangered the Masquerade | Their reckless behavior risked exposure of Kindred to mortal society. | -30 |
| Lower | Refused a direct order from the Prince | Publicly disrespected the chain of command or flaunted city law. | -25 |
| Lower | Made a tasteless display at Elysium | Brought shame or discomfort with offensive behavior, lack of etiquette, or overindulgence. | -15 |
| Lower | Fled from combat | The Kindred abandoned allies or their duty when danger arrived, especially in a public setting. | -10 |
| Lower | Offended a Primogen in public | Was rude, insubordinate, or mocking to a senior Kindred during Court or a formal event. | -10 |
| Lower | Spread false rumors | Attempted to manipulate status or reputation with baseless gossip. | -15 |
| Lower | Claimed a boon falsely | Attempted to use false or expired leverage, undermining the Boon system. | -20 |
| Lower | Publicly challenged an Elder without standing | Attempted to shame, discredit, or antagonize an Elder without the status or backing to do so. | -15 |
| Lower | Interrupted Court proceedings | Spoke out of turn or disrupted a gathering where decorum was expected. | -10 |
| Lower | Made a political blunder | Acted without consulting their Clan or Primogen, resulting in an embarrassment to the Clan or Praxis. | -10 |
| Lower | Snubbed the Harpy | Ignored or dismissed the Harpy's authority, whether in Court or social gathering. | -20 |
| Lower | Broke Elysium etiquette | Dressed inappropriately, insulted a guest, or failed to show proper deference during a gathering. | -10 |
| Lower | Publicly questioned the Prince’s decisions | Voiced doubts or criticism of the Prince in a public venue rather than through political channels. | -15 |
| Lower | Failed to repay a boon | Did not fulfill an owed boon without explanation or negotiation. | -25 |
| Lower | Took credit for another’s success | Claimed responsibility for an achievement that was clearly another Kindred’s. | -10 |