
Merits and Flaws provide personality and story hooks which Storyteller and players alike may use to give characters and chronicles greater depth. Players may use freebie points to purchase Merits, while taking on Flaws gives additional freebie points. The number of freebie points gained or spent are equal to the value of the particular Merit or Flaw, and may not total more then 10.

Chllde, Loyal (3 pt Merit)
Your childe's loyalty goes beyond any Blood Bond, being
bom of true affection and admiration. She would do almost
anything to aid you, and you trust her as you do no other
among the Kindred. You would be grief-stricken should
anything happen to her.
Enlightened (1-7 pt Merit)
You have taken at least the first few steps on the steep
and complex road to Golconda. Although you have by no
means achieved this exalted state of being, you are more
aware of the proper approach than the vast majority of your
kind will ever be. Much of your time is spent in the quest for
further information on Golconda and on attempting to
progress towards this distant goal.
Holdings (1-5 pt Merit)
You own a number of properties that have been in your
possession for years. These have all been modified to provide
you with protection, numerous places to rest and emergency
escape routes. Although such holdings are often ancient
castles, museums and the like, they can also be specially
prepared apartment complexes, mountain lodges, old
churches, etc. For every point taken in this Merit you have
two such holdings, which can be almost anywhere in the
world.
Mummy Companion (5 pt Merit)
You have one of the world's few mummies as a companion
or close associate. Your relationship is one of relative
equality, with neither of you able to dominate the other, and
you find this most refreshing. Although it would not be
condemned by the Kindred, you both take pains to keep the
association secret. Other powerful elders might wish to take
advantage of your companion and the benefits he occasionally
provides you. Other Kindred may even attempt to
destroy the mummy or turn him against you rather than allow
you access to his great stores of information and abilities.
Paramour (3-5 pt Merit)
You have had a long-term (minimum of 75 years)
relationship with a fellow Kindred. Although you may have
had your disagreements over the many years, you are generally
loyal to each other. You know most, if not all, of your
paramour's secrets, and your paramour knows as much about
you. You have both come to each other's aid several times
over the years, and you would be aggrieved were anything to
happen to your love. The cost of this Merit depends on the
relative power and position of your paramour in Kindred
society (3 for an ancilla, 4 for another elder of equal power,
5 for a more powerful elder).
Paranoia, Limited (2 pt Merit)
You know that there are many vampires, hunters, Garou
and the like who would love to destroy you. You go out of your
way to prepare contingency plans, vary your movement
patterns and habits, and otherwise make yourself a difficult
target. As a result, you are less likely to be attacked unawares
(-1 difficulty to spotting ambushes and the like).
Patience (3 pt Mert)
You have learned the wisdom of patience in all things.
Passions may bum brightly; but as they say, revenge is served
best cold. Often, with enough patience, new avenues of
endeavor open, enemies grow careless and favors shift. Those
who wait and watch are in a position to take full advantage
of the vagaries of time. Due to your mastery of patience all
Frenzy rolls are made with a -1 difficulty modifier.
Powerful Childe (1-5 pt Merit)
You have a childe in a position of power within vampiric
society This childe is loyal, and often serves as both an
information font and protection. Although she sometimes
asks favors of you, you are most definatly in control of the
relationship, as it is right for a sire to be. the cost of this Merit
depends upon the power and position of the childe (1 for
leading anarch, 2 for Archon, 3 for a primogen, etc.,
determined in conjunction with the Storyteller). This Merit
must be taken separately for each such childe. Having this
childe Blood Bound to you costs an extra two points.
Prestation Gifts: (2-6 pt Merit)
One or more Kindred currently owe a boon to you. You
may have gifted them with favors or material items sometime
in the distant past, or just last week, but they now owe you a
debt. This grants you an advantage in your dealings with
these Kindred (-1 to the difficulty level of any checks to
influence them). Although you would not give up your
current position lightly, you may also call in this debt (or
should you require aid. Such aid must be commensurate
with the initial value of your gift of Prestation. The
number of points in Prestation Gift must be determined by
both the player and Storyteller, based on the number and
magnitude of the debts owed you, and the importance of the
Kindred who owe them. The exact nature of this Merit
should be worked into the elder character's journal or memoirs.
Elder Flaws
Chide, Vengeful (2 pt Flaw)
You have sired a childe who has grown to loathe you.
Not only does your childe not aid you in your dealings with
other Kindred, he actively works toward your detriment. At
times you feel your childe would commit diablerie upon you
if given half a chance, and you could be right.
Death Wish (1-5 pt Flaw)
You have an unconscious wish to die the True Death.
The search for blood, the politics and pain, the constant
knowledge of all eternity looming ahead of you, and perhaps
your own cowardice, all have their effect on you. Although
you never deliberatley do anything to harm yourself, you do
tend to hinder yourself at awkward times. At any time during
a story, the Storyteller may ask you to reroll a successful Skill
check. The least successful of the two rolls is the actual result
of your action. The Storyteller may do this a number of times
per story equal to thenumber of points taken in this Flaw.
Diabolist, Known (5 pt Flaw)
You have committed diablerie at least once to achieve
your current position of power. Although not all members of
elder Kindred society know of your terrible flaw, at least some
elders of import are aware of it. You are certain word of your
proscribed behavior is slowly making its way through society.
Other elders could easily discover this at any time and, at the
very least, most of society knows that you are to be shunned.
Adding to the danger, there is always the possibility of a
Blood Hunt despite your elder status. If they haven't already,
certain elders can be expected to use their information to
force you to back their causes. You receive a +3 difficulty
modifier on any Social roll involving elder Kindred who
know your secret.
Diabolist, Secret (2 pt Flaw)
You have committed diablerie at least once to achieve
current position of power, but no one yet knows your
.~ver be revealed, other elders
may well refuse you aid, shun you or, even worse, turn against
you, perhaps even calling a Blood Hunt. It is imperative you
keep this information hidden. Should your secret ever be
revealed you will receive a +3 difficulty modifier to any Social
roll involving elder Kindred.
Emotional Isolation (2 pt Flaw)
You have seen too many friends and family, Kindred and
kine alike, swept away on the river of time and cast into
oblivion. The pain of seeing so many die while you continned
to exist was horrible to bear, so horrible that you have now
isolated yourself emotionally from all others. You often come
across as cold and utterly without feeling, but what is that to
you? You are now safe from pain. Due to your total emotional
isolation, you receive a + 1 difficulty modifier to any Social
roll involving emotions and cannot spend experience
points on the Empathy Talent.
Ennui (2 pt Flaw)
You are world-weary. You have seen enough to know
that nothing is ever truly new: the same events and so-called
passions are merely replayed again and again, with only the
faces and names shifting as the many, many years go by. You
rarely pay attention to those around you, assuming you know
all there is to know of them once you have determined what
part they play on the world stage (+ 1 difficulty to Perception
rolls involving people you know). Due to your belief in the
predictability of others, you also receive + 1 to the difficulty
level of the first action taken following a surprise (such as an
ambush).
Matricide/Patricide (4 pt Flaw)
You have committed diablerie upon your own sire. If this
information becomes known among other elder vampires
you will be shunned, or perhaps even put to the sun. You are
most certainly an easy target for blackmail, and you must
always be alert to the signs of other Kindred searching for
information about your sire and his untimely demise (or
"disappearance").
Paramour, Jilted (1-3 pt Flaw)
You had a long-term relationship (minimum 50 years)
with a fellow Kindred. Although the relationship proved
useful and pleasant while it lasted, you grew weary of your
former paramour and ended the long-term tryst. Unfortunately,
your former paramour did not take the ending of the
affair well, and has apparently developed a strong antipathy
for you. You both know many of each other's secrets and this
has caused a stalemate thus far, but you are concerned that
your ex-paramour may interfere in your affairs at some time
in the future. The cost of this Flaw depends on the relative
power and position of your ex-paramour in Kindred society ( 1
for an ancilla, 2 for another elder, 3 for a more powerful
elder).
Paranoia, Extreme (3 pt Flaw)
You are certain that the world is full of creatures and
people who wish to see you destroyed. However, you do not
worry overmuch about those individuals who loathe you
from a distance. It is the ones you let get near you, the ones
who profess some caring towards you, who are the real danger.
Of course, not all your associates and so-called friends are
actually your enemies (at least they probably all aren't).
However, you know that no one ever does anything they
don't believe to be for their own benefit. You are constantly
alert for signs that one or more of your acquaintances are
actually seeking to commit diablerie upon you, stake you, or
worse. Whenever someone you know performs an act that
appears selfless, you must make a successful Self-Control roll
to resist branding them a traitorous, implacable enemy bent
on your destruction (and taking appropriate actions against
such a monster!). The Storyteller may also decide that your
companions' actions are suspiciously altruistic and necessitate
such a roll.
Poverty (1 pt Flaw)
You are very poor for an elder vampire. Either you never
bothered to save anything over the years, or yotl throw away
any accumulated wealth for your own, obscure reasons. You
may not take any Resources.
Prestation Debt (1-5 pt Flaw)
You currently owe a boon to one or more other Kindred.
This debt could have been incurred far in the past, oronly last
week, but the Kindred to whom you owe the debt is still
extant. As such, she has gained some Status over you, and you
are at a slight disadvantage in any dealings you have with her.
It is also conceivable that your debt could be called in, and
that you could be asked to perform some service or favor for
any such vampire to whom you are indebted.
The number of points in Prestation Debt must be determined by both the player and Storyteller. The number and magnitude of such debts and to whom they are owed determine the rating of the Flaw. You also receive a + 1 to the difficulty level of any checks made when attempting to influence such Kindred. The exact nature of this Flaw should be worked into the elder character's memoirs.
Recently Arisen (3 pt Flaw)
You have been lying in a state of torpor until very
recently. The years have left you in their wake and the world
has been remade in your absence. The culture shock is very
jarring, and you still find it difficult to make your way in this
strange new environment. Only the general flow of Kindred
politics and society remains reasonably familiar; the rest of
the world is gibberish. You receive a + 2 to the difficulty level
of rolls involving technology and to social interactions with
everyone save other elder Kindred.
Routine (2 pt Flaw)
Through the ages you have settled into somewhat of a
routine. You tend to go to the same places at the same time
of year, and to proceed from haven to haven in a regular order.
If others studied your behavior closely, they might be able to
take advantage of it to do you harm. The Storyteller may
lower the difficulty level for anyone attempting to surprise
the character from 1-3 points depending on the specific
nature of the situation.
Vainglorious (1-3 pt Flaw)
You are boastful and know that you deserve any praise
you receive. You are particularly fond of Kindred who realize
their lesser standing in the face of your obvious superiority,
although you tend to view any who speak well of you as more
intelligent and deserving than most. Due to your arrogance
and love of sycophants, you receive an increase of one to
three points on the difficulty level for resisting any attempts
at Manipulation using flattery (the modifier is doubled if the
flatterer has a flattery specialty). The modifier is determined
by the rating of this flaw.