New Merits & Flaws

Aptitudes

Animal Affinity (1 pt. Merit)
You have an innate understanding of and rapport with a certain type of animal, such as dogs, bats, rats, cats or wolves. Animalism and Animal Ken rolls with these animals have their difficulty reduced by 2.

Entrepreneur (1 pt. Merit)
Making money comes easy to you, and you know what it takes to succeed in business. All rolls that involve acquiring money through business reduce their difficulty by 2.

Supernatural

Mage Companion (3 pt. Merit)
You have a friend and ally who just happens to be a mage. Though you have the right to call upon her in times of need, she can call on you as well. Most likely this mage is of the Euthanatos or Verbena, but she can be of any Tradition or Convention.

Wraith Companion (3 pt. Merit)
This is the exact same Merit as Spirit Mentor. Just bear in mind that the spirit mentor is a wraith, and you can see and touch him in the Underworld. For those with Wraith: The Oblivion, consider the character one of the wraith's more powerful fetters.

Faerie Hatred (2 pt. Flaw)
You are hated by the fey. They find you totally repulsive because of some past action -- or for no reason whatsoever. You cannot interact with them and, should they get the opportunity, they will thwart your every effort.

Demon Plagued (2 pt. Flaw)
Either you once practiced Infernal Diablerie and then tried to break it off, or you have angered Infernal Diabolists, be they Baali, Sabbat or mortal cultists. Whatever the case, you are plagued by the evil efforts of a demon. The demon constantly tries to cause all sorts of problems for you, but it is seldom powerful enough to face you directly.

Kindred Ties

Blackmailed (1 pt. Flaw)
You are being blackmailed by a Kindred powerful enough or smart enough to keep you from destroying her. Your blackmailer uses you to her personal advantage, forcing you to do all sorts of awful things you hate doing. She may take money from you, she may take blood, or she may force you to aid her in her own schemes.

Capable Assistant (7 pt. Merit)
You have another vampire who acts as your right hand in everything. She is loyal, capable, and powerful enough to stand against those in her way. She may be Blood Bound to you, but would serve your will anyway.

Elysium Domain (1 pt. Merit)
You control some part of the city's Elysium. You are its recognized protector, and in many ways it is considered your domain. However, it does not belong to you, and other Kindred can enjoy it freely. While this Merit involves some measure of responsibility, you can enjoy this Elysium domain at your leisure, and you gain respect and Status as its protector.

Inconnu Associate (4 pt. Merit)
You are friends with another Kindred who belongs to the Inconnu. Though you may call upon your friend in times of need, she may call on you as well. Neither of your sects appreciate such relationships, and your leaders would punish you if your friendship were discovered. Arranging methods of communication and meeting places will be difficult.

Safe Passage (1 pt. Merit)
You have the right to pass through the territory of some other vampire or sect that does not normally allow others (or at least members of your particular sect) passage through their territory. Toreador often have this Merit for various hostile cities, allowing them to enjoy the Elysiums of those cities without fear.

Sanctuary (2 pt. Merit)
Another vampire has promised you protection from all harm should you come to her for sanctuary. This may be a mentor, a sire, or someone who owes you a boon. The vampire has the power to protect you from most threats.

Student (1 pt. Merit)
You serve as a mentor to a younger, more inexperienced vampire. The student is most likely a neonate or an ancilla. This student will assist you as you command, but you also consider this Kindred your ward. You take responsibility for training this vampire and for protecting her from harm.

Valuable Secret ( 1 to 3 pt. Merit)
Others would kill or die to know this secret you guard. The Valuable Secret should be created and given by the Storyteller. Perhaps the character knows that the prince is an Infernal Diabolist or that the primogen are actually all Sabbat. Whatever the case, only those involved in the secret and the character know about the Valuable Secret.

Well-Traveled (2 pt. Merit)
You have traveled all over the globe, seen many different cities and met a great number of Kindred. There is a chance you will know of a vampire from another city when you hear his name. This is an Intelligence roll (difficulty of 10 minus the Kindred's Status).

Mortal Society

Airport (4 pt. Merit)
You control a major airport, and all Kindred who would use it must answer to you, for it is your domain.

Castle (5 pt. Merit)
You own a castle with at least 50 rooms and maybe as many as 500. You also control a large estate around the castle. The servants, if you have any, are provided for if you choose this Merit. The castle can be in as poor or as good a condition as you wish. The more inhabited it appears to be, the more attention it will garner. Characters in the New World cannot have this Merit unless they can justify it -- "An insane relative had the castle moved from Scotland, stone by stone."

Extremist Oroup (4 pt. Merit)
You have both Influence over and Contacts within an extremist group of some sort. This could be a group of near-insane survivalists with a cause, some hate group or a terrorist group. This group provides you with assistance, and possibly even agents to handle your dirty work. It might also provide you with ties to similar groups. The more often you use your ties, the weaker they grow.

University (4 pt. Merit)
You have control over a university. The trustees and important officials serve your interests. You have full access to the school, and you can hunt the campus freely. The professors and libraries are useful in providing you with research information. The campus also has lots of computer equipment, along with those who know how to use it.

Physical

Strong Blood (5 pt. Merit)
Your blood is especially potent. Any Kindred who tastes your blood will find it extremely rich and potent and will recognize its great strength. Any diabolist who tastes it will lust after it. You can Blood Bond someone with but two drinks of your blood.

Irretractable Fangs (1 pt. Flaw)
You are unable to retract your fangs. You should be very careful, lest the wrong mortals see them. Vicissitude 3 (Bonecraft) can be used to forcibly cause them to shrink, but the process is painful and the fangs will return the next night.

Methuselah's Thirst (7 pt. Flaw)
You are no longer capable of drinking mortal blood to sustain yourself and must feed upon the vitae of other Kindred.