
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.