
These flaws were created to be used with Vampire Hunters only! Now lets be honest here, they already got a crappy job, so lets let them have these Merits & Flaws to give them a little help. If you are not a Vampire Hunter do not take any of these Merits or Flaws.

Psychological
Addicted to Kindred Vitae (3 Pt. Flaw): You need the rush Vampire blood gives you when you drink it. You feel dead and listless otherwise. This is a very dangerous habit. It can only be overcome with long therapy and friends to help you quit cold turkey.
Physical
Thick-Skinned (2 Pt. Merit): Kindred must make their Strength plus Potence roll versus your Stamina to penetrate your skin with their bite. This only works if you struggle. If unconscious or unmoving, a Kindred can slowly pierce your skin and drink.
Hemophiliac (3 Pt. Flaw): If you get cut, you will not stop bleeding without medical help. Any Kindred who bites you will find that they cannot seal the wound with a lick.
Potent Blood (3 Pt. Flaw): Your blood, for some reason, is very potent and Kindred will desire to drink it. They will not easily give up the chance to continue using you as a source vitae. They gain two blood points for every one drunk.
Poisonous Blood (3 Pt. Merit): Your blood is poisonous to kindred, though they will not know this until they drink it. Every blood point drunk causes one health level of damage (not aggravated) to them.
Resemble Kindred (2 Pt. Merit): You look like a Vampire -- unusually pale and thin like them. You can move among them as one of them, but they may force the new stranger before the Prince for recognition, and he may ask for a Blood Bond.
Mental
Iron Will (from The Players Guide): This costs 1 extra point (4 points total) for a mortal hunter to be immune to Kindred Domination.
Weak Willed (from The Players Guide): This is worth one extra point (-3 Flaw) than normal to a hunter, due to the susceptibility it gives to Kindred Domination. The hunter with this Flaw cannot use Thaumaturgy, as her will is not strong enough for it.
Spiritual
Pule Aura (2 Pt. Merit): Any color your aura takes has a pallor to it like a Vampire' s. In fact, if a Vampire makes less than five successes on an Aura Perception roll, she believes you to he one of them.
Invisible (4 Pt. Merit): Your very nature makes it difficult for Kindred to even look at you. To them, you have a Level 10 obfuscate.
Fist of God (7 Pt. Merit): You can deliver blows to Kindred that cause aggravated damage. You should work with the Storyteller to come up with the reasons why. Maybe you spent long years in a dojo, refining your martial arts chi by punching howls of tightly- packed sand until your fists were raw, scintillating chi energy.
Or your vision quest led to the Cave of the Wolf, where a half-man/haif-wolf put claws on your hands to be used in the battle against your enemy. One option is that you need a weapon such as a sword or bullet to use this power.
The damage done is as much as your fist (or whatever weapon it is defined as) normally does, but is considered to be aggravated against Kindred. Only mortals with a Human- ity of 7 or higher may purchase this Merit, although many supernatural hunters possess it as a racial or magical ability for instance, the claws of werewolves.
Clear Sighted (3 Pt. Merit): You can see through all Levels of Kindred Obfuscate with a Perception + Alertness roll against the level of Obfuscate + 3.
Ghoul (5 PL Merit): You were previously turned into a Ghoul by a Vampire (and obviously had a failing out with your prior master). This gives you all the Ghoulish benefits, including a Blood Pool, a Potence rating of 1 (and the potential for other Disciplines), and retarded aging. Unfortunately, to keep your immortal state, you need a regular supply of Kindred vitae (once a month minimum) to become mortal once more. If you revert to mortality, you can never again become a Ghoul and will age at the following rate:
| Real Age | Less than 100 years | 100-250 years | 250 or more years |
| Aging | normal | 10x normal (each day counts as 10) | instantly crumble to dust |
Ghouls who begin the game at 100 or more years get three free points to spend on Skills and Knowledges (they have the experience of a long life without the rigidity of the Vampire brain); ghouls who are 250 or more years old have six free points.
The Beast Within (5 Pt. Flaw): The Beast is awake within you. You are prone to frenzies, just like Vampires. These are caused by situations of intense emotions: fear, anger, hate. You are a figure of great rage and fear to the rest of humanity, much like Charles Manson. Mortals with a high Humanity who buy this Flaw are doomed, like the Kindred, to a horrible degeneration into bestiality.