Merits under the "general" category may be taken by any character from any sphere. Vampires, Hunters, KotE, Mortals and Numina users may select freely from these Merits.
Ability Aptitude (2pt Merit)
You have exceptional talent with one specific non-combat ability. You have a -2 difficulty to the rolls in any situation relating to that ability.
Acute Sense (1pt Merit)
You have exceptionally sharp hearing, smell, vision or taste. The difficulties of all dice rolls that relate to the sense in question (e.g. Perception +Alertness to hear a faint noise, taste poison in food or see an oncoming attacker) are decreased by two. Combined with Auspex, this Merit can grant truly superhuman sense. This Merit can be purchased multiple times (a Cainite could have Acute Vision and Acute Taste for instance).
Adaptable Nature (2pt Merit)
You accept change easily and adapt quickly to unfamiliar situations or alien circumstance. The most bizarre things do not phase you, nor does it bother you to make sudden changes in plans or tactics. You can avoid any penalties associated with exposure to alien environments or drastic changes.
Alternate Identity (3pt Merit)
In addition to your normal identity, you’ve taken up an alternate role that allows you to run with another group or sect of vampires. This other self has a believable history and backstory that can stand up to at least cursory checks, and he is accepted at face value (more or less)** by his associates. However, you sire, Allies, Contacts, etc. don’t know you maintain this second identity, and treat this "stranger" accordingly.
Ambidextrous (1 pt Merit)
You have a high degree of off hand dexterity, and can perform tasks with the "wrong" hand at no penalty. The normal penalty for using both hands at once to perform different tasks (such as fighting with a weapon in each hand) is a +1 difficulty for the "right" hand and a +3 difficulty for the other hand.
Animal Affinity (1pt Merit)
You've 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.
Approachable (1pt merit)
There's something very inviting and non-threatening about you. People find you very easy to start a conversation with. Even distrustful creatures tend to put aside their instinctive wariness of mortals in regard to you. Reduce the difficulty of any Empathy rolls involving other people by two, and by one when human-seeming monsters are concerned.
Attuned Taste (2pt Merit)
You've got a natural instinct for the flavors in blood. When you taste blood, you can tell if the blood is from vampire, and you can automatically taste the generation. There is no test or cost. If the blood is not from a vampire, you only know that—you cannot specifically tell Lupine or faerie blood from human blood without other testing material.
Bardic Gift (2pt Merit)
Gifted by the Muses, you sing sweetly, plan an instrument divinely and speak with passion and eloquence. In all cases, your skill is not as impressive as your delivery. Somehow, everything you say or perform rings with power and conviction. In game terms, subtract two from the difficulty of any Social-based roll that involves speaking, poetry, music or song. Naturally, you'll make an impression wherever you go. People are bound to talk about such a distinctive individual, and such talk may not always be in a character's best interests…
Bitter Blood (1pt Merit) No vampires
One taste of your blood and a vampire will never feed from you again. There’s nothing preventing a vampire from bleeding you just for the fun of it, of course, but you’re the last vessel from which a nightwalker would willingly choose to drink. A vampire taking even one blood point from you must make a Willpower roll (diff 9) to continue doing so, even if starving. A vampire in hunger frenzy, however, will drain you dry without batting an eyebrow.
Blase (3pt Merit) (Unused on LAbN - See "Unimpressed")
You can ward off the effects of Presence up to level 7. However, there is one type of person who can use presence on you, and it will work, no matter what. For example, a female Toreador singer.
Broken Bond (4pt Merit)
You were once blond bound but have secretly slipped the leash, an you are free to act as you will once more. Your regnant has no idea that you are not in fact bound, and continues to threat you as if you were. At Storyteller discretion, the experience of having been bound once may render you immune to even being enthralled again.
Bruiser (1pt Merit)
Your appearance is sufficiently thug-like to inspire dear or at least disquiet in those who see you. While you’re not necessarily ugly per se, you do radiate a sort of quiet menace, to the point where people cross the street to avoid passing near you. You are at -1 difficulty on all Intimidation rolls against those who have not demonstrated their physical superiority to you.
Burning Aura (2pt Merit) No vampires
Your aura, no matter what its color, is unusually brilliant. To those who can see this inner light you stand out like a beacon burning with a mystical fire. Even people who can't see auras feel drawn to your side. Some supernatural entities find people like you intriguing other consider you a threat. Likewise, sensitive mortals might consider you appealing or repulsive, depending on your personality and their inclinations.
Catlike Balance (1pt Merit)
You possess an innately perfect sense of balance. Characters with this Merit reduce difficulties of all balance related rolls (e.g. Dexterity + Athletic to walk along a narrow ledge) by two.
Celebrated Lineage (1-4pt Merit)
Your mortal lineage brings you certain status, even if you may have fallen far from the tree. You get some preferential treatment at tourneys and at court, and troubadours will pay special attention to you. In circumstances where she judges it appropriate, the Storyteller may give you a -1 diff bonus on social rolls. This is a variable merit, where cost indicates the repute of your lineage. A 1 pt version indicates that your family is relatively minor but said to descend from heroic stock. A 4pt version indicates that you are a recognized member of one of the prominent royal houses of Europe, such as those of Anjou or Aquitaine. Note that this Merit does not indicate your own reputation or power, only that of your relatives.
Charmed Existence (5pt Merit)
Your unlife is somehow protected, and you do not face the perils that others must. It could be that you are simply lucky. Whatever the reason, you may ignore a single "one" on every roll you make. This makes it far less likely that you will ever botch, and grants you more successes than others obtain.
Church Ties (3pt Merit)
You have influence and contacts in some local churches, and have them means to create protest rallies and raise money. The more you use your ties of course, the greater your risk of being found out.
Clear Sighted (6pt Merit)
You can see through all levels of Kindred Obfuscate, Chimerstry & other related Disciplines or Gifts with a Perception + Alertness roll (difficulty of the opposing power's level + 3).
Code of Honor (1pt Merit)
You have a personal code of ethics to which you strictly adhere. Even when you are in frenzy, you will attempt to obey it (an thus get three extra dice to your Self-Control rolls when in danger of violating your code). You can automatically resist most temptations that would bring you in conflict with your code. When battling supernatural persuasion that would make you violate your code, you either gain three extra dice to resist supernatural persuasions, or the opponent’s difficulties are increase by two (Storyteller’s choice). You must construct you own personal code of honor in as much detail as you can, outlining the general rules of conduct by which by abide.
Coldly Logical (1pt Merit)
While some might refer to you as a "cold fish" you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all Sense Deception and related rolls)
Compensatory Senses (3pt Merit)
If you have weakened senses, such as being hard of hearing or lacking a sense of smell, another sense group has gotten a bit stronger in order to compensate. Choose another sense group and lower the diff by 2 for any rolls that involve that sense.
Common Sense (1pt Merit)
You have a significant amount of practical, everyday wisdom. Whenever you are about to do something contrary to common sense., the Storyteller should alert you to how your potential action might violate practicality. This is an ideal Merit if you are a novice player because it allows you to receive advice from the Storyteller concerning what you can and cannot do, and (even more importantly) what you should and should not do.
Communicate with Animals (3pt Merit)
With your deep and profound understanding of spirits within all life, you can communicate with any normal animal. This communication is not as detailed or exact as ordinary speech, nor does it necessary involve you actually speaking. Instead the animal you are communicating with understands you through a combination of posture, facial expressions smell and speech while you can understand it on an equally primal level. Even if the animal noticed such things you cannot use this ability to ask an animal the license plate number of a car or the cut of someones suit. However most mammals and birds can tell you basic information like how many people passed by as well as possibly odd details like what these people had eaten recently or it they smelled afraid. To determine the actual degree of communication, roll charisma + Intuition. Finding out extremely simply information has a diff of 4 or 5. However anything more complex than vague information about recent events or questions about the animals own activities will have a higher diff. Since so few people bother to really attempt to communicate with animals, even wild animals that are not normally interested in humans will usually wish to responds to a person with this ability.
Computer Aptitude (2pt Merit)
You are familiar with and talents in the uses of computer equipment. Other Kindred may not understand computers, but to you they are intuitive. All rolls involving computers at -2 difficulty for you.
Concentration (1pt Merit)
You have the ability to focus your mind and shut out any distractions or annoyances. Any penalty to a difficulty or Dice Pool arising from a distraction or other inauspicious circumstance is limited to two, though no extra benefits are gained if only one penalty die is imposed.
Copperfield (2pt Merit)
You have an uncanny knack for making coincidental effects hold together. You can solicit advice from other players, bystanders, or even the Storyteller for possible coincidental effects. The Storyteller should also give you some extra time to come up with them as long as it doesn't slow play too much. Also, when the Storyteller informs you that a coincidence you propose is too wild to fit in static reality, you can spend a point of willpower to keep it from being vulgar. You cannot take the Flaw: Stodgy.
Corporate Ties (3pt Merit)
You have both influence over and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time.
Corporation CEO (5pt Merit)
You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer. Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place in the corporate community, and have the means to wage economic warfare. This Merit provides you with some informal Contacts and Resources, the exact extent of which are determined by the Storyteller.
Crack Driver (1pt Merit)
You have a natural affinity with driving motorized wheeled vehicles, such as cars, 18 wheelers and other tractors. The difficulty of all rolls requiring risky or especially difficult driving maneuvers are two less.
Culture Knack (3pt Merit)
Wherever you go, there you are. While some people may get hung up on social niceties when they travel, you're not one of them. This talent grants you an innate insight into social graces in unfamiliar settings. With very little effort, you could go from a Soho pub to dinner with the Queen. Wherever you are, whoever you're with, you make a good impression. This merit doesn't grant you an immediate background in the society you encounter; instead, it allows you to pick up customs quickly, if superficially, and keeps you from embarrassing yourself. In game terms, this merit offsets any penalties your character would normally have in social situations or culture clashes. Under some circumstances, it can reduce the difficulties in encounters where 'doing the right thing' makes an unusually good impression. It cannot be used to offset bad reactions based on magical interferences or purchased Flaws, but it can help your character recover from a botched Social roll by rolling again at normal difficulty. Knowing just what to say or do can help you save face, and in some cultures, that's vitally important.
Cupid's Gift (1pt Merit)
You're unusually seductive. It isn't so much that you're fair or quick of wit (though you may be) - you simply possess a certain animal charm that few can resist. In any roll based on Seduction or Subterfuge, subtract two from the difficulty… and get ready to suffer the displeasure of your rivals! Folk who are not swayed by your charms often hate you for possessing them.
Danger Sense (2pt Merit)
You have a sixth sense that warns you of danger. When you are in danger, the Storyteller should make a secret roll against your Perception + Alertness; the difficulty depends on the remoteness of the danger. IF the roll succeeds, the Storyteller tells you that you have a sense of foreboding. Multiple successes may refine the feeling and give and indication of direction, distance or nature. This Merit is more reliable and specific than Level One Auspex power, the two can be combined to create and even more potent warning system.
Daredevil (3pt Merit)
You are good at taking risks, and even better at surviving them, When attempting exceptionally risky actions (such as leaping form one moving car to another), characters with this Merit add an additional three dice to their rolls, and negate a single botch die that may result from such a roll. Generally, such action must be at least difficulty 8 and have the potential to inflict at least three health levels of damage if failed.
David's Arm (3pt Merit)
Your aim is blessed, like David's when he let loose his sling stone against Goliath. Your perception of distance and understanding of other relevant factors give you a clear advantage on all ranged attacks. Double all benefits gained from aiming.
Devotion (1-3pt Merit)
You are devoted to service to or reverence of a higher power, be it Christ, Allah, Odin, or some other deity. Once per game session, you may pray to your divine patron for aid and guidance. In game terms, your character receives one to three points of temporary Willpower (depending on the value of the Merit) for the scene, even if this takes her over her usual maximum. If these points are spent in a way that is frivolous or antithetical to the character's belief, this Merit may be rescinded until she can make amends.
Double-Jointed (1pt Merit)
You are unusually supple, Reduce the difficulty of any Dexterity roll involving body flexibility by two. Squeezing through a tiny space is one example of a use for this Merit.
"Downey" is Victorian slang for a practiced liar and deciever. Each level of this merit, up to a maximum of three levels, adds one die to social tests involving deciet and manipulation.
Drug Dealer (1pt Merit or Flaw) (LAbN Custom)
You are a drug dealer (your choice of drug), and have criminal connections in the greater metro area. As a Merit, being a Drug Dealer allows you to act as if you have one additional point of Network at any time you are still within the greater Metro area of where you call home. As a Flaw, you are a known Drug Dealer and the police harass you, sometimes blackmailing you for information or other resources. As a Merit or a Flaw, you must always tow the line as a Drug Dealer, to avoid getting caught.
Dual Nature (2pt Merit)
You have two distinct Nature, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Natures. You may still choose a Demeanor, and it can be as different from the character’s Natures as the player desires.
Early Riser (1pt Merit)
You always seem to be the first to rise and the last to go to bed. You always get up at least an hour before everyone else, even stay up until dawn. You seem to have the ability to exist on less rest.
Eidetic Memory (2pt Merit)
You can remember things seen and heard with perfect detail. By gaining at least one success on an Intelligence + Alertness roll (you can recall any desired sight or sound accurately, even if you hear it or glanced at it only once (though the difficulty of such a feat would be high). Five successes enable you to recall an event perfectly: the Storyteller relates to you exactly what was seen or heard.
Enchanting Gaze (2pt Merit)
You've got the most fascinating eyes. People find it hard to avoid them. Even if your gaze is sort of… unearthly… it's most seductive. There isn't anything actually magickal about your gaze, but others cannot help finding it intriguing, whether you want them to or not. Perhaps your eyes are unusually vivid, or uncannily colored, or incredibly trusting and inviting… they're distinct, regardless, so you might as well make use of'em. In game terms, this Merit subtracts two from the difficulty of any Social roll that involves sustained eye contact, or from an influence spell that includes eye contact as a focus. It also makes you stand out in a crowd; long after you're gone, people will still talk about those marvelous eyes.
Enchanting Voice (2pt Merit)
There is something about your voice cannot ignore. When you command, they are cowed. When you seduce they swoon. Whether thunderous, gentle, pausing or simply talking, your voice commands attention. The difficulties of all die rolls involving the use of the voice to pursued, charm or command are reduced by two.
Entrepreneur (1pt Merit)
Making money comes easy to you & you know what it takes to succeed in business. All rolls that involve acquiring money through business reduce their difficulty by 2.
Exceptional Transport (2-4pt Merit) (LAbN Custom)
You own a vehicle of supreme craftsmanship, one with more powerful or responsive mechanics than the norm. You have grown to know this particular vehicle inside out, creating a sort of bond between you and it, and you receive a -1 difficulty bonus on all Drive rolls when using your vehicle. The 2 point version of this Merit indicates an exceptional vehicle within normal perimeters for the street, such as sedan or chopper with NOS, a souped up engine or bullet proofing; the 4 point version of the Merit indicates a truly superior vehicle such as an Army HumVee with all the extras, a marvel of a Hog with reinforcements and/ or speed modifications, or an ex-racing car tinkered with by an expert mechanic. Note that you must have Drive 1 to purchase the 2 point version. You should develop a somewhat detailed portion of your background for this vehicle. How did you come across it? Who tweaked it? Is it dangerous in certain circumstances and better in others?
Extremist Group (4pt Merit)
You have both Influence over & Contacts within an extremists group of some sort. This could be a group of insane survivalist’s with a cause. some hate groups or a terrorist group. This group provides you w/ assistance & possibly even agents to handle your dirty work. It may also provide you w/ ties to similar groups. The more often you use your ties, the weaker they grow.
Family Member (1pt Merit)
A member of your mortal family is a vampire. You have a good relationship with that member and he'll come to your aid if you call. However, he may also call upon you for aid someday. If the family member is close by, this is a 2 Pt Merit. If the family member is in your pack, it's a 3 Pt Merit.
Fast Learner (5pt Merit)
You learn very quickly, and pick up on new things faster than most. You gain one extra experience point at the conclusion of each story (not each a game session).
Firearms License (2pt merit)
The effect of this merit depends on the country in which your game is set. In places such as the UK, it indicates that you are allowed to carry weapons. Without this merit, possession of a firearm is illegal. In countries where you have the right to bear arms, it indicates that you have a license to carry unusual or powerful firearms such as automatic weapons.
Fire Within (2pt Merit)
You are extra resilient against cold weather or damage caused by the cold. You gain two extra dice to Survival or other rolls involving cold weather hazards, such as swimming to shore in an icy river or digging your way out of an avalanche. You also take one less die damage from frostbite or other cold-related hazards.
Fist of God (7pt Merit)
With this Merit, sometimes called the "Witch-Hammer" you can cause aggravated damage to a Kindred or other supernatural creatures by simply striking him/her. Work with your Storyteller to create a good reason fort his effect, and how it developed. The damage done is standard Brawling damage, only its considered aggravated against supernaturals. Only mortals with a Humanity of seven or higher may purchase (or keep) this Merit.
Flirt (2pt Merit)
You claim you're a terrible flirt, but that quite manifestly isn't true. You're great at it. You're an absolute master of all the subtle signals that give off the particular combination of promise and denial that makes teasing so much fun. At your best, you can make members of the opposite sex, or members of the same sex, putty in your hands. Add two dice to all social rolls in such circumstances.
Forgettable (2pt merit)
It's not that you're ugly. It's just that, well, people's eyes tend to slide over you. You're of average height and build, unremarkable looks and run-of-the-mill dress. People have problems remembering your appearance after they meet you, unless you have talked with them for a long time. Certainly, people won't be able to give a useful description of you if they only see you briefly. You must have an appearance of 2 or 3 and a Charisma no higher than 3 to take this merit. If either of those Attributes moves outside it's assigned range during play, you lose this Merit. You might have a dreadful credit rating, a police file as thick as the phone book and a sexual history that would make a porn star blush, but people on the street just don't remember you.
Former Ghoul (1pt Merit)
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. 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 standing -1 difficulty on rolls relating to knowledge of the Kindred. This Merit also applies to mortal who were once Ghouls and escaped the fold - perhaps their Regnant died or left town.
Fountain of Life (5pt Merit)
The healing power of God runs through you. Non-aggravated damage (normally an irrelevant distinction for mortals, who have no supernatural means of healing damage) heals as though it is one level less. if you're wounded, you'll heal in one week. if you're bruised, you will heal in a matter of hours. If you're not wounded, then those under your medical care will heal at your enhanced rate as well. Note that this might seem "miraculous," but it will not be scientifically verifiable. You wont get canonized for this. Unfortunately, vampires find your blood particularly strong & tasty: twice as potent as that of other mortals, in fact. Even better, you heal more quickly. Vampires consider you in the same manner you look at an all you can eat buffet.
Friend of the Underground (3pt Merit)
While you’re not a Nosferatu, you know your way around the sewers, tunnels, ducts, subway tubes and other subterranean passages of your home town. 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. You are at -1 difficulty on all Sewer Lore rolls, and rolls involving the subterranean world (sneaking from place to place underground routes, finding routes into sub-basements and so on). Nosferatu cannot purchase this Merit.
Friendly Face (1pt Merit)
You have a face that remained everyone of someone, to the point where strangers are inclined to be well-inclined toward you because of it. The effect doesn’t fade if you explain the "mistake" leaving you at -1 difficulty on all appropriate Social-based rolls (yes for Seduction, no for Intimidation, for example) when a stranger is involved. This Merit only functions on a first meeting.
Good Instincts (3pt Merit)
You have an uncanny ability to intuitively know the best course of action in situations involving instinctive responses rather than logic or rational thought. This Merit makes you an ideal companion in the wilderness, where action takes precedence over thought. You make all rolls involving Primal Urge or Survival at -2 to your difficulty.
Good Judge of Character (2pt merit)
You have an instinct for reading people. You can make an appraisal of what kind of person someone is after meeting her for a few seconds, based on little more than gut instinct. You're rarely wrong. Decrease the difficulty of any Perception roll based on assessing a person or human-seeming monster by two.
Good Night Vision (2pt merit)
Maybe you spent a lot of time camping. Maybe you're just a fisherman who's used to getting up before dawn. For whatever reason, your night vision is excellent. The difficulty of Perception rolls at night is decreased by two.
Good Right Hook (4pt Merit)
The power of your character’s punch belies her actual strength. Maybe she took up boxing at the gym, or perhaps she’s just been in a lot of fights. Regardless, people tend to fall over when your character hits them. Add two dice to your damage roll for any Brawl-based attack (this does not apply to brawl attacks that feature lethal-damage causing elements, like claws or spiked knuckles).
Gossip (1pt Merit)
You're an incurable gossip, and other gossips recognize a kindred spirit in you. You're more than happy to spend hours shooting the breeze with others, all the while discussing the minutiae of other people's lives. Surprising how much information you can pick up that way, isn't it? Lower the difficulty of any Interrogation rolls made in a social situation, without bullying or intimidation, by two.
Graceful (2pt Merit)
You've got a natural flair. Your movements hypnotize and your words charm, harsh though they may be. It?s almost impossible for you to look awkward, even when you screw up royally. Most people respect this talent, and even jealous folks have to at least admit you've got style. Reduce the difficulties of all Social rolls by two whenever there's a chance to make a really good impression. This doesn?t apply to threats of brute force, although grace may be intimidating in its own way.
Great Liar (2pt merit)
Lying comes naturally to you. Even the most involved deception sounds like God's own truth when it comes tripping off your own honeyed tongue. Gain two dice on any Social roll that involves lying to or deceiving another person or monster.
Hands of Daedalus (3pt Merit)
Glorious is the inventor, the craftsman, the genius, whose hands shape God's Creation into man's creations! You are one such person, and like Daedalus himself, your talents surpass most of your peers'. Things seem to come to life in your hands; from simple constructions to esoteric Devices, you have a knack for shaping and an eye for quality. In game terms, this Merit makes it easier to build, brew or shape things. Any roll that involves designing, making or shaping something has its difficulty reduced by one. Magickal castings that involve building or shaping things reduce their difficulty the same way, up to a maximum -3 reduction. This Merit does not in any way grant a character knowledge or magick she does not have, nor does it allow her any bonus with Life-based spells, combat rolls or long-range work. The "Hands of Daedalus" are well-named, too; an artisan must physically work with an object or material before she can use this Merit to help reshape it.
Harmless (1pt Merit)
Everyone in the city knows you, and knows that you’re no threat to their plans. While that sort of estimation may seem insulting, it’s also what kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe. Of you start acting in a way that demonstrates that you are not longer harmless, others’ reactions to you will likely change as a result.
Healthy Skepticism (1pt merit)
You are good at separating truth from fiction, and someone has to be up pretty damn early to catch you off guard. You rarely take what people say at face value, until you're able to check the details yourself. This Merit also allows you to reduce the difficulty of any roll to perceive a lie by two. It should be roleplayed as much as possible.
Hidden Talent (3pt Merit)
You have a knack for keeping secrets and for concealing objects so that others have a difficult time locating them. This makes you a natural recipient for sensitive information. Others have a +2 to their difficulty for attempting to overhear your private conversations. If you hide an object, others suffer a +2 to their difficulty to locate it.
Hideaway (2pt Merit)
You have a special hiding place that no one knows about a house, a cottage, a nicely furnished cave, etc. you never registered this place in your name, so anyone trying to trace you there is going to have a very hard time. This hideaway is modestly furnished and stocked with enough goods for a two-week stay. Such places are good for practicing secret magics or hiding from enemies. If someone goes on an active search to find your hideaway your storyteller may roll two dice against diff 6. Success at least one means that no one has found the place. Gailure indicates that you didn't cover your tracks very well, now they know where you live more or less. Four cumulative failures leads them right to you, a botch immediately renders your secret worthless.
Higher Purpose (1pt Merit)
You have a goal that drives and directs you in everything. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything. Though you may sometimes be driven by this purpose and find yourself force to behave in ways contrary to the needs of personal survival, it can also grant you great personal strength. You gain two extra dice on all rolls that have anything to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. (If you have the Flaw Driving Goal, you cannot take this Merit).
Holdings (1-5pt 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 specifically prepared apartment complexes, mountain lodges, old churches, etc. For every point taken in this Merit you have two such holdings, which can almost anywhere in the world. While the rights to this territory are yours, there are responsibilities that come along with it. If those responsibilities are not met, the prince may well strip you of your holdings.
Holy Aura (2pt Merit)
Your aura, no matter what color it takes, is unusually brilliant to those who can see it; you're practically a beacon among other mortals, burning with a religious devotion. Even those who cannot see auras are immediately drawn to your presence.
Honey Tongued (4pt Merit) (Edited for LAbN)
Lies pass your lips like the Gospel truth. People tend to believe what you say, no matter how inane your conversation or how incredible your stories. This liberty enables you to spread falsehoods with impunity, deceive friends and enemies alike, or explain your way out of grave situations. Ruleswise, all of your attempts at Subterfuge gain 1 automatic success, and Social-based rolls have their difficulties reduced by 1.
Hotel (5pt Merit) (LAbN Custom)
You own a hotel or an inn with at least fifty rooms, maybe as many as five hundred. You control the grounds of the hotel either personally or through a proxy. The hotel can be open or closed, and may be in good or bad condition. Remember that an abandoned hotel with visible activity may draw attention to itself.
Huge Size (4pt Merit)
You are abnormally large in size, possibly over seven feet tall and 400 pounds in weight. You therefore have one additional Health Level, and are able to suffer more harm before you are incapacitated. Treat this extra Level as an extra Hurt Level, with no penalties to rolls.
Hunter-net Alias (3pts for mortals, 5pts for Supernaturals) (LAbN Custom)
One way or another you have found your way, and managed to acquire a sign-in alias, to the Messenger-guarded hunter-net site. You either knew what you were looking for or, when you stumbled across the site, you had experience with the supernatural glaring enough to give you pause (rather than leave you hitting that X in the upper right corner to close down the crack-pot conspiracy theorists, or worse, roleplayers). A Computer rating of at least 2 is required for non-hunter characters to find hunter-net (as well as a Willpower of 5 for Mortal characters) and a history with the supernatural - if you are a mortal - is required to take the site seriously enough to have recalled and gone back to it later. This Merit must be a part of your concept, not thrown in because it sounds cool or wacky to be a supernatural (or mortal) on hunter-net.
Hypersensitive Palate (2pt merit)
You have an almost supernatural ability to analyze the blood you drink. Any sip of blood you are able to sample allows a single Perception roll (difficulty 7 + [the age of blood in hours]) to detect familiar tastes or distinction. If any successes are scored, the Storyteller may require a second roll to correctly identify the flavors tasted (water from the Thames, French merlot, Lingenwald factory soot, a particular family's blood).
Innate Magical Ability (5pt Merit)
You have some sort of magical ability that makes you unique. this ability is different from any normal vampiric power or Discipline. The exact nature of your ability should remain mysterious to you, though you have some say in what that ability is.
Innocent (2pt Merit)
You convey an aura of childlike innocence. Surely you cannot be guilty of any wrongdoing! Even if people catch you in the act, your impression of innocence leads them to suspect someone or something else to be behind your deeds. In story terms, this Merit makes like a lot easier for you. You usually suffer mild punishments (even if someone catches you in the act), and your accusers tend to give you the benefit of doubt. In game terms, this Merit lowers the difficulties of rolls involving Subterfuge or Manipulation by two. Still, be wary of how far you press this advantage. There may come a time when a saintly face is not enough to save you.
Institutional Control (2-5pt Merit)
You begin play with absolute control over one mortal institution of your choice. Either you are the head of this institution, or you have mastered its leader. In the first case, think about how you will retain control without being able to appear to your followers during the day (it may be impossible to remain in command for long). If you control the mortal leader, then think about how you keep him loyal. (Blackmail? The Blood Oath? Dominate? Presence?) The cost of the Merit depends upon the size and power of the institution. Control of a small hermitage with six monks is a 2 point Merit. To control and opulent monastery with 200 brothers is a 5 point Merit. Plausible institutions include: monasteries, friaries (3-5 points) cathedral chapters (monks attached to a cathedral; 5 points), hermitages (2 points), hospitals (hostels for the poor and sick; 3 points), city guilds (2 to 5 points, depending on size and power), city law courts (3 points), etc.
Introspective (1pt Merit)
You have keen insight into the ulterior motives of all your actions. Through this nightly exercise, you also have incredible insight into the underlying motives of others’ actions. Add two dice to your Perception dice pool when you must take an action against someone with the same Nature or Demeanor as you.
Invisible to Kindred (4pt Merit)
Your very nature makes it difficult for Kindred to even look at you. To them, you have a Level 1 Obfuscate.
Iron Will (5pt Merit)
Your mind is as a castle, daring intruders with towers of ego and walls of raw will. Any attempt to affect you with Dominate or otherwise magically tamper with your mind adds 2 to the usual difficulty. Characters must have a Willpower of 8+ to purchase or retain the benefits of this Merit.
Jack-of-all-Trades (5 pt Merit)
You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you’ve held or just all-around know-how. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to simulate a wide range of abilities. If the character trains or spends experience in the Skill or Knowledge, he must pay the point cost for the first level a "second time" before raising the Skill or Knowledge to 2.
Judicial Ties (2pt Merit)
You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutor’s department , and can affect the progress of various cases and trials with limited difficulty to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants.
Lightning Calculator (1pt Merit)
You have a natural affinity with numbers and a talent for mental arithmetic, making you a natural when working with computers or betting at the racetracks. The difficulties of all relevant rolls are decreased by two. Another possible use for this ability, assuming you have numbers on which to base you conclusions, is the ability to calculate the difficulty of certain tasks. In appropriate situations, you may ask the Storyteller the difficulty rating of a task you are about to perform.
Likeness of a Saint (1pt Merit)
Through some quirk of fate, your visage is identical to that of one of the saints whose image is commonly enshrined in the region where you dwell. How you trade on this coincidence is up to you, but you are at -1 difficulty in all Social situations with persons who have especial veneration for the saint in question.
Lion-Hearted (1pt Merit)
In a moment of great crisis, you may call upon your honor and nobility to fortify your resolve. Once per story, you may spend a point of Willpower to substitute your Road rating for both your Self-Control/Conviction and Courage for the scene. Characters who ascribe to roads that do not venerate heroism and valor may not purchase or retain this Merit, particularly those on the Road of Sin (although followers of the Via Adversarius may possess this Merit; see Road of Sin for more information).
You are able to read and write without the benefit of having been formally schooled. Either you are self-taught (very difficult) or an ally, acquaintance, mentor, or even a family member, when you were living, taught you to decipher the letters and words and to form them on paper. The level of literacy this merit covers is more functional than naunced. You might have little grasp of actual grammar and syntax, but you cna understand written passages and create your own.
Local Ties (1-3pt Merit)
You have both influence over and contacts in local circles of some sort. This can be from government to business, the level of the Merit will determine what it is. Please speak with your Storyteller about taking this merit.
Loyalty (1pt. merit)
You’re sworn, loyal and devoted to some person, group or cause. This bond allows you to resist any form of temptation or coercion that could leady you to betray your trust or oath. Especially nasty forms of ‘persuasion’ (torture, mind magic, vampiric dominate, etc.) are harder to shake, but you do get a bonus to your willpower (either two additional dice to roll, or two added to the inquisitor’s difficulty, whichever is appropriate) if the offending party tries to make you break your promise.
Lucky (3pt Merit)
You were born lucky - or else the Devil looks after his own. Either way, you may repeat any three failed rolls per story including botches, but may try only once per failed roll.
Lunar Influence (1pt Merit)
The moon has an unusually strong effect on you. During periods of the new moon, your Strength, Dexterity & Stamina are cut in half. During periods of the full moon your Strength, Dexterity & Stamina are increased by half again. During the waxing & waning phases, the Attributes stay the same.
Mage Companion (3pt 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 with sufficient explanation.
Magic Resistance (2pt Merit)
You have an inherent resistance to the rituals of Tremere and the spells of mages of other creeds and orders. The difficulty of such magic, both malicious and beneficent, is two higher when directed at you. You may never learn the Discipline Thaumaturgy.
Magic Sensitivity (1pt Merit)
You have a supernatural gift that allows you to know if any magic is in use or had been used recently within a 10-ft radius of yourself. this includes all supernatural Disciplines as well.
Manse or Mansion (2pt Merit)
You own a large manor - a home with 25 or more rooms - as well as the surrounding estate. The servants, if you have any, are provided for if you choose this Merit, although they cannot be used as Herd or Retainers unless you purchase the appropriate Background. The mansion is assumed to be fences or walled in, and makes an excellent haven. While the mansion can be in as poor or good repair as you wish, the more inhabited it appears to be, the more attention (from tax men and the like) will it garner. Similarly, superstitious mortals will go out of their way to avoid a "haunted" manor…
Mark of Favor (3pt Merit)
Your God or gods have marked you as one of their own. Although you don't look inhuman per se, this Mark is easy to notice: Perhaps you glow with a faint inner light, possess curly "horned" hair, or radiate the aura of a prophet. Maybe you have stigmata, animalistic features or slitted "dragon's eyes." Those who follow your god will recognize the Mark, and those who oppose it (or who fear anything that seems… different) will consider you a mortal enemy. From time to time, you can turn this favor to your advantage. Any Social roll that involves worshipers of your god subtracts two from its difficulty. Other things, small affinities and talents, advertise your favor, too; a follower of Christ might soothe pain just by standing in a sick person's presence; a Freyja-blessed pagan could have a special affinity for cats and seduction, although a good Jew might speak in powerful, musical tones. These phenomena are subtle mysteries, not magickal Effects, and they depend on the story's circumstances and the Storyteller's whims. You have no real control over such manifestations, but you can be sure they'll appear occasionally.
Mechanical Aptitude (1 or 2pt Merit)
You are naturally adept with all kinds of mechanical devices (note that this aptitude does not extend to electronics devices such as computers). The difficulties of all dice rolls to understand, repair or operate any kind of mechanical device are two less. However, this merit doesn’t help you drive any sort of vehicle.
Media Ties (2pt Merit)
You have both influence over and contacts in the local media. You can suppress and create news stories (though not always with 100 percent efficiency; journalists are an unruly bunch and you have access to the files and gossip of the staffs of newspapers and TV stations.
Medium (2 or 4pt Merit)
You possess the natural affinity to sense and hear spirits, ghosts, and shades. Though you cannot see them, you can sense them, speak to them and, through pleading or cajoling, draw them to your presence. You may call upon them for aid or advice, but there will always be a price.
Mercantile Ties (3pt Merit)
You have influence & contacts in the local merchant community. You understand the dynamics of money in the city & have links w/ all the major players. In times of need, you can cause all sorts of financial mayhem & can raise considerable amounts of money.
Miracles of the Faith (5pt Merit)
Somehow, in some way even you don’t understand, you are able to conjure miracles. You cannot do so on command, or even very often, but when the power comes upon you, the results are impressive. Fountains turn from water to blood, bread turns to flesh and other such impossibilities occur in your presence, usually when you need them to manifest to convince unbelievers or inspire the faithful. The source of your powers is unknown, though you most probably see it as a mark of divine favor. Whether or not that is actually the case, or if there are darker powers involved, is a question you prefer not to examine.
Mother’s Insight (4pt Merit)
You have an uncanny ability to see into the heart of a situation. You make all Wits-related rolls (with the exception of initiative rolls) at -1 to your difficulty. Additionally, in situations where three or more successes are required, you need one less success to accomplish your task. You cannot botch Wits-related rolls (again, excluding initiative rolls), although you can fail them.
Mystic Ability (2pt Merit)
For some reasons you have visions. the visions are not necessarily precognitive, but like precognition, the visions occur outside your control. You may make yourself more sensitive to them through ascetic practices, but you can never consciously induce a vision. The again you may have a vision as you're walking down the street minding your own business.
Natural Cypher (2pts)
You have a natural flair for mathematical aptitude. You may have little to no formal schooling that involves numbers or logic, but when presented with a problem that involves numbers or logic, you are able to tackle it with great facility. Add three dice to your dice pool when employing this Merit against logic problems, mathematical problems, and games that require mathematical aptitude.
Natural Leader (1pt Merit)
You are gifted with a certain magnetism to which others naturally defer. You receive two extra dice when making Leadership rolls. You must have a Charisma rating of 3 or greater to purchase this Merit.
Natural Linguist (2 pt Merit)
You have a flair for languages. This Merit does not allow you to learn more languages than the number permitted by your Linguistics score, but you may add three dice to any Dice Pool involving languages (both written and spoken)
Natural Swimmer (2pt Merit)
The character takes to the water as if she were born in it (perhaps she was). Her swimming speed is calculated as if her Athletics score were one dot higher, and all rolls for maneuvering underwater are made at -2 difficulty. This merit only costs 1 point for aquatic characters such as rokea.
Nightclub (2pt Merit)
You own a moderate-sized nightclub, perhaps one of the hottest nightspots in the city. This club brings in enough money to support you in moderate luxury ($1000 a month, but it can grow) , but more important than the money is the prestige. You may use the nightclub as your haven, or you may simply hang out there. The name of the nightclub, its style, design, and its regular patrons are all up to you. Variations on this there could include a restaurant, theater, comedy club, sports arena or retail store.
Nightsight (3pt Merit)
You can see in near total darkness. This odd gift may come from an arcane power, an affinity to darkness, or some faint relation to the catfolk. So long as some light source exisits, your vision remains acute. Really bad conditions might demand a Perc + Alert roll, but under most circumstances, you can see as well by night as you can by cloudy daylight. Bright lights, especially sudden ones, dazzle you for a turn or so, perhaps longer if the light is really blinding, otherwise, your sight is fairly normal, not enhanced.
Nine Lives (6pt Merit)
Fate has granted you the opportunity to come as close to Final Death as anyone can get and still survive. 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 re-roll 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.
No Aura (3pt Merit) (LAbN Custom)
By some fluke of fate, you have absolutely no aura of any kind. While this is extremely useful for preventing others from reading your emotions or recognizing you for what you are (if you are Kindred or Garou, for example), it also tends to make others around you uncomfortable, as if they can unconsciously sense that there is something wrong about you. This also makes those capable of seeing auras very suspicious - not having any aura at all is unnatural (All attempts to read your aura automatically fail because you don't have one).
Noble Bearing (1pt Merit)
Some people were born to lead. You are one of them. Were you born of noble blood? Perhaps not, but you still act as if you were, and often you impress others as a result. Your true heritage doesn't matter; people respect you on sight. In game terms, this Merit lowers Social roll difficulties in conciliatory situations by two. In story terms, it gives you an air of respectability no matter where you are or what you do. It also makes you a target for jealousy, gossip and assassination attempts, but that's the cost of charisma…
Occult Library (2pt Merit)
You possess a library of occult material which may include at least one version of the Book of Nod. You are not necessarily familiar with the contents of these volumes of knowledge (that is a function of your Abilities), but in time of need your library can be an invaluable source for research.
Old Pal (2pt Merit)
An acquaintance from your childhood was embraced. Fortunately, your friendship has endured even death and unlife, and you find a constant source of support and aid in your old friend. 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 night - and days.
One of the Guys/Girls (2pt Merit) (LAbN Custom)
Whether you’re a woman who loves to drink beer while watching the game, or a man who appreciates the finer points of a good book and a bubble bath, there’s something about you that automatically puts the opposite sex at ease. The difficulty of all appropriate social rolls involving the opposite gender is -1.
Oracular Ability (3pt Merit)
You can see and interpret signs and omens. You are able to draw from these omens, for they provide hints of the future and warnings of the present. When the Storyteller feels that you are in a position to see and omen, you will be required to make a Perception + Occult roll, with the difficulty relative to how well the omen is concealed. If successful, you may then roll Intelligence + Occult to interpret what you have seen, the difficulty again relative to the complexity of the omen.
Pale Aura (2pt Merit)
Any color your aura takes has a pallor to it like a Vampire’s. In fact, if a Vampire makes less than 5 successes on an Aura Perception roll, she believes you to be one of them.
Paranoia (2pt Merit)
You know that there are many 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 (3pt Merit)
You have learned the wisdom of patience in all things. Passions may burn 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 too your mastery of patience all Frenzy rolls are made with a -1 difficulty modifier.
Pain Tolerance (2pt Merit)
Either because of personal proclivity or the rigors of Vicissitude, you have become acclimatized to pain. This affinity enables you to ignore one die of wound penalties. Thus, when you are Hurt or Injured, you suffer no penalties to actions. You suffer only a one-die penalty to action at the Wounded and Mauled states, and even Crippling injuries subtract four dice rather than five. You are still Incapacitated normally.
Pelagic Harmony (3pt Merit)
A rare state of mind that runs counter to this disorder, seems to grant the reverse effect, giving added mental equilibrium (-1 difficulty to all willpower rolls) if the character is on or within sight of the sea.
Pillar of the Community (2 pt Merit)
You’re a fine, upstanding person, respected by people around you. Through participation in local events, helping out with community groups or helping others, you’ve become well-liked and trusted by those who live around you. When you bring them a warning of potential danger or offer an explanation of strange events, they’re likely to believe you. You may even be able to call upon their aid in a pinch. You may not get it, however.
Pitiable (1pt Merit)
There is something about you that others pity. This causes them to care for you as if you were a child (see the Archetypes section). Some Natures will not be affected by this Merit )Autocrat, Deviant, Fanatic, Sycophant), and some Demeanor may pretend they are not. You need to decide what it is about you that attracts such pity, and how much (or how littler) you like it.
Police Ties (3pt Merit)
You have both influence over and contacts in the local police department. You can, with a single phone call, cause a APB to be issued. However, the more often you use your ties with the police department, the weaker they become, and the more attention you attract towards yourself. Your influence is not solid (that can be achieved only through game play), and can let you down at times.
Political Ties (3pt Merit)
You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can shut off the power and water to a building or neighborhood, and can unleash many different means of harassment against your enemies. The more you use your political ties, the weaker they become. Total control can only be achieved through game play.
Precocious (3pt Merit)
You learn quickly. The time for you to pick up a particular Ability (or Abilities, at Storyteller discretion) is cut in half, as is the experience cost.
Precognition (4pt Merit)
You have the ability to perceive events before they happen. this ability is not under your control. The premonitions come to you when you least expect them to. The focus of the premonition is not under your control either.
Prescience (6pt Merit)
Some people bear the strange gift of foresight, though their revelations are brief and dim, Prescience gives little insight of immediate or tactical value, but it does prepare the character somewhat for the future. This insight may be anything form knowing whether or not an individual may be trusted, recognizing an object of value, or any other effect that the Storyteller will allow for the sake of the story. The exact nature of the character’s premonitions are handled by the Storyteller. It is worthwhile to note that the these visions are not "possible futures". Rather, they are murky and vague fragments of a definite time to come.
You see the future and detect pivotal moments in time. You may have some ritual or routine to perform when you try to glimpse future nights, but most often, your ability is sporadic and involuntary. You might be harassed by distant sounds echoing backward through time, or you might recieve terrifically vivid mental images of a single future moment. The Storyteller may require a Perception + Alertness roll (difficulty based on your proximity to a person or place that will be instrumental to history) to make sense of your prophetic signal. Prophecies may be important or insignificant and may relate to the future of the world or your future alone.
Prophetic Ability (4pt Merit)
God speaks to you in signs and portents, visions and images. Some visions may be precognitive, while others might be warning or advice. You can not request or induce others a prophetic vision; they come in on their own. These visions will range from the obvious to the symbolic; the exact nature and effect of the visions is up to the Storyteller. This Merit should provide dramatic moments, and players should not come to rely upon them for plot resolution.
Refined (2pt Merit)
You are a member of the elite. You are at home in high society and you never feel out of place around the "beautiful people." The difficulty on all Etiquette rolls involving high society is reduced by three. In addition, you are often invited to Toreador socials reserved for those of higher Toreador Prestige (or Camarilla Status) than yourself.
Sabbat Survivor (1pt Merit)
You have lived through at least one Sabbat attack and/or attempted recruitment. Your experience helps you anticipate situations where you might potentially be endangered by the Sabbat once again. You are at -1 difficulty on all Perception rolls when it comes to Sabbat based matters. This Merit comes into play most frequently as a means of avoiding ambushes and the like.
Sanctity (2pt Merit)
This Merit is sometimes called the halo effect; everyone consid4ers you pure and innocent, though not necessarily not naive. You have a saint-like quality that is hard to pinpoint but cannot be denied. You are trusted, even if you are not trustworthy. At Storyteller's discretion, you tend to receive lesser punishments for wrongdoing, and you are liked by most.
Sanctuary (2pt Merit)
A vampire has promised you protection from all harm should you come to her 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.
Seasoned Traveler (2-4pt merit)
You've visited different places on your own, and you know how to fit in. You don't hit town expecting everyone to think and behave the way you do. With the 2-point version, you're adept at finding accommodations, supplies, and local help wherever you go in your home country. With the 4-point version, the same applies to foreign countries. You might not speak the language of the place well, or at all, but you know how to go about obtaining things and learning about the local culture without offending the natives, through a combination of prior research and general street smarts.
Scholar of Enemies (2pt Merit)
You have taken the time to learn about and specialize in one particular enemy of the Camarilla. 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. This Merit is worth a -2 difficulty for all 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 (2pt Merit)
This Merit functions identically to Scholar of Enemies, except that it applies to a group that is not necessarily inimical to the Camarilla.
Selective Distraction (1pt Merit) (LAbN Custom)
The character has trained, or lost, his mind to not betray his inner most secrets when pried by others. Rather than remaining focused on one thing at a time, he focuses on many to prevent those that would seek to read his thoughts from discerning their true nature, layering his own thoughts with surface ones relating to something completely different. The character may appear erratic, distracted and sometimes confused and in reality he is, forcing himself not to focus too much on the issue at hand and keep his mind on other things.
System: The first two layers of thoughts linger on something completely irrelevant to the situation at hand, perhaps focusing on what the character had for lunch or what the intend to do that night. Any attempt to read a characters thoughts (for example, through Auspex) will pick up these two surface layers before anything else. The penalty of keeping the characters mind on tasks other than the one at hand is that he is unable to concentrate or focus on the here and now. The character suffers a +1 difficulty penalty for perception based rolls when his mind wanders and a +1 difficulty penalty to extended actions. The merit may be turned off at will, the character letting down his mental guard to allow him to focus more easily, though it is default is that it is active.
Self-Confident (5pt Merit)
You spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. You do not lose the point when you spend it, unless you end the roll with only one success (i.e. you do not gain any additional successes from the dice you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. This means you can use it only when the difficulty of your roll is six or higher. You may spend Willpower at other times; however, if the difficulty is five or less, the Willpower will be spent no matter what you roll.
Silence (1pt Merit)
You have an unusual ability to move quietly that goes far beyond the norm. Reduce the difficulty on any Stealth roll involving moving quietly by two. you are even able to move quietly over dry leaves. Should the wind blow while you're moving, there's no way to hear you.
Smooth (5pt Merit)
Your character might come from the wrong side of the tracks. She might not have known the proper etiquette in every situation. She probably don’t have a clue which fork to use when eating out. Yet none of that matters. She presents herself with such an easy grace and carefree attitude that people forgive her most errors. They might not like her much, but they enjoy her company so much that her rougher edges are quickly forgiven and forgotten. Reduce the difficulty of any Manipulation rolls by two (This does not apply to rolls using Supernatural elements, such as the Vampiric Discipline Dominate).
Soothe the Beast (2-5pt Merit)
The touch of your hands is calming, the sound of your voice lulling…but not to a restless body or over-stimulated mind - rather, to the Beast within all vampires. You have the ability to aid vampires in their attempts to resist the loss of their humanity. Depending on the point value of this Merit, you may be able to help preserve the serf-control of one Cainite you know well - your master, someone else you are close to, or a vampire with whom you are not particularly well-acquainted, depending on the value of the merit.
Soothing Voice (3pt Merit)
Your voice is calm and soothing, almost entrancing. You may add two dice to all rolls that directly involve use of your voice - singing, debating, leading etc.
Sorcerous Awareness (4pt Merit)
For some reason, you have been gifted with the ability to detect when any of the Devils arts (i.e.,magic) is in use or has been used recently within a 10ft radius of yourself. This also includes all supernatural Disciplines and Gifts. How much you may know about this magic depends upon the number of successes you roll using Perception + Occult (difficulty)
Spark of Life (5pt Merit)
Life thrives in your presence. Something about your vibrant soul stirs the life-force in plants, animals and your fellow human beings. In your hands, flowers bloom, children laugh and sickly beings revive. Animals favor you, and any crop you plant will prosper. You're a natural healer, a friend to farmers, and a lover of all things sensual and alive. Cruelty and waste are abhorrent to you - you might occasionally heal even enemies if they seem to have some chance of redemption. In game terms, this Merit allows you to heal both yourself and others. If you suffer aggravated wounds, they may be "repaired" as if they were normal wounds. Your own injuries heal as if they were one health level less severe than they are; if you are Injured, you recover in three days what others need a week to restore. Your touch comforts ailing people or animals, too, easing their pain and allowing them to heal at your accelerated rate. Even so, this benefit requires constant care; a bruised friend can recover in minutes, but a badly hurt or sickly person requires days or even weeks of hands-on healing. This mystic Spark flows from the essence of Life itself; this, any Life Sphere working that heals, creates or encourages growth subtracts two from its casting difficulty, up to a maximum -3 difficulty limit. (Note that Life spells which harm or torment a living thing do not receive this bonus.) Naturally, this wonder has a price: vampires and demons find your blood extraordinarily tasty, and they love to corrupt persons such as you. Ghosts often become melancholy in your presence, and evil spirits seek to annihilate that loathsome Spark. You are everything the Devil hates, although your kindness and carnal appetites may be turned to his advantage. Tread your path with care!
Special Gift (1-3pt Merit)
Your sire gave you a valuable gift after the Embrace. The Storyteller should create something suitable or choose one item from the Mystical Items lists to gave to you (though you can suggest something). The Storyteller will decide how much a particular item is worth.
Spirit Mentor (3pt Merit)
You have a ghostly companion and guide. The identity and exact powers of this spirit are up to the Storyteller, but it can be called upon in difficult situations for help and guidance.
Spirit Sight (4 point Merit)
You can see and hear all varieties of spirits, changelings, wraiths and similar entities. This merit provides all the advantages granted by the Merit Medium. This merit is a mixed blessing. Seeing these beings is not a choice, it is a normal part of you vision. You cannot help but see them. Being yelled at by an irate wraith who is shaking her fist in your face can be extremely distracting if you are attempting to hold a conversation with someone, and it's even worse if you are driving a car in bad weather.
Spy Network (2pt Merit)
You begin play with access to a group of mortals who frequently bring you information on the daylight world or on faraway places. Their information is both up-to-date and fairly reliable, and they are not likely to lie to you. However, these cannot be used as Allies or Retainers(unless you have that Background too); they have their own aims. Why do they keep you informed? Do you pay them? Perform occasional "favors" for them? Dominate their leader? Or are they mortal friends and family? Also, how much do they know about you? (The more they know, the better they can search out relevant information and pursue useful rumors - but the more damage they could do if they betray you.) A spy network might be anything from a peasant family to a coven of witches, a merchant family's underlings to a network of wandering lepers. What they can discover will depend upon who they are; different people move in different circles, after all.
Street Rep (1-2pt Merit)
People know you. Maybe you creamed a roomful of enforcers, maybe you have a way of surviving tough situations, or perhaps you just have a really good PR person running scam talks about you. In any case, people know your name. Whether this Trait becomes a Merit or a Flaw depends on what you're known for. Characters known for good things - helping needy people, contributing time to help teach city kids, etc. - will buy this as a Merit. Those known for darker deeds - killing hitmen or cops, getting all your charges dropped, trashing folks who get in your way, etc. - must buy it as a Flaw. Either variation will make you a hero in someone's eyes and a target in others'.
Street Ties (2pt Merit)
You've spent a lot of time on the street, and usually have a pretty good idea who to talk to, to locate someone or get some information. This Merit doesn't guarantee success - or survival - on the street, but it makes it easier. Characters with Street Ties may reduce their Streetwise difficulty rolls by 2 in appropriate situations. Storytellers and players are encouraged to elaborate on this Merit by creating networks of informants and contacts that the character interacts with regularly.
Supporter (2pt Merit)
You inspire all around you to greater efforts. Whether by speaking, writing or leading by example, you give anyone who works with you reason to go on and hope of success. You have a -2 diff to Social rolls and you give any group effort +1 to its total dice pool.
Sweet Blood (1 Point Merit)
Your vitae tastes like the finest wine, sweet and heady without the slightest traces of salt or metallic tang. As such, you may hide your blood in a chalice or feed ghouls without betraying the true nature of their draught.
Talented Liar (2pt merit)
Others may give themselves away when they lie. A stammer, a glance at the ground, a quaver in the voice, they all suggest deceit to the would be duped. Not you. You can tell even brazen lies and make them sound entirely truthful. Even old priests have a hard time discerning when you're lying. If you're crafty, you may even be able to figure out ways around the supernatural techniques some use. All rolls to discern whether or not you're lying are at a +2 diff. In the case of something really obvious, it is still a +1 diff.
Technocratic Ties (3pt Merit) (LAbN Custom)
You have both influence over and contact with some local agents of the Technocracy. You have some glimmer of understanding of their goals and occasional access to unusual technologies. This relationship(s) must be kept secret, lest your contacts - or possibly you - come to an unexpected end. The more you use your ties, the weaker they become.
Thick-Skinned (2pt Merit)
Kindred must make an additional Strength + Potence roll contested against your Stamina + Fortitude, both at a difficulty of 6, to penetrate your skin with a bite. This only works if you struggle though. If unconscious or unmoving, a Kindred can slowly pierce your skin and drink. This only works with feeding or biting.
Time Sense (1pt Merit)
You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device. You can accomplish this whether you are concentrating or not. You can estimate the time of day within a minute or two, and the passage of time with the same accuracy.
Top Secret Access (2pt Merit)
Anyone in a clandestine intelligence agency is allowed access to information not available to the general public, but you are privy to secrets known only to a select few. The Storyteller should decide what the nature of this information is, as well as its source. Perhaps a mysterious ‘Deep throat’ type character contacts you occasionally, or maybe your Aunt Gertrude works at the Pentagon. The information is useful, and usually accurate, but not necessarily complete or always available. The information you receive is no doubt dangerous to possess but your source is confidential, and leaks are unlikely.
Tough as Nails (3pt Merit)
You come from hardy, thick-skinned stock, or perhaps the gods have favored you. You shrug off damage easier than most. All soak rolls are made at -1 diff.
Traveler's Intuition (1pt Merit)
No matter where you might be headed, a certain "navigator's reckoning" keeps you going in more or less the right direction. This sense is in no way exact, but it can keep you from getting hopelessly lost, even in a maze. It might take time - lots of time - but you will find your way to your destination. Ruleswise, this Merit functions as a plot device. In any nonmackigal maze, wilderness or city, you can find your way to your goal without becoming hopelessly lost. Navigation-based rolls (usually Perception + Science: Navigation) have their difficulties reduced by two. Note that this is not an "internal map"; under most circumstances, you simply have a feeling about which direction to take. Unless someone uses magick to puzzle you, you'll never really get lost. If someone does try to foul your senses with a spell, this Merit gives you an extra die of countermagick to resist the enchantment's effects. When combined with magickal navigation, this Merit reduces the casting difficulty by two, but does not confer any other benefit for Correspondence-based spells (and the usual maximum reduction of -3 still applies).
True Faith (7pt Merit)
You have a deep-seated faith in and love for God, or whatever name you choose to call the Almighty. You being the game with one point of True Faith; this Trait adds one die per point to all Willpower and Virtue rolls. You must have a Humanity of 9 or higher to choose this Merit, and if you lose even a single point, all your Faith points are lost and may be regained only when the lost Humanity is recovered. Individuals with True Faith are capable of performing magical acts akin to miracles, but the exact nature of those acts is up to the Storyteller.
True Love (4pt Merit)
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. Whenever you suffer, the thought of your true love gives you one automatic success on all Willpower rolls, which can be negated only by a botch die. This can be a great gift and also a hindrance, for your true love may require protection and occasional rescue.
Unbondable (3pt Merit)
You are immune to being blood bound.
Uncanny Sight (2pt Merit)
Either due to some innate ability or to your long exposure to vampires, you are aware on a visceral level of their inhuman nature. On meeting a vampire, possibly even at first glance, you may have an immediate sense that your new acquaintance bears the mark of Caine. This perception is not always accurate, depending on the Storytellers judgement.
Uncanny Logic (2pt Merit)
You have an uncanny reasoning ability that allows you to take apparently innocuous facts and ruthlessly deduce their true meaning. There is nothing supernatural in this: you have just been blessed with an ordered and uncluttered mind that can work through trains of thought more fully than others can manage. All difficulties on rolls involving deduction decrease by 2.
Underworld Ties (3pt Merit)
You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to a large number of "soldiers", as well as extensive links to the underworld of crime. The more often you use your ties with the criminal element, the weaker they grow.
Unimpressed (5pt Merit)
You have tight control over your emotions and a monstrous awareness of self. All rolls to affect you with Presence or otherwise magically tamper with your emotions add 2 to the difficulty. Only characters with Self-Control 4+ and Willpower 6+ may purchase or retain the benefits of this Merit.
University Ties (3pt Merit) (LAbN Custom)
You have close associations with the faculty and staff of a university in the local area. You may or may not be a student, but you are well aware of the ins and outs of the academic lifestyle on the campus, perhaps even having friends among those who live and work there. Because of your close familiarity, Knowledges may be increased at half-cost.
Unmarred Face (2-6 pt Merit)
Even if your body is a leprous husk of pustules or a monstrous chimera of fused animals, your face is eerily pristine. So long as your face is the only part of you that is visible, your effective Appearance rating is one dot for every two points invested in this Merit. Nosferatu characters with this Merit suffer worsened deformities in other parts of their bodies, gaining at least one physical Flaw for which they gain no points (as well as the undying scorn of their clan-mates). Obviously, this Merit is useless (and not permissible) to characters without a serious full-body deformity of some kind.
Unshockable (3pt Merit)
The world is packed with many unconscionable acts: cannibalism, torture, shit-eating, rape, murder… Somewhere down the road, the Unshockable character has lost all sense of shame or revulsion. Without a flicker of emotion, he can perform atrocities that would make a Jacquerie blanch. He has a cast-iron stomach, too - no substance is too revolting for him to consume. Even infernalists look upon such steadfastness with wonder and a touch of fear. After all, if this person can skin a baby so effortlessly, how hard would he find it to do the same to his friends?
Useful Knowledge (1pt Merit)
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. (Note: 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.)
Valuable Secret (2pt Merit)
Others would kill or die to know ths secret you guard. The Valuable Secret should be created & given by the Storyteller. perhaps the character knows that the Prince is & Infernal Diabolist or that the primogen are actually all Sabbat. Whatever the case, only those involved in the secret & the character know about the Valuable Secret.
Way With Words (1pt merit)
Language is a finely honed tool for you. Not a blunt instrument. You are able to create exactly the effect you want by choosing your words carefully, in both written and verbal communication. Gain two dice on any Expression roll that involves words.
Weather Sense (1pt Merit)
This merit grants occasional warnings (with a Perception + Survival roll, difficulty 7) of impending inclement weather, even that which stems from unnatural causes.
Well-Traveled (2pt Merit)
You've traveled all over the globe, seen many different cities & meet a great number of Kindred. There's a chance you'll know of a vampire from another city when you hear his name. This is an Intelligence roll.
Werewolf Companion (3pt Merit)
You have a friend and ally who just happens to be a werewolf. Though you may call upon this being in time of need, it also has the right to call upon you (after all, you are friends). However, neither your kind nor its appreciates such a relationship, and your respective societies will punish both of you if your friendship is discovered. Arranging for meeting places and methods of communication will be difficulty. The Storyteller will create the werewolf character but will not reveal to you its full powers and potencies.