Indelible (1pt.
Merit)
Whereas other vampires’ bodies return to the state they were in at the Embrace each
evening, any body modifications you get after the Embrace remain as they are until
you actively spend a Willpower point to return your body to its tabula rasa state.
This Merit applies to changes as simple as dyeing or cutting your hair to
modifications as complicated as tattoos, piercings, or even small implants.
Master of the Masquerade (2pt. Merit)
There are many small tics, nervous habits, and autonomous bodily functions (like
breathing) that Kindred simply forget to do. They can be unnervingly still or
forget to breathe, particularly when they think they’re alone. You never let down
your guard. The act of breathing remains an unconscious habit to you, and you never
lapse into that eerie statue-like stillness, even when transfixed or concentrating.
Consequently, the difficulties of all Social rolls are lowered by one when
interacting with mortals. This Merit does not allow you to eat food or benefit from
the blush of health — those Merits are still required to be a true master of the
Masquerade.
Blush of Health (2pt. Merit)
You look more hale and healthy in appearance than other vampires, allowing you to
blend with human society much more easily. You still retain the color of a living
mortal, and your skin feels only slightly cool to the touch.
Eat Food (1pt. Merit)
You have the capacity to eat food and even savor its taste. While you cannot derive
any nourishment from eating regular foods, this ability will serve you well in
pretending to be human. Of course, you can’t digest what you eat, and there will be
some point during the evening when you have to heave it back up.
Friendly Face (1pt. Merit)
You have a face that reminds everyone of someone, to the point where strangers are
inclined to be well inclined toward you because of it. The effect doesn’t fade even
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.
Common Sense
You have a significant amount of practical, everyday wisdom. Whenever you are about
to act in a way contrary to common sense, the Storyteller can make suggestions or
warnings about the implications of said action. This is a very useful Merit for
beginning players unfamiliar with the game.
Introspection (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.
Natural Linguist (2pt. Merit) 6xp
You have a flair for languages. You may add three dice to any dice pool involving
written or spoken languages, and each purchase of the Language Merit (previous
page) gives you two languages instead of just one.
Language (1pt. Merit) x2 6xp
You know a language in addition to your native one. You can take this Merit
multiple times, each reflecting a different language.
Prestigious Sire (1pt. Merit) 3xp
Your sire has or had great status in her Sect or Clan, and this has accorded you a
certain amount of prestige. Though your sire may no longer have any dealings with
you, the simple fact of your ancestry has marked you forever. This prestige might
aid you greatly in dealings with other vampires, or it might engender jealousy or
contempt.
Rising Star (3pt. Merit) 9xp
You’re one of the up-and-comers in the city, a rising star in your Sect. Everyone
wants to know you and be your friend, even as those in power groom you for
positions of greater responsibility. You are at -1 difficulty on all Social rolls
against any vampires in your Sect who aren’t actively opposing your ascent.
Deceptive Aura (1pt. Merit) 3xp
Your aura is unnaturally bright and colorful for a vampire. You register as a
mortal on all attempts to read your aura.