Backgrounds, Virtues and Flaws

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Walk quietly among other men, but know their power, for they are your enemies. Quietly crush them as you work diligently through the night. Pay attention to the man behind the curtain for he is your ally. Drink deeply and lustfully from the foamy draught of evil. Do it to the other guy before he does it to you.... and be bad to the bone, won't you, thank you.
- Dr. Forrester, Mystery Science Theater 3000

for ideas for extra skills.


A whisper can be stronger, as an atom is stronger, than a whole mountain.
Louise Nevelson

Useful backgrounds in Bulk and Surface

Alternate ID
Cipher (Secrecy) – the ability to keep out of sight from authorities and others.
Rank (Title) – Formal position in an organisation or society
Network - Being part of an informal group or network
Retainers (Staff/Retinue)
Security – Security systems, safe habits and other factors making you hard to hit
Spies – People providing information, especially information you are not supposed to have.


These have been plucked from various sites on the net, such as:

(I hope I have linked to all the sources used; otherwise contanct me and I correct the attributions)

Absent-Minded: (3pt)
This Flaw may not be taken with the Merit Concentration. Though you do not forget such things as Knowledges or Skills, you do forget names, addresses, and when you last ate.


Allergic (1-3pt) (VPG)
You are allergic to some substance, in a manner not unlike mortal allergies. However, you do not get hives or sneeze, but are actually incapacitated by your reaction. If the substance was in the blood you drank, the reaction will be very strong, though touch alone is enough to disturb you. Choose from the list below or make up the substance to which you are allergic.
Plastic (1pt)
Alcohol (2pt)
Illegal Drugs: (2pt)
Metal (3pt)

Amnesia: (2pt) (VPG)
You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may someday come back to haunt you. Over the course of the story, you and your character will slowly discover them.

Bad Sight: (2) (VPG)
Your sight is defective. The difficulties of all dice rolls related to vision are increased by two. This Flaw is neither nearsightedness nor farsightedness; it is a minor form of blindness, and is not correctable. You may not take Acute Vision if you take this Flaw.

Bad sight (1-3pt) (VtM 3rd)
All difficulties involving sight are increased by two. As a one point flaw, glasses or lenses can correct it, as a three point flaw, it cannot.

Big Mouth (1pt)

You’ve got an opinion on everything and you’re not at all hesitant about letting people hear it. You tend to blurt out painful truths at the worst possible times. At least once per high-tension social scene, you must come out with your thoughts. You can avoid this by biting your tongue -- literally. This inflicts one health level of Bashing damage and costs a Willpower point.

Blind: (6 pt) (VPG)
You automatically fail all dice rolls involving vision. You cannot see-the world of color and light is lost to you.

Catspaw (2) (GC)
You've done the dirty work for someone high up in the city's hierarchy in the past--the sheriff, the primogen or even the prince. However, instead of granting you favor, your deeds have made you an embarassment or a liability. For the moment, your former employer's concern is to keep you quiet. In the long term, it's to get rid of you.

Compulsion: (1pt) (VPG)
You have a psychological compulsion of some sort which can cause you a number of different problems. You compulsion may be for cleanliness, perfection, bragging stealing, gaming, exaggeration or just talking.

Compulsive Liar (2pt)

You feel the need to put your personal spin on the truth. You don’t necessarily do so out of spite or malice, and you may come to genuinely believe the tall tales that you tell (especially when you spin them often enough). This Trait is especially troublesome when other Cowboys rely on you for information about bounty heads and their habits. You might have to spend a Willpower point to force yourself to be honest, especially if it means revealing a previous lie.

Confused: (2pt) (VPG)
You are often confused, and the world seems to be a very distorted and twisted place. Sometimes you are simply unable to make sense of things. You need to roleplay this behavior all the time to a small degree, but your confusion becomes especially strong whenever stimuli surround you (such as when a number of different people talk all at once, or you enter a nightclub with loud pounding music).

Criminal Record (2pt)

Having been convicted for several misdemeanors or perhaps even a minor felony, you have a bit of a shady past. You are unable to buy firearms legally, and you receive exceptionally poor treatment from law-enforcement officials who know your record.

Deaf : (4 pt) (VPG)
You cannot hear sound.

Defensive (1pt)

You have problems taking responsibility for your actions. Perhaps you view yourself as a perfectionist, or maybe you’re simply too immature to accept the blame for failure. When things go wrong, you look for ways to blame others and rarely accept blame or criticism for your actions without contention.

Deformity: (3pt) (VPG)
You have some kind of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically.

Debt [1-3 point Merit or Flaw]

Sometimes it’s not who you know, it’s who you owe. If you take this as a Merit, somebody owes you, but as a Flaw, you owe someone a favor. For one point, the debt is a socially or emotionally significant one (you offered some friendly advice or a shoulder to cry on). For two points, it’s financially significant (you loaned out money or provided some professional help free of charge). For three points, the debt is a matter of life or death (you saved someone’s life or one of her loved ones). You can call in a debt at any time, at which point you lose this Merit. Likewise, the Storyteller can decide to call in a debt you owe, getting rid of your Flaw. Refusing to honor a debt may have serious consequences, not the least of which may be ruining your reputation and turning a friend into an enemy.

Depression [4 point Flaw]

You’re mired in a pit of bleak, mind-numbing sorrow. Convinced that your eternally dark mood is completely natural -- or deserved -- you refuse to seek professional help. You do not regain Willpower per day as most characters do. Instead you may only gain Willpower through actions, and even those must ardently reaffirm your goals.

Distinguishing Characteristics [1 or 2 point Flaw]

You have a physical appearance that makes you very easy to pick out in crowds, such as elaborate tattoos, a scar or an obvious birthmark. This Flaw is worth one point if the characteristic is hidden easily under clothes, two points if it is not.

Driving Goal: (3pt) (VPG)
You have a personal goal, which sometimes compel and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to eradicate the Sabbat or achieve Golconda.. Because you must work toward your goal, it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.

Enemy: (1-5 pt) (VPG)
You have an enemy, or perhaps a group of enemies, who seek to harm you. You must decide who your enemy is and how you became enemies in the first place. An Archmage or Methusalah would be a 5 pointer, someone near your own power would be 1 point.

Flashbacks [2 point Flaw]

You have some traumatic experience in your past that you sometimes recall with terrifying clarity. Whenever you are in a situation similar to that experience, you must make a Willpower roll at +1 difficulty to avoid being overwhelmed by memories of it. You tend to mistake people, places and things for similar things in your memory and may act on those erroneous conclusions. If you botch your Willpower roll, you become almost catatonic, entirely lost in your recollections. You can spend a Willpower point to ignore the effects of this Flaw for one scene.

Greedy (1 – 3 PT FLAW)

The need for gaining and keeping material wealth is greater in you than in most. To avoid a situation which would gain you personal wealth at any cost, you must make a Willpower roll (Difficulty 7 for the 1 pt Flaw, 8 for the 2 pt, and 9 for the 3 pt). A Willpower Point may be spent to avoid the temptation for one scene.

Gullible [1 point Flaw]

You have a lot of trouble separating truth from fiction. You are not stupid, you just tend to believe what people tell you rather than to take things with a grain of salt. Any roll to detect lies is made at +2 difficulty.

Hard of hearing (1pt)(VtM 3rd)
All difficulties involving hearing are increased by two.

Hatred: (3pt) (VPG)
You have an unreasoning hatred of a certain thing. This hate is total and largely uncontrollable. You may hate species of animal, a class of person, a color, a situation- anything. You constantly pursue opportunities to harm the hated object or to gain Dower over it.

Honest to a Fault (1pt flaw)

You often feel compelled to speak what’s on your mind at times when its best to either say nothing or tell a "White Lie". When people could use a word of encouragement or positive reinforcement, you tend to speak the truth about the thing: weight, looks, a family members health, et al…

Illiterate: (1pt) (VPG)
Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.

Impatient: (1) (GC)
You have no patience for standing around and waiting. You want to do things now and devil take the hindmost. Everytime you are forced to wait around, you may go haring off on your own instead.

Impractical Dresser [1 point Flaw]

You tend to dress with an eye toward impressing others rather than personal comfort. Unless you explicitly state that you dress appropriately for physical activity, you wear tight jeans, high heels or something else that hampers physical activity. Athletics rolls (including dodge) are made at +2 difficulty when you wear such clothes.

Incompitent [3 point Flaw]

You are spectacularly bad at something. Unfortunately, you’re the only person around who doesn’t understand this fact. Pick a single Ability. You believe you have the proficiency equal to three dots in that Trait, when in reality you almost always ruin any effort involving it. Whenever you try to use the Ability, treat the outcome as if you rolled a botch.

Intolerance: (1pt) (VPG)
You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a colour, a situation, or just about anything at all. Note that some dislikes may be too trivial to be reflected here-a dislike of White Wolf Magazine or tissue paper, for instance, will have little effect on play in most chronicles.

Lazy: (3)


Your feeling for the need of sexual stimulation exceeds the normal parameters. This desire is sometimes so strong that it manifests in the form of voicing your thoughts about an attractive person in inappropriate situations. This will often lose you status with others.

Low Self-lmage: (2pt) (VPG)
You lack self-confidence and don't believe in yourself.

Mr. Nice Guy [3 point Flaw]

You want to be wanted, you love to be loved. You have a very hard time crossing anyone. You tend to apologize for the littlest things and often concede to arguments even when you know you’re right. In fact, even killing comes hard to you. You have to be pushed pretty hard to actually kill someone (while often incapacitating them is not as challenging to you). You also have a tendency to tell the truth whether it is appropriate at the time or not. Lying does not come easily. A Willpower point can be spent to ignore this effect for a scene.

Nightmares: (1pt) (VPG)
You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Some of the nightmares may be so intense that you mistake them for reality.

One Eye: (2 pt) (VPG)
You have one eye - choose which, or determine randomly during character creation. You have no peripheral vision on your blind side.

Overconfident: (1pt) (VPG)
You have an exaggerated and unshakable opinion of your own worth and capabilities-you never hesitate to trust your abilities, even in situations where you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough, you can infect others with your overconfidence.

Overextended: (4) (GC)
You've got your fingers in too many pies, and people are starting to notice. You have too many ghouls, too many retainers and too many influences, which means that a lot of people have a vested interest in trimming back your operations. These enemies take every opportunity to reduce your power and influence, and if that means lying, cheating or killing, so be it. Futhermore your enemies block every attempt you make to move into new areas of control. You're boxed in, and the box is getting smaller.

Overwhelmed [2 point Flaw]

You don’t deal well with chaotic or confusing situations. They tend to overwhelm you. You suffer a difficulty modifier of +1 to +3 in such conditions, determined by the Storyteller. This is the opposite of the Concentration Merit, and you cannot have both.

Pacifist [1 or 4 point Flaw]

You are against violence and prefer to avoid it whenever possible. You must spend a Willpower point in order to initiate combat, although you can fight to defend yourself and others. You must also spend a Willpower point in order to use a lethal attack, although you can use bashing attacks freely. For four points, you must spend a Willpower point to be able to fight at all, and you cannot use lethal attacks.

Paraplegic (6pt) (VPG)
You can hardly move without assistance, such as a pair of crutches or a wheelchair. Even then it can be painful and cumbersome to do so. A character may not take this Flaw along with the Merit of Double-Jointed.

Phobia (Mild): (1pt) (VPG)
You have an overpowering fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces and heights.

Phobia (Severe): (2pt) (VPG)
You have an overpowering fear of something. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights, and so on.

Power Hungry (1-3 PT FLAW)

You are so drawn to the trappings and vestments of power that you find it hard not to grasp the reins when the opportunity presents itself, even if it were to mean bringing harm to those you know and love. A Willpower roll is required to avoid doing what your heart desires and what you know to be "right" (Difficulty 7 for the 1PT Flaw, 8 for the 2 PT, and 9 for the 3 PT, modified by the situation).

Secret [1/3/5 point Flaw]

You’re hiding something that, if known, would compromise you in the eyes of others. For one point, your secret would seriously change your life if it got out. This might be an alias, past political affiliations, your sexual orientation, elements of your background and so forth. For three points, your secret would result in your arrest and imprisonment if it were revealed, such as a crime you committed. For five points, your secret is so dreadful it would result in your death if it were revealed, such as being an undercover agent infiltrating the Syndicate. Generally, the Storyteller should threaten your secret at least every three or four episodes, and it should come up almost every other episode. If you don’t take adequate precautions to protect it, the Storyteller should feel free to expose your secret and let you deal with the consequences.

Sensation Junkie(2pt Flaw)

Wheee!! Hop aboard the ride of your life---your life, that is! To you, everything is an endless source of stimulation, and you crave all the stimulation you can get. When an opportunity to try some new kick offers itself, you have to make a Willpower roll to resist. The more dangerous the sensation appears, the lower the difficulty of the roll---you might crave forbidden sensations, but you're not utterly suicidal. Naturally, you can always choose to have your character take life up on its offers even if she makes the roll, but that's her choice, not a compulsion.

Short (1pt) (VPG)
You are well below average height, and have trouble seeing over high objects and moving quickly. In some circumstances, this will give you a concealment bonus.

Short Fuse: (2pt) (VPG)
You are easily angered. This is a dangerous Flaw; don't choose it without careful thought.

Shy: (1pt) (VPG)
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Don't expect such a character to make a public speech.

Slow healing (3pt) (VtM 3rd)
You have difficulties healing your wounds. To heal one health level, you require two Blood points and you heal a level of aggrvated damage in five days.

Soft-Hearted: (1pt) (VPG)
You cannot stand to watch others suffer-not necessarily because you care about what happens to them, but simply because you dislike the intensity of emotion. If you are the direct cause of suffering, and you witness it, you will experience nights of nausea and days of sleepless grief. You avoid situations where you might have to witness suffering and will do anything you can to protect others from it.

Speech Impediment: (1pt) (VPG)
You have a stammer or some other speech impediment which hampers verbal communication. Do not feel obliged to roleplay this impediment all the time, but in times of duress or when dealing with outsiders, you should attempt to simulate it.

Stubborn: (1-3) (Cbk Salubri)
There is conviction of spirit, there is unshakable will, and there is just plain ornery. You fall into the last category. When your mind is made up, or when you are set on doing something, nothing can divert you. For one point, you're set in your ways, but a convincing argument will turn you around. For two points, you're a regular mule, and nothing's likely to change you're opinion short of a catastrophe. For three points, you'll not only defend your conviction to Hell's door, you'll kick it in and argue with the Devil. This Flaw is most taken by Salubri warriors.

Superstitious (2) (Cbk Gangrel)
The character has misconceptions about what he is. In the absence of a sire, he becomes what he believes himself to be. "Hollywood-itis," the belief that one has the powers and limitations of one of the several movie vampires.

Terrible with Names [1 point Flaw]

Try as you might, you almost always forget people’s names, especially when meeting large groups for the first time. You (OOC) may not write down the names of any people you meet during the game unless your character (as opposed to you, the player) has paper and a writing utensil handy. You also have problems remembering whether you’ve been someplace before, and with recognizing faces. Make an Intelligence roll to recall such information.

Territorial: (2pt) (VPG)
You are extremely territorial. You do not like to leave your territory, nor do you like to have strangers enter it. In fact, you get nervous and disoriented while outside your territory. And you may frenzy when strangers enter your territory unless they have your permission.

Too Curious(3pt Flaw)

You're too inquisitive for your own good; even most cats have more of a sense of self-preservation that you do. When a mystery presents itself, you'll go all the way to hell (literally!) to puzzle it out. It's hard to put a finger on why you feel compelled to search out facts, but it often gets you in trouble.
In game terms, this Flaw forces you to make a Willpower roll whenever some question is left unresolved. This question could be anything from an overheard conversation to a lost artefact. If you fail the roll, you'll go out of your way---really out of your way---to uncover the answer. The difficulty for the roll depends on the amount of work it looks like you will have to do. The simpler the question appears, the higher the Willpower difficulty will be. Note the emphasis on "looks like"; many complicated problems arise from something that seemed simple at the time.

Tragic [3 point Flaw]

You have trouble seeing a future version of yourself, so therefore there must not be one. As a result, you are more than willing to throw yourself straight into the depths of hell blindly and without thought of the consequence. You receive a bonus equal to your willpower rating on the initial die pool of a conflict that will more than likely kill you. If the encounter is a standard combat, then the bonus applies to the first roll after initiative. If you perform an action prior to actual initiative (a surprise action) then the bonus applies to that action. Any other uses of this Flaw are at the discretion of the Storyteller.  This flaw may not be taken with Daredevil.

Twitch (1) (GC)
You have some sort of repetitive motion that you make in times of stress, and it's a dead giveaway as to your identity. Examples include a nervous cough, constantly wringing your hands, cracking your knuckles and so on. It costs one Willpower point to refrain from engaging in your twitch.

Uneducated: (VPG)
As Inept, above, but dealing with Knowledge Abilities.

Unskilled: (5pt) (VPG)
As Inept, above, but dealing with Skill Abilities.

Vengeful: (2pt) (VPG)
You have a score to settle. This score may be from either your mortal or vampiric days. Either way, you are obsessed with wreaking vengeance on an individual (or perhaps an entire group), and make revenge your first priority in all situations.

Vulgar (1 pt flaw)

There are a great many things that are Faux Paux in social situations and you tend to do them all! You belch, flatulate, make rude comments loudly, and use Vulgar Argot in the highest of Social situations. Raise target numbers by 2 regarding scenes that require couth, or to just keep your mouth shut. You may spend a point of Willpower to overcome this flaw for one scene.

Ward: (3pt) (VPG)
You are devoted to the protection of a mortal. This character may be a friend or relative from your pre-Embrace days, or simply a mortal you admire and consider important. Wards have a way of getting caught up in the action of stories, and are frequent targets of a character's enemies.

Weak-Willed: (2pt) (VPG)
You are highly susceptible to Dominate and intimidation by others.

Withered Leg (3) (Cbk Nos Rev)
For whatever reason, one of your legs does not work as well as the other. You move at half normal speed.


Acute Hearing: (1 pt) (VPG)
You have exceptionally sharp hearing, even for a vampire.

Acute Sense (1pt)(VtM 3rd)
One of your senses in exceptionally sharp. -2 diff to one Sense

Acute Sense of Smell: (1 pt)
You have an exceptionally keen sense of smell. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman olfactory acuity.

Acute Sense of Taste: (1 pt) (VPG)
You have an exceptionally keen sense of taste. To spot the taint of poison in blood or another substance are You are able to make precise distinctions in taste. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman taste acuity.

Acute Vision: (1 pt) (VPG)
You have exceptionally keen eyesight. Combined with Heightened Senses (Level One Auspex), this Merit can provide superhuman visual acuity.

Ambidextrous: (1 pt) (VPG)
You have a high degree of off-hand dexterity and can perform tasks with the 'wrong' hand. Can use both hands at the same time.

Bargain Hound [1 point Merit]

You have a knack for getting things cheaply. Sometimes you get the goods you need wholesale, sometimes you get them you get them through less than standard channels, sometimes you just hunt around until you find a bargain. However you go about it, the Resource roll related to the purchase gains an additional die.

Church Ties: (3pt) (VPG)
You have influence and contacts in some local churches, and have the means to create protest rallies and raise money. The more you use your ties, of course, the greater your risk of being found out.

Code of Honor [2 point Merit]

You have a particularly strong moral code, which you must specify during character creation (“No Women, No Children”). Any attempt to force or persuade you to take an action that breaks this code is made against a +3 difficulty.

Coldly Logical (1) (GC)
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

Computer Aptitude (2pt): (GC)
You have a natural affinity with computers.

Common Sense: (1 pt 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.

Concentration: (1pt) (VPG)
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.

Corporation CEO: (5pt) (VPG)
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.

Corporate Ties: (3pt) (VPG)
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.

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 talen grants you an innate insight into social graces in unfamiliar settings. With very little effort, you could go from Soho pub to dinner with the Queen. Wherever you are, whoever you're with, you make a good impression.
Unlike the Culture Knowledge, 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 your from embarrassing yourself. In game terms, this Merit offsets any penalties your character would normally have in social situtations or culture clashes. Under some circumstances, it can reduce difficulties in encounters where "doing the right thing" makes an unusually good impression. It cannot be used to offset bad reactions based on magical interference of 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 vitaly important.

Devotion [2 point Merit]

You have a particular devotion to a cause, ideal, code of honor, organization or even an individual. Attempts to sway you from the object of your devotion are at +3 difficulty. However, you must remain true to your devotion in order to retain this benefit. If you deliberately and knowingly betray the object of you devotion, you lose the inner strength it gives you until you make amends.

Dual Nature: (2 pt Merit)

You have two distinct Natures, 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' Natures as the player desires.

Eidetic Memory: (2pt) (VPG)
You can remember things seen and heard with perfect detail.

Good Taste [1 point Merit]

You have a knack for choosing the right food from the menu, telling the right anecdotes and giving the right presents. You’ve seen the right films for discussion on cultured company. Your taste makes forging social contacts among similar folk much easier, whatever your origins. Gain two dice on any Social roll intended to gain acceptance or to impress in a like-minded gathering.

Gossip [1 point 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? Gain two dice of any Interrogation roll made in a social situation, without bullying or intimidation.

Healthy Skepticism [1 point Merit]

You’re 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 allows you to gain two additional dice on all rolls when attempting to see through a lie. It should be roleplayed as much as possible.

Higher Purpose: (1 pt) (VPG)
You have a goal that drives and directs you in every thing. 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 forced to behave in ways contrary to the need of personal survival, it can also grant you great personal strength. You need to decide what your higher purpose is.

Jack-Of-All-Trades: (5 pt)
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.

Judicial Ties: (2pt)
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. Though it is difficult 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.Light Sleeper: (2pt) (VPG)
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation.

Lightning Calculator : (1pt) (VPG)
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.

Media Junky [1 point Merit]

TV, radio, newspapers, magazines, films -- you love them all and can’t get enough. You’re a voracious consumer of pop culture and are always up on the latest movies, music or current affairs. Gain two dice on any Social or Investigation roll that involves pop culture.

Media Ties: (2pt) (VPG)
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.

Natural Born Driver (2 pt merit)

You were born to drive – anything! Nearly any mode of ground or water transportation is yours to command. This includes anything from mopeds to aircraft carriers, though you’ll need at least a few moments to examine the controls and gather yourself before turning the key. All difficulties due to the operation or repair of any ground or water vehicle are reduced by one.

Natural Linguist: (2pt) (VPG)
You have a flair for languages.

Optimistic [4 point Merit]

You retain a basically positive outlook on life. Even when things go wrong, you face each day with the hope that things will get better. Regain two Willpower points when you wake up each morning rather than the usual one.

Patient [1 point Merit]

You don’t lose your temper easily and you have an unusual degree of persistence. You gain one die to all rolls that involve remaining calm (or at least appearing to do so). Additionally, you may add one die to every roll after the first one on extended actions.

Police Ties: (3pt) (VPG)
You have both influence over and contacts in the local police department. You can, with a single phone call, cause an 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 toward yourself. Your influence is not solid (that can be achieved only through game play), and can let you down at times.

Political Ties: (3pt) (VPG)
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.

Self-Confident: (5pt) (VPG)
Always you to spend a pt of willpower to gain automatic success, the self-confidence may allow you to gain the benefit of that expenditure without actually losing the willpower pt.

Speed Reading [2 point Merit]

You can read text at four times the normal rate with no loss of comprehension. While reading, make an Intelligence roll. Each success increases the speed multiplier by one, so two successes allow you to read at six times the normal rate.

True Love: (1pt) (VPG)
You have discovered, but may have lost (at least temporarily) a true love. Nonetheless, this love provides joy in a torrid existence usually devoid of such enlightened emotions. Whenever you are suffering, in danger or dejected, the thought of your true love is enough to give you the strength to persevere. However, your true love may also be a hindrance, and require aid (or even rescue) from time to time. Be forewarned: this is a most exacting Merit.

Underworld Ties: (3pt) (VPG)
You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to large numbers 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.

Unflappable [3 point Merit]

You are a naturally placid person and most things in stride. You were almost hit car? That was close. Your wife has left you? well. Although you have emotions as others you don’t let them affect you to the same degree. You gain two extra dice on Willpower roll that involves staying calm or overreacting to mundane experiences.

Warrens: (3) (Cbk Salubri)
It doesn't matter that they are hunting you. You have places to go to ground. Whether your knowledge covers the catacombs, Roman ruins, dockside complexes, or anywhere else you can imagine, you know a place or two where you can hole up and hide, safe and sound--at least for a while.

Way with Words [1 point 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 Charisma roll where communication is the key.

Well Travelled (3p/5p)

The character has travelled broadly and has acquaintances in many remote locations that might act as contacts for him. The 3 point merit means the character has travelled across one continent (which should be noted), while the 5 point version means the character has visited the entire world. Whenever he travels to a remote or foreign location, he may roll charisma to "remember" one of these acquaintances. With any success, he locates an individual who serves as a contact. The acquaintance may only be utilised in this manner once, though he may be "remembered" again in subsequent visits with another successful charisma roll. The character may only attempt to "remember" one contact in any given location in any single adventure or game session (Storyteller discretion). If the roll results in a Critical Failure, the hero's familiarity with the location backfires and he suffers a -1 penalty to all social skill checks until he leaves the area (similar to the Infamy flaw). Obviously he did something embarrassing last time he visited.