Social Merits

Others of your breed (humans if you’re homid, wolves if you’re lupus; metis should pick either humans or wolves, not Garou) find you especially attractive. Your rolls to attract, persuade, charm, or seduce those individuals is at –2 difficulty. This effect does not apply to threatening or intimidating actions.

### Arcane

**1 to 5 pt. Merit**

Some vampires have a strange ability to slip from no-tice, which manifests as an aura of forgetfulness. Those trying to remember the vampire experience a sensation of jamais-vu.

The ability may be deliberately developed, or the Kindred could simply be too ordinary to pay attention to. Though not similar to Obfuscate, Arcane doesn’t help in combat situations — the vampire can’t literally vanish. However, someone searching for them may well fail, as no one remembers the vampire or can give a reliable description.

Each point taken subtracts one die from any dice pools used to actively locate the vampire or recall her from memory.

Those with this Merit can choose to “turn off” Arcane if they wish. As a passive trait, it doesn’t help on Stealth rolls or other overt attempts to hide.

If you have any dots in Status or Fame, Arcane ceases to function while you possess them.

### Aura of Command

**3pt. Merit**

Whether you are good at barking orders or simply have a commanding tone, people tend to do what you tell them to do. You are not so much a natural leader as a born commander. When using the Leadership skill to get others to obey you, the difficulty is reduced by two.

### Bigger Boys Came

**2pt. Merit**

When someone uses their contacts to their advantage, you can try to use yours to overrule them. You might get an editor to quash a reporter’s story, or get a gang boss to stop his thugs taking down a rival. To do this you must make a roll using Manipulation + Contacts (difficulty 8). If you can get more successes than the Contacts rating of your opponent, their contacts fail to come through for them.

### Boon

**1-6pt. Merit**

Someone owes you a favor. The vampire in your debt might be the lowliest neonate in the city or might be the Prince herself; it all depends on how many points the Merit costs. You only have that single favor owed you (unless you take the Merit multiple times), so using it properly is of paramount importance.

Depending on status and other factors, the vampire who owes you a favor may well resent his debt, and might go out of his way to “settle” it early — even going so far as to create situations from which he must “rescue” you and thus clear the slate.

### Broken Bond

**4pt. Merit**

You were once blood-bound but have secretly slipped the leash, and 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 treat you as if you were. At Storyteller discretion, the experience of having been bound once may render you immune to ever being enthralled again.

Sabbat vampires cannot take this Merit.

### Bullyboy

**2pt. Merit**

You’re part of the brute squad the local Sheriff or Bishop calls on when he needs some muscle. As a result, you get in on action that others miss entirely, score points with those in power, and occasionally get a chance to act outside of the law.

How far outside the law you can go depends on circumstance and how much the vampire you report to likes you.

### Camp Goodwill

**1 pt. Merit**

You have earned the attention and favor of a particular Garou tribal camp (see pg. 491). Perhaps you’ve done them a favor, or maybe they’re trying to recruit you.

Regardless, all Social rolls when interacting with that camp are made at –1 difficulty. You may not be a member of this camp when you first take this Merit, although you can become recruited into the camp during play at the Storyteller’s discretion.

You may take this Merit multiple times for different camps, and may take it for tribal camps other than your own tribe, each with the Storyteller’s approval.

### Clan Friendship

**4pt. Merit**

One particular Clan (not your own) has a special liking for you. You might have done the Clan as a whole a favor at some point, or perhaps you’re just a loud voice in support of their aims. Whatever the case, you’re at -2 difficulty on all friendly Social rolls involving members of the Clan in question.

Of course, the reaction your cozy relationship with another Clan is likely to draw from your own Clan leaders is an entirely different can of worms.

### Confidence

**2 pt. Merit**

You exude an aura of unshakable authority. Nothing seems to rattle you. Folks defer to you by default, and you expect nothing less. Even when you’re making things up off the top of your head, or lying your ass off about your true feelings or intentions, your self-confidence inspires an unusual degree of trust. Cool is your middle name, and the few people who try to get one over on you have a very hard time doing so.

When dice start falling, subtract -2 from the difficulty of all social rolls based upon impressing other characters with your capabilities. Other players, however – the Storyteller included – add +2 to the difficulty of social rolls for characters who try to shake your confidence or shatter your calm.

### Court Favorite

**1-5pt. Merit**

While the Courts of Blood are usually difficult to sway, you have become very good at shifting the balance. A mixture of experience and political empathy allow you to know just the right way to nudge the decision in your direction, or perhaps for that of your client.

Any roll made that will affect the decision in a Court of Blood is granted a bonus or penalty (whichever is in your favor) in dice equal to the level you have of this Merit.

### Dark Triad

**3 pt. Social Merit**

A charming (and chilling) blend of narcissism, Machiavellianism, and sociopathy makes you a smooth-talking rule-breaker. Many people find your Fuck Authority attitude seductive, and they follow your lead even when it’s not in their best interests to do so. To you, however, these devotees are simply toys – useful and enjoyable, of course, but ultimately expendable. Your own pleasure and convenience are the only vital things in life.

A natural Merit for cult leaders, tempters, Fallen mages, and corporate tycoons, the Dark Triad adds three dice to all of your Seduction, Manipulation, Leadership, Subterfuge, and Charisma-based rolls. The fact that your character doesn’t truly care about the people she inspires isn’t readily apparent except to people who know what to look for.

Because social consequences do not hinder your character, people find her exhilarating to be around. As a result, folks continue to follow and defend her, even when her actions should be indefensible.

Despite its obvious power, this Merit contains a significant story-based downside: Dark Triad folks are amoral bastards who act only according to their own perceived interests. Even on a malignant Path, such sociopathy becomes dangerous, especially when other people notice that individual’s behavior. Not even the Nephandi trust such a person once her tendencies become clear – after all, she might sell out the Fallen as easily as she sells out anybody else.

The Storyteller may decide that this Merit isn’t suitable for player characters, and restrict it to supporting roles. For more details about extreme self-focus, see Antisocial Personality Disorder on the Derangements.

### Dynamic Personality

**5pt. Merit**

Your natural charisma draws mortals to you like groupies to a rock star. Consequently, it is easier for you to acquire certain Backgrounds related to mortals.

**System**: In addition to any Backgrounds acquired at character creation or through roleplay, you can purchase new Backgrounds with experience points at the end of each story. The available Backgrounds are Allies, Contacts, Herd, Retainers, and each new dot costs the current rating in experience points.

### Elysium Regular

**1pt. Merit**

You spend an unusual amount of time in Elysium. You see and are seen to such an extent that all of the movers and shakers of Elysium at least know who you are. Extended time spent in Elysium also gives you extended opportunities to interact with the Harpies and other Kindred of that stature — and they’ll know your name when you approach them.

This Merit is generally taken by vampires that respect and attend Elysium on a regular basis.

### Entrepreneur

**2pt. Merit**

Making money comes naturally to you, and you know what it takes to succeed. All rolls involving acquiring money through business dealings have their difficulty reduced by 2.

### Family Support

**1 pt. Merit**

Your family knows what you are and accepts your new life wholeheartedly. Perhaps your parents are Kinfolk and have prepared themselves for the potential that you might be a full Garou. However they need not be actual Kin (of the sort purchased through the Kinfolk Background); they may not understand what you’ve become, but still believe you are “special” or “gifted.”

While you can’t assume they will risk themselves for you or your pack, you can rely on their moral support and understanding — and maybe a place to crash on occasion.

### Favor

**1 to 3 pt. Merit**

You have earned the favor of someone more powerful than yourself because of something you did in the past. Work out with your Storyteller who exactly owes you the favor — perhaps an elder of your sept, an influential member of your tribe, or even a powerful pack of Garou.

A 1-point Merit indicates that you provided a minor service; a 2-point Merit means that you have done something significant for them; a 3-point Merit probably means that you saved their life (or the life of someone important to them).

You can ask for (and expect to receive) a similar level of favor in return. You can only call in this favor once; after that, your previous service holds no particular sway.

While it stands, however, other Garou may know that someone important is indebted to you and react to you accordingly.

### 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 -1 difficulty on all rolls relating to vampiric knowledge.

### 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 hometown. 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 any rolls involving the subterranean world (sneaking from place to place underground, finding routes into sub-basements, and so on).

Nosferatu cannot purchase this Merit.

### 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’s kept you from being killed. No one considers you worth their time to deal with, and that low opinion keeps you safe.

If you start acting in a way that demonstrates that you are no longer harmless, others’ reactions to you will likely change as a result.

### Heart of Needles

**3pt. Merit**

Your natural abilities with illusions have rendered you particularly jaded and unimpressible. How can anything be as perfect as your own imagination? Because of this, your heart is harder than most, and you have a significant resistance to emotion control.

All powers and Social challenges that attempt to manipulate you emotionally are made at a +2 difficulty.

### Hideaway /Safehouse

**2, 4 or 6 pt. Merit**

When you need time to yourself, there’s a place you can go to that no one knows about except you. It’s small, yeah, and remote enough that your friends and enemies can’t find you there. Chances are, it’s a secret apartment or condo, a distant cottage, a mobile home, or a literal cave or grove or

camping spot where you go to escape the stress of your usual life. It could even be a pocket Realm, accessible only to you and whomever you choose to share it with, should you be foolish enough to trust anyone else with this secret hideaway. Unless you give its location away, however, or wind up getting tracked to it by a dedicated stalker, this little getaway is your personal escape hatch. Use it wisely, and be careful when you come and go!

Unlike the Merit: Property, or the Backgrounds: Chantry, Node, and Sanctum, this discrete hidey-hole isn’t expan­sive, elaborate, or innately magickal. That said, it’s hidden from most forms of casual detection. You could combine this Merit with Property, Node or Sanctum, although those Traits would need to be purchased in addition to your Hideaway, and their existence must remain secret from other characters. Chantries are social by default, and so cannot also become a Hideaway. This place is stocked up with whatever you would need for a roughly two-week stay, and may, of course, be stocked up for longer periods if you bring in additional supplies. Although you might be traced to your hideaway with magick or other tracking methods, your little retreat is not linked to you by any searchable official channels: bills, lease, mail, Internet services, etc.

Once per story – if events occur which could lead other people to your hideaway, if you do something that could reveal its location, or if someone dedicates time and effort

trying to track you down – the Storyteller may roll two dice against difficulty 6. (Yes, this roll is done in secret, so you won’t know the results.) If that roll gets at least one success, then your secret remains hidden; one failure means that someone has gotten a clue but not your exact whereabouts; four successive failures reveal the location of your hideaway, and a botch on that roll exposes its location immediately. So long as you continue to cover your tracks, however, this place remains yours and yours alone.

For four points, this Merit could also be purchased un­der the name Safehouse. In this case, it’s a secured getaway that features better facilities and protections than a typical Hideaway. Its store of supplies can provide for a dozen or so people for roughly two months, and the Merit includes a small dedicated staff (in game terms, two dots in Retain­ers or four dots in Backup) to maintain that site. Unlike a Hideaway, this area can withstand a minor-league assault, and features up to three offices /work areas, reinforced walls, bulletproof glass, and a vault-like panic room. This safehouse also includes a shielded communications array (-2 to attempts to hack or trace that system), and a simple but effective alarm and security camera system (again, -2 to subversion attempts). The downside is that the Merit is not your property; it belongs to your superiors, and can be taken away from you if you fall out with the folks who foot the bill for it. Generally, a Technocrat in good standing with her superiors can get a Safehouse Merit (or, for especially good service, be awarded with one), but other mages could obtain a similar facility as well.

For six points, your refuge can be both a Safehouse and a Hideaway; in this case, the property belongs entirely to you. Enjoy your Batcave, Mr. Wayne!

### Keys to the Library

**1-5pt. Merit**

You have one of the most sought after positions in the chantry: a librarian. It is one of your duties to catalogue and maintain the magical lore kept in your chantry. This means you have complete access to it, and get to decide who can see it and who can’t. A vast array of rituals and Thaumaturgical knowledge resides here, making it simple to learn many of the secrets of magic. No matter how restrictive your chantry, you have complete access to the library for research.

The cost of this merit is the same as the chantry’s Library rating.

### Lawman’s Friend

**2pt. Merit**

For whatever reason (maybe your winning smile or perhaps just your superb groveling technique), the local Sheriff or Bishop in charge of discipline likes you.

He’s inclined to overlook your minor trespasses and let you in on things you’re not supposed to know about. He even gives you warnings about occasional crackdowns and times when the higher-ups aren’t feeling generous. Of course, abusing this connection might well turn a friendly vampire into an enemy — and the change might not be apparent until it’s too late.

### Local Hero

**3 pt. Merit**

You’ve done great things for your community, and people love you for it. You might have cleaned out the resident drug dealers, defied slumlords, established a halfway house or a center of worship – whatever it was that you did for the Masses, you get free food, “friends of the house” discounts, places to crash (possibly with happy bedmates!), and other offerings of thanks from the people you have helped.

Also known as Folk Hero, this Merit reflects your pop­ularity among the local Sleepers. You reduce the difficulty of your social rolls by -2 when you’re dealing with the people of your community, and receive constant aid and respect from those people whenever you need them. The catch, of course, is that you must live up to your heroic reputation; turn your back on these grateful souls, or take their goodwill for granted, and you’ll be “yesterday’s hero” in no time.

### Loyalty

**1 pt. Merit**

You’re especially devoted to a certain cause, group, creed or person. When someone tries to turn you against the object of your loyalty, you receive a two-die bonus to your dice pool when resisting that attempt with your Willpower. If the assault uses your Willpower Trait as the difficulty for the attack, then your attacker adds +2 to her difficulty while striving to under­mine your loyalty.

Naturally, you must define the source and reasons for your devotion when you select this Merit. Such loyalty will influence many of your roleplaying choices too – your friends, enemies, priorities, magickal focus, and other things besides. For extra fun (ha ha), you can complement this Merit with the Flaw: Conflicting Loyalties.

### Master of Red Tape

**4 pt. Merit**

A savant of bureaucracy, you slash your way through official obstructionism. When red tape unspools across your path, you know who to talk to, which forms to fill out, and where the loopholes are. A few calls to the right people, and official obstacles disappear as if by magic(k). After all, it’s not what you ask for but who you ask, and how.

When faced with the near-inevitable morass of bureaucra­cy, subtract -2 from all difficulties that involve dealing with the system.

To use this Merit, you need to decide what you want to accomplish and how you want to go about doing that. Your character makes the requisite calls to the requisite people, and the dice determine the rest. Backgrounds like Alternate Identity, Backup, Certification, Contacts, Influence, Rank, Requisitions, Retainers, Secret Weapons, and Spies often involve bureaucra­cies, and Allies, Chantry, Resources, and other Backgrounds might feature red tape if the Background in question comes from a larger organization.

Although it’s most helpful for members of the Technocratic Union, any modern mage can find this Merit useful. Hermetic Chantries are infamous for byzantine bureau­cracy, and the courts of classical China pretty much invented such things, making this an appropriate Merit for Wu Lung and certain monastic Akashayana.

### Mole

**3pt. Merit**

You have an informer buried in one of your Sect’s enemy organizations who funnels you all sorts of information as to what her peers are up to. What you do with the information is up to you, but abusing the knowledge might be a good way to get your informer killed. The other side has spies too….

### 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.

### Notable Heritage

**2 pt. Merit**

Your direct family line is particularly renowned, either in Garou society or in the human world. You must choose (with your Storyteller’s approval) which world your heritage relates to, and detail your family line accordingly.

You are at –1 difficulty to all Social rolls when working in the appropriate society (with Garou and Kinfolk who are aware of werewolf society, or when dealing with humans who are aware of your heritage). You are expected to live up to your lineage’s reputation.

If you fail to do so, you may find the Merit dwindling over time as stories of your own failings begin to outweigh the high regard your family receives.

This Merit may not be taken by Bone Gnawers.

### Noted Messenger

**3 pt. Merit**

Legends and Elders have used your services to deliver their important words. You may have even been called upon to carry messages of peace (or war) between the Nation and outside forces. Because of your reputation as a reliable messenger, you can pass through other Garou territories without your presence causing offense, and you may be allowed into any sept (or other locale where your reputation is respected, such as spirit courts or Fera holdings) unchallenged, as long as you carry a message for someone residing there.

However, you are expected to behave in accordance with your reputation; if you take offensive actions, act indiscreetly, or speak rudely while in the line of duty, it may affect how you are treated (and may cause the Storyteller to deem that you lose this Merit).

### Old Pal

**2pt. Merit**

An acquaintance from your breathing days was Embraced at the same time you were. 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 nights — and days.

The Storyteller should play the Old Pal as a very loyal Ally.

### Open Road

**2pt. Merit**

Unlike many Kindred, you like to travel. You have a solid knowledge of safe travel routes and methodologies, not to mention haven space available in any number of destinations. Unless someone out there knows your exact route and is specifically looking for you, you can move between cities unimpeded by random encounters with Lupines, overzealous state troopers, and the like.

### Outside Haven

**2pt. Merit**

You maintain your own private haven outside the chantry and Tremere control. Most Tremere are expected to rest in the chantry, where the Clan can keep an eye on them. However, you have been trusted with a little more privacy.

This might be because you have already proved your loyalty, or perhaps because they are testing it.

### Quartermaster

**3pt. Merit**

You are one of the Kindred responsible for maintaining and organizing the chantry’s mundane supplies. You may take anything from the chantry’s stores as defined by the chantry’s Stores rating. While you will have to return or replace anything you borrow, you have access the whole range of equipment appropriate to the size of the chantry.

This might range from assault weapons and explosives to advanced medical and scientific equipment.

### Paragon

**7pt. Merit**

Others find you particularly compelling. Select one Background from the following group: Allies, Contacts, Domain, Fame, Herd, Influence, Mentor, Resources, Retainers, or Status. You receive one free dot in that Background, and your maximum Trait score in that Background may exceed normal Generational limits by one.

### Perfect Liar

**2 pt. Merit**

Oh gods, you’re good at lying! Falsehoods slide from your tongue like water off a vine leaf, and even the folks who know you well tend to be taken in when you start talking. You also lack the usual “tells” that betray a liar: your vital signs remain stable, your eyes don’t twitch, and your voice never falters. Unless someone is outright reading your mind (as in, using Mind-Sphere magick or some other paranormal power), you still often appear to be telling the truth; even then, the mind-reader might assume that you at least believe you’re telling the truth!

Story-wise, people usually believe what you say when you’re lying about small, casual things that are not immediately, obvi­ously false. With regards to the dice, reduce the difficulty by -2 when you’re trying to lie about something important. Again, this Merit will not alter auras or change the thoughts in your head, although those folks who can’t actively monitor your soul will be inclined to give you the benefit of the doubt. (Suckers…)

### Personal Masquerade

**3pt. Merit**

Thorough charm, manipulation, or just plain luck, you have managed to convince other vampires that you are a member of one of the Clans. Any social interactions with vampires ignorant of your true nature ignore your usual penalty for being Caitiff.

However, you must constantly be vigilant of your ruse. Should anyone come to realize you have been playing them for fools, their vengeance will be swift. The higher you climb in Kindred politics, the more likely this becomes. The Clan Weakness Flaw can actually prove to be a boon in supporting your Masquerade.

Others, however, must be that much more careful.

### Pitiable

**1 pt. Merit**

Something about you makes others look at you as if you are deserving of their pity. Perhaps they see you as still a cub, despite your age or experience. You gain one die on Social rolls when actively playing up your pitiable nature. Wheedling someone into helping you would be appropriate; intimidating them into submission would not.

Final word rests with the Storyteller in regards to when this Merit’s benefit may be used.

### Prestige

**2 pt. Merit**

Also known as Reputation, this Merit reveals you as an honored personage within your Tradition, Convention, Craft, or another sort of sect. Among your peers, you add three extra dice to all social rolls used to influence folks within that group. Story-wise, allies of your group will tend to like you, and rivals or enemies will tend to… not.

When you first select this Merit, decide upon the source of this prestige. Perhaps you earned it through deeds before the chronicle began, or won the Merit in place of experience points. It might represent an honored lineage to which you belong, or reflect a glorious mentor whose rep rubs off on you. Either way, folks expect great things of you, and usually defer to you so long as you live up to the reputation you currently enjoy.

### Prestigious Mentor

**1 pt. Merit**

Your Mentor (as in the Background Trait of that name) has a reputation that benefits you as well. When you’re mak­ing social rolls to invoke your influential teacher, reduce the difficulty by -2. Of course, some folks will be somewhat less than impressed; for rolls that involve rivals or enemies of your mentor, add +2 to the difficulty unless that mentor scares the shit out of them… in which case, you had damned well better be able to live up to the fear his name invokes!

### Prestigious Sire

**1pt. Merit**

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.

### Bishop Friendship

**4pt. Merit**

The ruling vampires of the city value you and your opinions. You are called in to consult on decisions, and your recommendations carry great weight. Your position may not be an official one, but it’s powerful nonetheless.

### Property

**2 to 5 pt. Merit**

You’ve got a decent-sized piece of property that, while non-magickal, is certainly useful: a manor house, a farm, a nightclub, bookstore, restaurant, grove, and so forth. The larger and more prosperous the property, the more points this Merit costs. Elsewhere known as the Merits: Nightclub and Mansion, this Merit demands a minimum rating in the Background: Resources, as noted below.

**2 points:** A relatively small property of roughly 3000 square feet /900 meters, with perhaps – if it’s a business – a trickle of income that slightly exceeds its expenses. Examples: a nice house, a comic store, a coffee shop, a penthouse apartment, etc. Minimum Resources: 3

**3 points:** A rather sweet place with dedicated servants /staffers, all necessary facilities (sewer, trash, Internet connection, etc.), and – if it’s a business – an income that contributes to your Resources Background. A nightclub, a mansion, a small farm, a radio station, a large store, and so forth. Minimum Resources: 4

**4 points**: A substantial location, staffed with skilled (though mundane) employees and connected to an acre or two of associated land. Examples: A small office build­ing, a family manor, an arena, a school, a medium-sized farm, a vineyard, a small laboratory, a library, and the like. At this level, it could also represent several smaller, two-point Properties as well. Minimum Resources: 5

**5 points**: An impressive holding that features an exten­sive staff and a fair amount of property. Examples: An office complex, a stadium, a college, a major laboratory, a shopping center, an archive, and so forth. This level could reflect a number of two-point or three-point Properties, too. Minimum Resources: 6

Although this Merit, by itself, is in no way magickal or hyper­tech-equipped, your Property could provide the base of operations for the Backgrounds: Allies, Backup, Chantry, Cult, Library, Node, Resources, Retainers, Sanctum, and even Spies. (Baris­tas overhear a lot of crazy stuff…) Unless you’ve got a dedicated manager for the Property, it also demands a certain amount of time and attention, and quickly falls into disrepair and /or bankruptcy if you leave it alone for a week or more while jaunting off on various adventures.

Property also tends to attract interest from parties both mundane and otherwise, especially if there’s an ongoing rivalry with competing businesses, family enemies, an archnemesis, and so on. Cops take a dim view of wild stuff going down on your property, and the insurance costs can be murder if (read: when) your place gets trashed by extradimensional entities, HIT Marks, or raging Ascension Warriors.

Unless they’re part of the Backgrounds: Allies, Backup, Cult, or Retainers, employees of your Property Merit do count as Sleeper witnesses with regards to magickal deeds on and around such properties.

### Protégé

**1pt. Merit**

Your sire watched you for some time before Embracing you, and spoke glowingly of you to acquaintances.

These vampires may be inclined to look favorably on you by dint of your sire’s recommendation; you are at -1 difficulty on Social rolls with all those who’ve heard good things about you.

### Regal Bearing

**1 pt. Merit**

Aristocratic charisma is your birthright. Although you might not actually hail from a noble family, your presence radi­ates dignity. Posture, features, tone of voice, aura of dominion – you’re got them all.

People defer to you as a reflex; subtract -2 from the difficulty of your Social-Trait rolls whenever you’re trying to make an impression, and while certain folks will want to take you down a few pegs on general principle, most people are inclined to respect you even if they don’t necessarily like you.

### Rep

**1pt. Merit**

Your fame has exceeded the bounds of your Sect. Everyone knows who you are, what you’ve done and what you’re supposed to have done (which might not be the same thing). The publicity can be good or bad; what matters is that everybody knows your name.

Whether individuals outside of your immediate social circle know enough to match your face to your name is a different matter.

### Reputation

**2 pt. Merit**

Your reputation among the Garou of your sept does you credit. You may have earned this good name independently, or through the actions of your pack. When you deal with the Garou of your sept, you gain three extra dice to your Social dice pools. Reputation should not be confused with Renown; you may have a good “name” with your sept while possessing relatively little Renown.

You may not take the Flaw: Notoriety.

### Research Grant

**2 pt. Merit**

You’ve been given a prestigious grant from a foundation, an academy, a corporation, or some other moneyed institution. This stipend frees you from the burdens of a regular job, and although it’s probably not a large amount of money, it’ll keep you in rent and ramen for a while… so long as you don’t piss off your sponsors.

This grant also includes a certain degree of privileged access to archives and facilities that are connected to your field of endeavor. And yeah – it’s got some strings, too. You need to report your findings on a regular basis, suck up to the necessary authorities, and behave in a manner that reflects well upon your sponsors. In many cases (especially for corporate endowments), said sucking up includes reporting what your sponsors want to hear, not necessarily what your research actually reveals. Failure to please your supporters tends to result in the loss of said endowment. Isn’t research wonderful?

### Rising Star

**3pt. Merit**

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.

### Sabbat Survivor

**1pt. Merit**

You’ve lived through at least one Sabbat attack 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 is generally taken by groups in conflict with the Sabbat, and comes into play most frequently as a means of avoiding ambushes.

### Sanctity

**2 pt. Merit**

Although you might not actually be innocent, you project an impression of purity. People trust you even if you’re not trustworthy, and they’re inclined to think of you as some sort of paragon. Naturally, this can be an almighty pain in the ass too.

When you get in trouble, though (and you will), the authorities will almost certainly go easy on you, friends will aid you, and even strangers may come to your defense because you couldn’t possibly be guilty of what you’re accused of doing!

At the Storyteller’s discretion, you tend to receive lesser punishments for wrongdoing, and you are liked by most.

### Scholar of Enemies

**2pt. Merit**

You have taken the time to learn about and specialize in one particular enemy of your Sect. 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 non-combat 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 your Sect.

### Secret Code Language

**2 pt. Merit**

Language itself is a series of codes; folks who’ve been initiated into it (that is, folks who’ve learned the language) are considered members of the society in question. Some languages, however, are more exclusive and secretive than others. This Merit reflects your knowledge of a particular code known to only the “right people.”

Mages are secretive by nature, and so mage society is full of secret codes. Even Sleepers, though, have their own initiatory languages: military jargon, the Language of Flowers, various hand-signals, ciphers, and passwords employed by people who need to communicate with each other in ways no one outside their group can understand… except, perhaps, for those who’ve learned those codes through some “unauthorized” source.

As with the Merit: Language, this Merit confers knowledge of a particular communication mode, which might not be in any way verbal. It could involve hand-signals, body postures, artwork, flags, symbolism, numbers, and so on. To uninitiated observers, that language appears to be gibberish (a word, incidentally, that refers to the coded writings of the alchemist Abu Musa Jabir ibn Hayyan); in many cases, a coded method of communication appears completely mundane unless you know what to look for, as with the encrypted artwork in The DaVinci Code.

One vital caveat: A character must have a very good in-game reason for knowing the things she knows. Learning a Secret Code Language requires some story-based foundation for that knowledge: elite military training, mind-reading, time among the group in question, etc. Fortunately, code languages tend to be utilitarian, revealing essential things in a general manner. (“I’m hungry,” “Kill him,” “This area’s forbidden,” etc.) Even so, codes may have subtleties that aren’t readily apparent; a single gesture or stressed syllable might mark the difference between Knock him out and move on quickly and Torture him to his least breath, no matter how long it takes.

### Secret Society Member

**1pt. Merit**

You have found and joined one of the many secret societies in Clan Tremere. Your character must be suitable to join, such as having Necromancy to join the Covenant. You might pick one of the societies listed here or create one of your own. In most cases, your society membership should be kept secret, but your allegiance to it is not considered a crime.

While your society expects you to uphold its tenets and agenda, they can also be counted upon to back you up and help you increase your power within the pyramid.

### Secret Stash

**2-5pt. Merit**

You have several resources, sleeper agents, or followers hidden away for a rainy day. For each level of this Merit you have one unassigned background point “sitting in storage” (2 gives you one point, 3 gives you two points, and so on). At any time, you may spend as many of them as you like to increase your level in Allies, Contacts, Herd, Influence, Mentor, Resources, or Retainers.

Once spent, the points remain assigned permanently, but until then they cannot be affected by anything. This allows the vampire to create a new resource in an instant, without requiring the expenditure of experience points or awaiting a downtime. The vampire is not really gaining new levels, but revealing levels he has had all along.

### Sectarian Ally

**1pt. Merit**

You have a close friend in one of the Kindred sects. Perhaps you are a warrior who is in touch with one of the antitribu, a vizier who shares common business interests with some Camarilla Ventrue, or a sorcerer who corresponds with one of the rare blood magicians of the Anarch Movement. Your ally can help you navigate the currents of their sect, but they might want something in exchange from time to time.

### Simply Waiting

**4pt. Merit**

The Baali knows their place within the order of the universe, and where they stand against other vampires or those of their own bloodline. They also know the end of the world is coming, sooner rather than later. They appear apathetic to the world around them, but in truth, they are simply resigned to their fate and remain unmoved if others try to get them to stray from their path.

All Social rolls against them are increased by +2 difficulty, as the Baali knows the true end of it all.

### Socially Networked

**2 pt. Merit**

Well-Connected on the Internet (as in the Virtual Adept Merit of that name), you enjoy a high online profile – a web­site, at least one blog, more Twitter followers and Facebook friends than you could possibly meet in Meatspace, and so on. When you post, folks read, share, and take it seriously. While this might or might not translate into folks you know in the Digital Web (and really – would you want it to?), you command global influence via the World Wide Web. As a result, you’ve got the sort of influence and resources that most folks cannot imagine: crowdfunding backers, instant information, places to crash all over the world if and when you want them… the details depend upon the sort of presence you maintain and the people you attract, but they go beyond anything you could accomplish without the Internet.

Of course, you could fuck things up on a grand scale if you’re not careful – such attention can backfire on you if you post the wrong thing at the wrong time – and certain haters despise you on general principle. Considering that the Internet is a prime front in twenty-first century reality wars, though, this sort of network can provide a major edge for your side.

### Subculture Insider

**2 pt. Merit**

You’re innately familiar with a social environment that most folks never visit, much less understand. They know you there, and so even when you haven’t met a given person (human or otherwise) in that environment, they consider you to be an insider.

Thanks to your familiarity, you can navigate certain elements of the physical environment there too – the security apparatuses, the “secret handshakes,” the hidden corners that an insider would know about and an outsider would never think to look for, and other obstacles that a subculture puts into place to make certain that only the “right” people can get around.

When moving through your subculture of choice, subtract -2 from the difficulties of rolls that grant social or physical access to that subculture’s established turf.

The subculture in question can be any kind of exclusive social environment that also includes the physical surroundings employed by that particular group: country clubs, drug cartels, the international mercenary network, the global espionage un­derworld, high-level finance executives, the fetish community, homeless transient communities, clannish rural communities, hip-hop networks, the jet set, rave festival culture, fantasy fans, the touring road-dog musical community, world financial leaders, “gypsy” Travelers, and so on. Although it can include mages and other Night-Folk, the community must be essentially “mortal” in terms of the majority of insiders.

You can buy this Merit several times to reflect membership in several different communities. That insider status, however, takes time to acquire and a lot of attention to maintain. If you neglect your community, you’ll soon find those familiar doors slammed in your face.

### Supernatural Companion

**3 pt. Merit**

You have a friend or ally who happens to be a vampire, mage, wraith, changeling, or other non-werewolf supernatural creature. Although you may call upon her in time of need, she also has the right to call upon you (after all, you are friends). This relationship, however, does not have the sanction of your kind or hers, and you’ll likely face scandal — or worse — if you are found out. Meeting places and methods of communication are always risky.

The Storyteller creates and controls your companion, but does not reveal to you her full powers (or secret motivations).

### Supporter

**2 pt. 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 difficulty on Social rolls, and you give any group effort +1 to its total dice pool.

### Ties

**3 pt. Social Merit**

You’ve got friends in high places, low places, or places in between. Maybe you know folks within the local police force, the gang scene, or an organized-crime cartel. Each type of Tie – a Merit that must be purchased separately for 3 points per group – reflects a culture in which your character has connections, goodwill, and a small amount of influence.

These people are not your friends or servants (there are several Background Traits for that sort of relationship), but they might do the occasional favor for you.

In story terms, the Ties Merit grants your character certain connections. Game-wise, those connections lower the difficulty rolls in certain situations, depending upon what you’re trying to do:

Fulfill a subtle request (pulling a license number, score some goodies, get an invite to some exclusive function, etc.): -2 difficulty

Request a significant favor (plant a news story, spread a rumor, tamper with evidence, etc.): -1 difficulty Your character must have some story-based reasons for those ties – membership in the group, family legacy, favors owed to him, and so forth – and will need to maintain them.

Actions that could hurt his relationship with the group might destroy this Merit too.

The Storyteller can deny certain types of Ties to player characters and has the final say about whether or not the connections will do what the character requests.

As mentioned above, different Ties must be purchased separately; each one costs 3 points. Potential Ties include: Local Police, Local Underworld, National Police, Organized Crime Cartel, Local Media Outlet, National Media Outlet, Black Market, Drug Trade, Hollywood, Interpol, Club Scene, Paparazzi, Local Journalism, Evangelical Community, Terrorism Underground, Counterterrorism Network, International Journalism, Corporations, and so forth.

### Unobtrusive

**1 pt. Merit**

You can pass without notice in most social situations. This is less about the uncanny Background: Arcane (although it can complement that Background) than it is a matter of simply seeming unremarkable. Unless you make a fuss of some kind, folks just don’t remember you. You’re… um, that dude… or that girl… or, well, damn, I don’t even remember exactly what sort of person you are, actually. And in some lines of work or walks of life, this is a very useful talent to have.

Although it does not in any way render you invisible or untraceable, this Merit lets you blend in and slip from memory. Folks need to make a Perception roll (difficulty 6) in order to recall your features or name. On the flipside, you add +2 to the difficulty of any social rolls you need to make, because folks just don’t notice you under most circumstances.

For obvious reasons, you can’t take any socially distinctive Merits, Flaws or Backgrounds – such Traits would make you memorable – or have especially distinctive features or clothing. Granted, “distinctive” depends upon who and where you are; the proverbial gray flannel suit, for example, stands out at places like Burning Man! Under most circumstances, though, you blend in wherever you go.

### Vaishya

**1pt. Merit**

The Vaishya jati are tasked with utilizing influence, maintaining the human herds, and keeping finances. They are often seen as traders and merchants, but to the Ravnos, they are also a critical part of maintaining the Masquerade that hides vampires from mortal hunters. Once per session, you may call on of your Backgrounds as if you had an extra dot in that Background (up to the normal maximum of 5).

You do not have to purchase this Merit to be a member of the Vaishya jati, but only members of the Vaishya jati may have this Merit.