Thin-Blood Merits
These Merits may only be taken by thin-blood characters. They have no dot value. Instead, whenever you take a Thin-Blood Flaw, you must also select a Thin-Blood Merit. They do not count against the maximum number of other Merits and Flaws you may take.
During character creation, thin-blood characters must choose between one to three Thin-Blood Merits and an equal number of Thin-Blood Flaws. You may not choose additional Thin-Blood Merits and Flaws after character creation.
You may not take the same Thin-Blood Merit or Flaw twice.
Anarch Comrades: As open and accepting as the Movement is, most still do not trust the thin-bloods. With this Merit, you have developed a decent relationship with your local Anarch vampires, enough that they are willing to exchange more than just minor and trivial boons with you. You may gain and hold major boons and life boons with Anarch characters of your city. Without this Merit, other non-thin-blood Anarch vampire characters can freely refuse to grant Major Boons or Life Boons to thin-blood characters.
Camarilla Contact: At some point, you caught the eye of a Camarilla member and survived the ordeal. As long as you keep your eyes open and report in periodically, this Camarilla vampire will remain friendly – at least in private. If this Camarilla member is an NPC Vampire, your Storyteller should add the NPC to her Relationship Map. If this vampire is portrayed by another player, they are not required to reveal their tie to you, nor treat you fairly in public settings. Your Camarilla Contact will negotiate and hold minor and trivial boons on your behalf, keeping your thin-blood nature a secret. Because your boons are in the hands of another, you better keep them happy. Without this Merit, Camarilla characters can freely refuse to grant boons to thin-bloods without repercussions.
Catenating Blood: Unlike other thin-bloods, your Blood is strong enough to create Blood Bonds, create ghouls, and perform the Embrace. Any vampire you create through the embrace is also a thin-blood.
Day Drinker: You do not take damage when subjected to sunlight. Instead, whenever you are subjected to sunlight, reduce the number of health boxes you have in half (rounded up). Any wounds you possess stay the same. If this causes all your health boxes to be full of damage, you immediately fall to Torpor until you are removed from direct sunlight. You regain your normal amount of health boxes as soon as you spend five minutes away from direct sunlight (covering up with thick clothes does not count). In addition, any time you would normally be taking damage from operating in sunlight, you may not benefit from any vampiric abilities, including Disciplines and Thin-Blood Alchemy. You still suffer from Hunger and you must eventually sleep. Every day you go without sleep beyond two days costs you one Willpower.
Discipline Affinity: You have an affinity for one Discipline. You gain one dot in this Discipline for free and can learn and purchase additional dots of this Discipline through the expenditure of XP at out-of-clan costs. This Discipline is in addition to the one Discipline you gain each time you feed on blood that contains Resonance.
Lifelike: At all times, even during the day, you are biologically identical to a normal mortal. You can eat food, feel your heartbeat, etc. No mundane, nor supernatural power, effect, or ability (except taking damage from the sun), will reveal you to be anything but human.
Thin-Blood Alchemist: You have learned the craft of Thin-Blood Alchemy. Gain the first dot for free and choose one free Formula. You may then spend experience points to purchase additional dots of Alchemy and research additional Formulae.
Vampiric Resilience: Despite being a thin-blood, you are closer to a vampire than a human when it comes to your biology. Instead of taking damage as a mortal, you now take damage as if you were a true vampire.
Thin-Blood Flaws
Baby Teeth: After your embrace you never developed fangs. In order to feed directly, you must either cut your victims open or extract blood with a syringe. You may not Sip from a human. In order to benefit from a Non-Harmful drink from a mortal you must first succeed in Strength + Brawl (or Weaponry) to knock your target out, or otherwise render them unconscious.
Bestial Temper: Unlike the muted Beast of other thin-bloods, yours is as powerful as a full vampire. You must test for Terror and Rage Frenzy as if you were a full-blooded vampire.
Branded by the Camarilla: While you may not be killed on sight on Camarilla territory, your continued existence comes with a price, usually an ongoing subscription-based fee. In order to even be seen in the presence of Camarilla members, you must pay at least a trivial boon to any that ask of you. Camarilla characters who hear your name automatically know your branded nature and will be inclined to extort you, lest they call the Sheriff to have you removed from their presence. You may still take the Camarilla Contact Merit when choosing this Flaw. Storytellers may disallow the choice of this Flaw if the game is not primarily Camarilla-based.
Clan Curse: Your sire’s Blood still flows through your veins, levying their clan’s curse upon you. Pick a Clan Bane you suffer from at Bane Severity 1. If you have also chosen the Bestial Temper Flaw, you must choose either the Brujah or Gangrel Bane. If you have chosen the Catenating Blood Merit, you must choose the Tremere Bane.
Dead Flesh: Your body and your Blood are in a constant battle. Your flesh continues to die slowly despite the undead qualities of your Blood. Without a supernatural power such as Obfuscate, you are a Masquerade breach. You carry a faint stench of rot and decay, and, up close, your flesh bears a greenish tint. Any cursory medical exam will identify you as deceased, and mortals shun you immediately. You may not take Lifelike if you take this Flaw.
Mortal Frailty: The resiliency of your body is the same as a mortals. Not even Rousing the Blood can mend you. You heal as a normal mortal and may not Rouse the Blood to mend wounds. You may not take Vampiric Resilience if you take this Flaw.
Shunned by the Anarchs: It should be easy to avoid pissing off the Anarch Movement. Yet you have broken some rule or courtesy, and now they want nothing to do with you. Anarch characters who hear your name automatically know your shunned nature and will not exchange any level of boons with you. Any sort of unwanted behavior might cause the arrival of an Enforcer who will have you removed from the premises. You may not take the Anarch Comrades Merit when choosing this Flaw. Storytellers may disallow the choice of this Flaw if the game is not primarily Anarch- based.
Vitae Dependency: The supernatural properties of your Blood are unreliable. Unless you Slake at least one Hunger a week from a vampire you are unable to use Disciplines or Thin-Blood Alchemy. You regain these abilities immediately after Slaking at least one Hunger from vampire Blood.