Flaws under the "general" category may be taken by any character from any sphere. Vampires, Hunters, KotE, Mortals and Numina users may select freely from these Flaws.
A
Absent-Minded (3pt Flaw)
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. In order to remember anything more than your own name and the location of your haven, you need to make a Wits roll or, as a last resort, spend a Willpower point.
Addiction (3pt Flaw)
You suffer from an addiction to a substance, which must now be present in the blood you drink. This can be alcohol, nicotine, hard drugs or simply adrenaline. This substance always impairs you in some fashion. Addictions to inconsequential substances will not be allowed. This includes the popular "Addiction to Nicotine" for Kindred, as most of the adverse effects of Nicotine do not affect creatures that don't breathe or have blood circulation.
Addicted to Kindred Vitae (3pt Flaw)
You need the rush Vampire blood gives you when you drink it. You feel dead and listless otherwise. This is a very dangerous habit. It can only be overcome with long therapy and friends to help you quit cold turkey.
Adolescent (1pt Flaw)
You were chosen very early in your life. This age difference will cause people to react to you differently. The older Chosen may not take you seriously. ("You've got to be kidding. She's just a kid!") Increase the Difficulty of your Social rolls by 1 to 3 depending on the circumstances of your situation or the individual you are confronting.
Airhead (1pt Flaw)
You're so wrapped up in your own little world, you don't have a clue about reality! Perhaps you retreat into yourself because you're afraid or avoiding a problem, but more likely, you simply arenot using your gray cells. Maybe you fall in and out of conversations and spout non sequitors. Whatever the case, people snicker at you behind your back.
Allergic (1-3pt Flaw)
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 y your reaction. If the substance was in the blood you drank, the reaction will be very strong, though touch along is enough to disturb you. If it was in the blood, you will have five fewer dice on all your Dice Pools for 10 minutes. - if you just touched it, the penalty is reduced to two dice. Choose form the list below or make up the substance to which you are allergic: · Plastic: 1pt, · Alchohol:2pt, · Illegal Drugs: 2pt, · Metal: 3pt.
Amnesia (2pt Flaw)
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. (you can, if you wish, take up five points of other Flaws without specifying what they are, and leave it to the Storyteller to detail them. Over the course of the chronicle, you and your character will slowly discover them.
Arrogant (1pt Flaw)
Whether or not you actually think you're better than others, those around you consistently feel that you have a 'holier than thou' attitude. You may phrase things sarcastically too often, or you may really believe that you are holier than most of those you interact with. In any case, you suffer a +1 diff modifier on all social rolls made to sway others of equal or lower social stature.
Artificially Aged (2pt Flaw)
You have been fleshcrafted to look like an adult, although true maturity is still some time in your future. Although you can pass as older than you actually feel, you have difficulty dealing with complex situations. You must subtract one die from all Social Dice Pools that involve subtlety or sophistication.
B
Bad Liar (1pt Flaw)
You have tremendous trouble lying. The spontaneous excuses that you come up with are usually unbelievably elaborate or easily refuted with the bare modicum of research. While telling a prefabricated lie, you stutter, stammer, blush or generally look guilty. Increase the difficulty of any roll that involves verbal deception by two.
Bad Sight (1 or 3pt Flaw)
Your sight is defective. The difficulties of any dice rolls involving use of your eyesight are increased by two. As a one point Flaw, this condition can be corrected with glasses or contacts; as a three-point Flaw, the condition is too sever to be corrected.
Bard's Tongue (1pt Flaw)
You speak the truth, uncannily so. Things you say tend to come true. This not a facility for blessing or cursing, or an ability that can be ruled by any conscious control. However, at least once per story, an uncomfortable truth regarding any current situation will appear in your head and come out your lips. To avoid speaking prophecy, the owner of the 'gift' must expend a Willpower point and take a wound level from the strain of resisting (especially if he bites a hole in his tongue)
Beholden (1-3pt Flaw)
You owe somebody something, and some day they'll call the marker in. Exactly who you owe, and why, and how much, depends on the value of the Flaw and the Storyteller's twisted imagination. The value or this Flaw is based on how great a favor is owed - for example, if the person saved your life, that's usually a three-point Flaw. Other reasons why you might be Beholden include: someone has dirt on you; you borrowed money from them; they did you a favor; they saved the life of someone important to you; they kept you (or a loved one) from suffering some horrible fate.
Big Mouth (2pt Flaw)
You talk too much, and it gets you in trouble. You tend to blurt out painful truths at inopportune times. At least once per high-tension social scene, you must speak your mind. You can avoid the pain and embarrassment this costs by spending 1 willpower points. This Flaw is particularly dangerous for information-based psychics, who tend to blurt out other people's secrets as readily as their own.
Black and White (1pt Flaw)
The world is really a collection of shades of gray, but your character doesn't see it that way. To you, everything is as clear as black and white. You think in terms of people being either for or against you, hot or cold, good or evil, easy or impossible, stupid or genius. This closed mindset can cost you dearly in missed opportunities, misunderstandings and under-or overestimation of others. In social situations where your judgmental nature comes to bear, which are more often than you might think, you suffer a one-point penalty to difficulties of rolls. This Flaw is particularly suited to pair with things like Code of Honor and other overly focusing Merits.
Blackmailed (1pt Flaw)
You're being blackmailed by a Kindred powerful enough or smart enough to keep you from destroying her. Your blackmailer uses you to her personal advantages, forcing you to do all sorts of awful things you hate doing. She may take money from you, she may take blood or she may force you to aid her in her own schemes.
Blind (6pt Flaw)
You cannot see. Characters can compensate for the loss of vision by becoming more sensitive to other sensory imput, but visual cues and images are lost to them. Actions involving hand-eye coordination are very difficult to perform, especially under stressful conditions. Difficulties of all Dexterity-based rolls are increased by two. Oddly, vampires with Level Two Auspex (Aura Perception) are still able to use this ability, though the information is interpretably via other senses.
Bound (2pt Flaw)
You are blood bound to a vampire. Your regnant may not necessarily treat you badly, but the fact remains that your will is not entirely your own. The knowledge gnaws at you, even as you find yourself lost in devotion to your vampiric master.
Braggart (2pt Flaw)
Your favorite topic of conversation is yourself. You make every attempt to bring conversations around to your achievements and successes and you never fail to take credit for everything you even vaguely affected. You can't avoid reminding others of your deeds and exploits. Consequently, people tire of listening to you blow your own horn for more than a few minutes. You make all Social rolls at a penalty of +1 to your difficulty as a result of others' inattention and boredom with your self-aggrandizing speeches. (If you take this Flaw, you'll be expected to roleplay your sense of pride and over importance.)
C
Cannibal (4pt Flaw)
Nature or nurture has forced this diabolist to eat human meat - exclusively. Anyone twisted or desperate enough can eat a person, but the character with this Flaw cannot eat anything else. No other meat (much less grain or vegetable) will nourish him, and he'll get sick if he tries to change his diet. The flesh can be dead, decaying, or even alive, but it must be human. Needless to say, this ghoul has to remain close to human beings, yet feed discreetly enough to avoid attention. It's a hard life to live, and few cannibals manage to survive this way for very long. There are, of course, exceptions.
Club Foot (1pt Flaw)
One of your feet is gnarled and deformed. You move at only half normal speed.
Clumsy (2pt Flaw)
Are your fingers dipped in butter? It would seem so, the way things slide from your grasp! By the rules, you add two to the difficulty of any Dexterity-related roll except combat actions. When a sword's in your hands, you're steady enough - it's the times in between that have people wondering.
Color Blindness (1pt Flaw)
You can see in black ad white. Color means nothing to you, though you are sensitive to color density, which you perceive as shades of gray. This makes it impossible to use the Level Two Auspex power of Aura Perception. (Note color blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of brevity.
Compulsion (1pt Flaw)
You have a psychological compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration or just talking. A compulsion can be temporality avoided at the cost of a Willpower point, but is in effect at all other times.
Compulsive Liar (2pt Flaw)
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 hunters rely on you for other information on monsters and their habits. You might have to spend a Willpower point to force yourself to be honest, especially if it means publically revealing a previous lie.
Confused (2pt Flaw)
You are often confused, and the world seems to be a very disoriented 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). You may spend Willpower to override the effects of your confusion, but only temporarily.
Coward (1-5pt Flaw)
This is no age for cravens; nevertheless, you are one such, at least where certain things are concerned. Perhaps you've suffered some heavy torture or mishap that has left you fearful; or maybe a curse has robbed you of your courage. Then again, you could just be a lily-livered git. The Flaw is the same: In the presence of the thing you fear, you cringe, whimper, weep or flee. Only a powerful effort of will allows you to stand your ground. In game terms, the cost of the Flaw depends on the object of the terror. The base Willpower roll for standing up to a threat or "mortal terror" is 7, although certain fears get harder to face at the higher levels.
- For one point, one group of related things (cats, oak trees, priests) becomes your "mortal terror." In the presence of that terror, you shiver and quail. Nothing else bothers you overmuch. Assuming you succeed on a Willpower roll, everything will be fine, although you certainly won't want anything to do with the object of your fear.
- For two points, common threats (crowds, fires, storms) make you uneasy; if you encounter your "mortal terror" or other very dangerous circumstances (being trapped in a fire, faced with torture, etc.), you panic unless you can make a successful Willpower roll.
- For three points, everything makes you uneasy and certain things drive you wild with fear. Under calm circumstances, you can control yourself, but the presence of a "mortal terror" or a common threat (a battle, an angry nobleman, etc.) panics you unless the required roll is made.
- For four points, you're prone to fits of trembling, and avoid hazards as much as possible. To stand up to combat, danger or authority figures, you must make a Willpower roll. The presence of your "mortal terror" drives you to your knees (or out the door) unless you make a similar roll at difficulty 9.
- For five points, everything that could be even remotely dangerous makes you tremble, and any direct threat makes you want to flee. This doesn't mean you cannot function in day-to-day life, but combat, heroism and open rebellion are virtually impossible without a normal Willpower roll. Should you encounter your "mortal terror," a successful Willpower roll (difficulty 9) is the only thing that can keep you from fainting.
As you might imagine, this Flaw cannot be taken by a character with the Merit: Iron Will.
Craven Image (1pt Flaw)
No matter how highborn you are, there's something "low" about you. People tend to treat you with less respect than you deserve. While this might be good for an occasional disguise, it hampers your dealings with others more often than it helps. In story terms, your superiors chastise you, your peers mock you and your lessers disrespect you. In game terms, the difficulties of social rolls increase by two if appropriate to the situation; making requests or asking favors is daunting for you, for example.
Criminal Marks (1-5pt Flaw)
Your body bears the marks of punishment. Unlike normal scars, such marks are inflicted deliberately, and designed for maximum pain and disfigurement. They are, of course, the most common ways of dealing with lawbreakers in these days. Whippings, brandings, ear-cuttings and amputation serve the ends of justice, both by incapacitating the criminal and by making him stand out from polite society.
Bearing a criminal's scars does not make you a criminal (you may have been innocent, or injured by war and disease), but people consider you one if they can see the marks. Some scars are easy enough to hide, but others are damned near impossible to conceal. Someone branded on the forehead could cover it up with strategically placed mud or soot. A missing nose, on the other hand, is considerably harder to hide. Thus, the Flaw depends on the nature of the marks and the difficulty of concealing them.
Rating |
Example |
1 |
Concealable brand or scarring |
2 |
Small brand, severed ear or fingers |
3 |
Large, obvious brand |
4 |
Severed nose or lips |
5 |
Loss of hand or foot |
Note that some of these marks may call for other penalties as well, such as lameness or slurred speech. If you bear such disfigurement, your Appearance and Social activities will probably suffer accordingly. On the other hand, it might suit your purpose to pose as an outlaw. Of course, you lose the Flaw bonus if magick heals the marks. No mutation, no Flaw.
Criminal Past (1pt Flaw)
While you are currently an honest and decent individual, that has not always been the case. At some point in the past, you were a known and violent criminal and may have been a hunted man for your criminal activities. All Social rolls with those who know your criminal history are made at +2 diff. Those who know you are unlikely to ever give you the benefit of the doubt unless you have truly proven yourself reformed.
Criminal Record (2pt Flaw)
For whatever crime you may or may not have committed, you are remembered by City Hall. You cannot vote, jobs will be hard to come by, and people who know about your record won't trust you, no matter what happens. Erasing the record means buying off this Flaw first.
Crude (1pt Flaw)
You never learned any manners while growing up. You talk with your mouth full, burp loudly and slurp your soup. When interacting with others in any refined or formal environment, increase the difficulty of any Social rolls by two.
Curiosity (2pt Flaw)
You are naturally curious and find mysteries of any sort irresistible. In most circumstances, you find that your curiosity easily overrides your common sense. To resist the temptation, make a Wits roll (Difficulty 5) for simple things like "I wonder what is in that cabinet!" Increase the Difficulty up to 9 for things like "I'll just peek into the dragons lair – no one will know. What could possibly go wrong?"
Cursed (1-5pt Flaw)
You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed, it cannot be dispelled without extreme effort, and it can be life-threatening. Some examples follow: · If you pass on a secret that was told to you, your betrayal will later harm you in some way (1pt), · You stutter uncontrollably when you try to describe what you have seen or heard (2pt), · You are doomed to make enemies of those to whom you have become most attached (so whatever you do, don’t get too close to other characters!) (4pt), Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way. (5pt)
D
Dangerous Secret (2pt Flaw)
You are privy to some top secret information that places your life in danger. What it is and how you got it is up to the storyteller to decide. Unlike the Top Secret Access Merit, this secret does you little good and will put you in extreme danger if anyone finds out you possess it. Furthermore the source of your information is unstable or unreliable (an alcoholic co-worker, a Malkavian vampire, or someone who has recently disappeared) thus increasing the odds that you will soon be running for your life. The secret preys on your mind, giving you many a sleepless night. You will be guarded and suspicious of all but your closest family and friends – maybe even them.
Dark Fate (5pt Flaw)
You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday, your struggles, and your dreams will come to naught. Your fate is certain and there is nothing you can do about it. Even more ghastly, you have partial knowledge of this, for you occasionally have visions of your fate - and they are most disturbing. The malaise these visions inspire in you can only be overcome through the use of Willpower, and will return after each vision. At some point in the chronicle, you will indeed face your fate, but when and how is completely up to the Storyteller. Though you can’t do anything about your fate, you can still attempt to reach some goal before it occurs, or at least try to make sure that your friends are not destroyed as well. This is a difficult Flaw to roleplay; though it may seem as if it takes away all free will, we have found that ironically, it grants freedom.
Dark Secret (1pt Flaw)
You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah in the Kindred community. This can be anything from having murdered an elder to having once been a member of the Sabbat. While this secret weighs on your mind at all times, it will only surface in occasional stories. Otherwise, it will being to lose its impact.
Deaf (4pt Flaw)
You cannot hear. While you may ignore some applications of Dominate, you may not listen to electronic or vocal media, and the difficulties of many Alertness rolls are increased by three.
Deathsight (2pt Flaw)
Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals look diseased, buildings seems decrepit, and your fellow Kindred seem to be walking, moldering cadavers. You are at -2 difficulty to resist all rolls based on Appearance, but by the same token you are at +2 difficulty on all Perception-based rolls. In addition, you find social interaction difficult and are at +1 difficulty on all Social based rolls.
Deep Sleeper (1pt Flaw)
When you sleep, it is very difficult for you to awaken. Raise the difficulty by two on any such rolls, and roleplay how you never seem to be on time when you have an appointment early in the evening.
Defective Sense (1pt Flaw)
One of your character's senses is dulled or abnormally damaged in some fashion. Perhaps the character is hard of hearing, has limited taste receptors, is color-blind or is correctably nearsighted. In each case, you suffer a two-point penalty to the difficulty of all rolls involving the flawed sense. Obviously, you cannot take this Flaw in conjunction with an Acute Sense of the same type.
Deformity (3pt Flaw)
You have some kind of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically. The difficulties of all dice rolls related to physical appearance are raised by two. Your deformity will also raise the difficulty of some Dexterity rolls by two, depending on the type of deformity you possess.
Delusion (1pt Flaw)
You believe wholeheartedly in something that just isn't so. For example, you might believe that you are just a normal human (when you are, in fact, a vampire), that round rocks are extremely valuable, that you are the long-lost son of a Duke, or that your imaginary friend is actually real.
Démesuré (3pt Flaw)
Démesuré refers to sinful pride that results in extraordinary (and sometimes horrendous) costs to the possessor and those around him. The most famous example is that of Childe Roland, who refused to allow his men to retreat as the Moors slaughtered them, his pride goading him to remain so that he would not appear as a coward. A player who takes this Flaw should select one (maybe more) things that his character takes great pride in - his clothes, his horsemanship, his fighting, etc. When that pride is insulted or threatened, the player must make a Willpower roll (difficulty 9). If he fails, he pursues the salvation of his "honor" to the exclusion of all other business. This obsession can result in lost allies, plans gone completely awry, loss of loved ones or even Final Death. Each time the character achieves goals relating to his obsession, he may make a Willpower roll (difficulty 7) to see if he can let the obsession rest for the remainder of the night.
Demon Hounded (1-4pt Flaw)
A demon has taken a special interest in your soul. She appears to you occasionally, using threats, bribes and honeyed words to win you to her cause. Sometimes she just asks you to perform innocuous favors for her. Sometimes she just asks you to sell your soul. Sometimes she offers you favors or information without any apparent catch. In any case, it is not your interests she serves, but those of her diabolical masters. All of her plots are ultimately designed to ensnare you and win your soul. A minor demon (1pt Flaw) may be an annoying imp, incapable of no more than distracting you, thieving small items and pleading for your soul; its plans are unimpressive, but can be frustrating. A greater creature (4pt Flaw) is your physical equal and can concoct horrible devious plans to win your soul. In either case the Storyteller creates the character for the demon, and keeps track of its plots.
Depression (4pt 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 a point of Willpower per day as most characters do. Instead, you may gain Willpower only through actions, and even those must ardently reaffirm your goals.
Derangement (3pt Flaw)
Your character has a Derangement. Please choose one from the list of derangements located on the wiki.
Diminished Attribute (Variable)
Life isn't fair. When they were passing out brains, brawn or beauty, someone else got your character's portion - maybe several of them. What this means is that your character is remarkably lacking in the social, physical or mental department. He might be a victim of disease or brain damage, or he may just have been born on the shallow end of the gene pool. It happens.
However, you (the player) have points to spend on other stuff. Real life may not be fair, but at least game reality is. However, Storytellers should be careful with this Flaw, and make certain that the player roleplays the actual realities of being shortchanged. For each dot that you lose from your character's Attributes, you get three points back from this Flaw. This kickback isn't subject to the normal limits of seven points of Flaws, but you cannot take more than one additional Flaw without special Storyteller approval and a damn good story. Note that this arrangement is not fair in terms of freebie points, but it lets you make a character who's totally crippled in one area and still get some payback.
Disconcerting (2pt Flaw)
You creep people out. It's not the things you say, or your looks, it's just… you. People don't handle your presence very well, and animals are skittish around you. Your actions may put them at ease, or might make things worse, but that nagging eeriness never fades. Even your best friends admit you're weird. In game terms, your character adds +2 to all social difficulties that involve getting someone to like or trust her. This disconcerting aura has nothing to do with your looks or manners, and you may have to use those talents to balance out the effect you have on those around you. As the player, you may have to act out some sort of eerie mannerism, or struggle with the fact that people just don't care to be around your character.
Disease Carrier (4pt Flaw)
Your blood carries a lethal and highly contagious disease. The disease can be anything from rabies to HIV, and Kindred who drink your blood have a 10 percent chance of becoming a carrier as well. You must spend an extra blood point each night on awakening, or you will being manifesting symptoms of the disease (increased chance to frenzy for rabies, reduced soak rolls for HIV, etc.)
Disfigured (2pt Flaw)
A hideous disfigurement makes you ugly and easy to notice as well as remember. You therefore have a zero Appearance, much like the Nosferatu (who cannot take this Flaw)
Disparaged (2pt Flaw)
You married someone beneath your station, and thus have lost social standing yourself. An example, would be a countess who has married a knight or a duke who married a baron's daughter. Among your own social class, you are treated with disrespect or even actively snubbed, while your spouse is ignored or treated rudely. Your spouse's peers don't know how to behave with you, resulting in a further awkward relations or standoffishness. A +2 difficulty is added to your Social rolls when dealing with your peers. Your marriage may be a happy one, but you have paid a terrible price for it.
Distinguishing Characteristic (1 or 2pt Flaw)
You have a physical feature 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.
Disturbing Mannerism (2pt Flaw)
Something about you makes other folks uncomfortable. Perhaps you laugh like a gored pig, stink like a tanner, whisper to yourself constantly, or blink rapidly when speaking. Odious as it may be, your habit isn't something you can simply stop; as soon as you stop concentrating on it, the habit returns full-force. In game terms, this Flaw may increase the difficulty of Social rolls at the Storyteller's discretion, depending on how well someone knows you. Strangers may find your behavior odd and distracting, whereas close acquaintances may find it difficult to deal with you at all.
Driving Goal (3pt Flaw)
You have personal goal, which sometimes compels and directs you in starting ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to eradicate the Sabbt or achieve Golconda. Because you must work towards your goal throughout the chronicle (thought you can avoid it for short periods by spending Willpower), 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.
E
Emotional Isolation (1pt Flaw)
You have seen too many friend and family, Kindred and kine alike, swept away on the river of time and cast into oblivion. The pain of seeing so many die while you continued to exist was horrible to bear, so horrible that you have now isolated yourself emotionally from all others. You often come across as cold and utterly without feeling, but what is that to you? You are now safe from pain. Due to your total emotional isolation, you receive a +1 difficulty modifier to any Social skill rolls involving emotions and cannot spend experience points on the Empathy Talent.
Enemy (1-5pt Flaw)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The value of this flaw determines how powerful these enemies are. The most powerful enemies (Methuselahs or Archmages) would be five point Flaws, while someone nearer to your own power would be worth only one point. You must decide who your enemy is and how you became enemies in the first place.
Ennui (2pt Flaw)
You are world-weary. You have seen enough to know that nothing is ever truly new; the same events and so called passions are merely replayed again and again, with only the faces and names shifting as the many, many years go by. You rarely pay attention to those around you, assuming you know all there is to know of them once you have determined what part they play on the world stage (+1 difficulty to Perception rolls involving people you know). Due to your belief in the predictability of others, you also receive +1 difficulty to the difficulty level of the first action taken following a surprise (such as an ambush).
Errant Mind (1pt Flaw)
You have a deserved reputation for being unreliable. Your mind tends to wander frequently so that you forget meetings you promised to attend, fail to keep promises (although sworn oaths tend to stay in your memory) and otherwise fall short of the expectations of others. You must spend a willpower point each time that you wish to make a determined effort to keep a promise or attend a gathering.
F
Faint of Heart (2pt Flaw)
You are easily sickened by the sight of blood. Whenever you witness a gory scene, you must roll Willpower (difficulty 6). If the roll fails, you are overcome with nausea for the next few minutes. While this doesn't mean you spend the time vomiting (unless the roll botches) it does mean that all difficulties increase by one during that time.
Fear of the Devil (1pt Flaw)
Your religious beliefs may be particularly strong or all but nonexistent, and your experience and intellect may offer all kinds of reassurances, but still you harbor a deep-rooted, irrational fear that someday, for some reason, you will be dragged down to an eternity of torment at the hands of the Devil. This panic may be triggered by anything you associate with "black magic" or by anything violating the teachings of the Church, and obviously will make your interactions with vampires considerably more complex. Although the degree to which you keep your feelings under control may vary, note that this terror is not a conscious choice on your character's part and cannot be "reasoned" away over time. Like many Flaws, Fear of the Devil is presented as more of an opportunity for roleplaying than min-maxing a particular character.
Fortune's Folly (7 Point Flaw) (LAbN Custom)
There are people born of this world who are lucky, and lucky to be around. You aren't one of them - in fact, when bad luck strikes it hits you especially hard. And worse, those around you who mean you harm, as well. Whenever you botch a roll, the difficulty of all rolls following it are raised by 2. Additionally, those attempting to harm you via physical or mental attacks find it just a little bit easier, reducing the difficulties of the roll by 1. This only affects those around you, and only lasts for one night.
G
Geas (3, 5, or 7pt Flaw)
Geas is technically a phrase from the Celtic tradition, but the concept of a magical commandment is fairly universal. In short, a geas is a taboo or mandate that cannot be disobeyed without some serious consequences. Its terms — often delivered by a prophet, priest, midwife, or supernatural agent — are clear from the beginning. Disobeying a geas is a deliberate act, not an ignorant mistake, and doing so is punished accordingly. In short, you're mystically forbidden to do something, doing it anyway puts you in danger. Some geas are simply commandments that the recipient is compelled to follow whether she wants to or not. She must always accept a drink, for example, or must always give away gifts that she receives. Other geas are taboos — the recipient may not eat a certain type of meat, usually from some significant animal, or cannot go without shoes, even in bed. Violating a geas ends in catastrophe. The doom might fall on you immediately, or could occur over time. It might punish you personally, or wound a loved one. Some punishments fall in a single blow, while others become prolonged curses. If you break your geas, don't expect a lightning bolt to come from heaven that minute. However, the death of a child, a terrible car accident, or any number of things could be right around the corner.
Gender Awkwardness (2pt Flaw) (LAbN Custom)
Maybe you’ve taken your role as the sensitive male too far, or you’re just too much of a tomboy for most women. Either way, other members of your gender find something about you particularly uncomfortable, or even offensive. The difficulty of all appropriate rolls involving the same gender is +1.
Graceless (2pt Flaw)
The antithesis of the Graceful Merit: you always look awkward, even when you’re totally on top of things. Everything you do looks, feels, or sounds wrong, even if you go about it the right way. People think you’re a shmuck no matter what you do, and this drives you crazy. Which, of course, makes you look even worse. In game terms, Graceless adds +2 difficulty to all social rolls which involve looking good, from seduction to etiquette, and leads other people to think less of you.
H
Hard of Hearing (1pt Flaw)
Your hearing is defective. The difficulties of any dice rolls involving the use of hearing are increased by two.
Hatred (3pt Flaw)
You have an unreasoning hatred of a certain thing. This hate is total and largely uncontrollable. You may hate a species of animal, a class of person, a color, a situation - anything. You must make a frenzy roll whenever faced wit the object of your hatred. You constantly pursue opportunities to harm the hated object or gain power over it.
Haunted (3pt Flaw)
You are haunted by an angry and tormented spirit, most likely one of your first victims. This spirit actively attempts to hinder you, especially when feeding, and does its utmost to vent its anguish upon you and anyone in your presence, The Storyteller determines the exact nature of the spirit, its powers, and whether or not it can eventually be laid to rest.
Hunted (4pt Flaw)
You have come to the attention of a witch-hunter, or some similar individual who now seeks your destruction. This hunter is beyond reason and has some form of power, influence or authority that puts you at a disadvantage. Your friends, family and associates are likewise endangered. Sooner or later, this Flaw will result in a confrontation. The resolution should not be an easy one, and until then you are in for one hellish time. This Flaw may be used to represent any person or group that is seeking to destroy or kill your character for any reason.
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Illiterate (1pt Flaw)
Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.
Impatient (1pt Flaw)
You have no patience for standing around and waiting. You want to do everything now, and the Devil take the hindmost. Every time you are forced to wait around instead off acting, a Self-Control roll is required to see if you go haring off on your own instead.
Inbred (1-5pt Flaw)
A common occurrence among the incestuous Giovanni clan, inbreeding can take many forms, and this Flaw is best discusses with the Storyteller before player take it for her character. The Inbred Flaw covers all manner of physical, mental, and emotional defects. A one-point Inbreeding is something simple and unobtrusive, like eyes too close together or an underbite. A three-point Inbreeding is more sever: a congenital health condition (for mortals) or a crippling physical deformity. Five-point Inbreedings are grossly disabling or emotionally crippling - everything form uselessly atrophied legs to a permanent Derangement, decided on mutually by the player ad storyteller. Inbred conditions may or may not be immediately discernible, though their point costs should be relative to their magnitude.
Inconvenient Alliance (1-3pt Flaw)
Some associate of yours is, well, difficult. Although he's a good companion (or at least a worthy ally), people just would not understand your association. Perhaps he's an Inquisitor, a heretic, a shapechanger or a thief. Depending on the circles you travel in, he might be exceedingly virtuous or totally corrupt. Nevertheless, you owe him, perhaps even like him. Out of necessity, though, you prefer to keep your friend at a discreet distance.
Ah, yes… the rub. It seems he's the demanding sort. You cannot just walk away from him. The bonus for the Flaw depends on just how demanding and inconvenient your associate is:
- He may be distasteful, but otherwise unremarkable (such as a beggar or a street orphan): one point.
- He could be a dangerous person to know (a Turk or a vampire's pawn), or a very persistent creditor (such as a moneylender or priest): two points.
- He's really dangerous to know (an Infernalist), really persistent (a greedy bastard son), really repulsive (a leper), or all three (a lecherous and perverted baron): three points.
Whatever the circumstances of your alliance, it is not a short-term asscociation. You might even enjoy this person's company. Now if only he weren't so disconcerting…
Incorrigible Flirt (2pt Flaw)
You cannot resist making playful attempts at seducing anyone who fits your criteria for the perfect sexual partner. Although you may not intend to begin a serious relationship (or any relationship) with the object of your desire, you find yourself assuming the role of coquette or seducer, whichever seems more appropriate, whenever you are in the presence of someone who you consider attractive. You may find yourself flirting with more than one person at the same time, a situation that could turn awkward in a heartbeat. You must spend a point of willpower to remain focused on the matter at hand and defer your urges until a more appropriate time. Worse, your willpower is considered to be one point lower whenever potential hook-ups try to seduce you or bend your will with supernatural powers.
Inept (5 pt Flaw)
You are not attuned to your natural aptitudes, and therefore have five fewer points to spend on your Talents (the most you could take on your Talents would be eight, and the least would be 0). Of course, you can still spend freebie points to take Talents. However, you cannot at the start of the game, have any Talents at 3 or higher.
Infamous Family (1pt Flaw)
You come from a family that is very well known, but not very well liked. You have a bad reputation, and have a particularly hard time losing it because it is seen as a family trait, not a personal one. You have trouble trusting others because others in your community have always acted against you (probably for no more reason than the blood in your veins).
Infamous Lineage (1pt Flaw)
Your family name turns heads for all the wrong reasons. Your grandfather may have been an infernalist or your great uncle a traitor and scoundrel, but a pall of ill repute hangs over you because of it. You may still have station and substantial authority, but you play at a disadvantage due to the rumors and stories. You suffer a +1 diff penalty on social rolls in such circumstances.
Infamy (2pt Flaw)
People in your community tend to recognize you for all the wrong reasons. Maybe you were involved in a local scandal involving a politician, or perhaps you were charged but not convicted in a sensational case. No matter the cause, you tend to attract a lot of attention wherever you go. People look down on you, though they don't necessarily hinder or harass you. Add two to the difficulty of any Social rolls that involve people who know about your past.
Insensitive (1pt Flaw)
You have problems understanding how to gauge other's emotional reactions. You can be rather blunt in handling delicate matters, and you often find yourself apologizing without really understanding what you're done to offend someone. Add two to the difficulty of any Empathy rolls you attempt.
Intolerance (1pt Flaw)
You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or just about anything at all. The difficulties of all dice tolls involving the subject are increased by two. Note that some dislikes may be too trivial to be reflect here - a dislike of White Wolf Magazine or tissue paper, for instance, will have little effect on play in most chronicles. The Storyteller is the final arbiter on what you can pick to dislike.
Intrigue Junkie (1pt Flaw)
You can't resist the urge to complicate matters by inserting an element of intrigue in almost everything you do. Nothing for you is ever simple or straightforward. You assume that others have ulterior motives, just as you do. You must spend a willpower point to resist your tendency to mistrust others or to avoid overcomplicating a simple situation
Known to be Dead (2pt Flaw)
Communities are small, and deaths and disappearances are known to all. You originally lived in the area where the chronicle is set, and the locals know that you are dead. Perhaps they saw you die, or you were discovered in torpor and pronounced dead (perhaps even buried). At ht moment this causes you no problems - but if you use your real name or are spotted by people who knew you. Then you can expect problems. Exorcists, pious knights and others (perhaps even local Lupines) will seek to destroy you; demons, mages and others may come to offer you "assistance".
Lame (3pt Flaw)
Your legs are injured or otherwise prevented from working effectively. You suffer a two-dice penalty to all dice rolls related to movement. A character may not take this Flaw along with Double Jointed.
Lazy (1pt Flaw)
You are simply lazy, avoiding anything that requires effort on your part. Preferring to let others do the hard work, you lounge around. For any action that requires preparation, there’s a good chance you didn’t properly prepare. Difficulty rolls for spontaneous Physical actions (including combat, unless it’s part of a planned offensive) increase by one.
Lifesaver (3pt Flaw)
You believe that human life is a sacred gift and will not take a person's life except in the most extreme of circumstances. You may not ever willingly endanger the lives of innocents or in any way participate in a killing. You have no problems with killing animals (for the right reasons), and will kill evil and inhuman creatures to protect others if necessary. (Be very careful, however, with your definition of "evil") Senseless death in all forms repulses you, and you feel that those who perform murder should be punished and stopped.
Lost Love (1pt Flaw)
You have lost your true love to death, distance, or marriage. You take little joy in life's pleasures and give up easily in the face of difficulty, since you've already lost the most important struggle. On those occasions when you forget yourself and have a good time, you inevitably feel sorrow afterwards as you think about how it could have been if your true love were with you. Still, time heals all wounds.
Low Self-Image (2pt Flaw)
You lack self-confidence and don’t believe in yourself. You have two fewer dice in situations where you don’t expect to succeed (at Storyteller’s discretion), though the penalty might be limited to one die if you help the Storyteller by pointing out times when this Flaw might affect you). At the Storyteller’s option, you may be required to make Willpower rolls to do things that require self-confidence, or even to use a Willpower point when others would not be obliged to do so.
Lustful (2pt Flaw)
You can't resist the erotic advances of the appropriate gender(s). You are easily seduced and often exhibit very poor judgment when dealing with sexually attractive people. The difficulty of any attempts to seduce you is reduced by two.
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Magic Susceptibility (2pt Flaw)
You are susceptible to the magical rituals of the Tremere, as well as to spells of mages of other creeds an orders. The difficulty to cast a spell upon you is two less, and all spells cast have twice normal effect on you.
Malicious Zealot (2pt Flaw)
Those who devoutly practice the same faith as you have nothing to fear from you, but you take great delight in causing pain and suffering to those who do not follow the tenets of your chosen religion. Heretics, witches and those following any faith but yours are open targets for you. Anytime you have an opportunity to make a heathen suffer in any way, you�re inclined to take it. Make a Willpower roll (diff 6) when the character is in a position to cause pain or suffering to a non-believer; if even one success is rolled, the character masters her sadistic streak. Otherwise, she takes the opportunity to torment the victim as sadistically as possible. This is most commonly seen in those that follow Islam or any various Christian sect.
Manchurian Candidate (5pt Flaw)
Your working for some secret person or organization and you don’t even know about it. You don’t even know about it. You have been completely brainwashed by this mysterious master. Your ‘owner’ might be a vampire, a mage or even another Para intelligence organization. This manipulator has implanted a certain word or visual signal in your unconscious whenever you hear this word (it might be given to you over the phone) or see the signal (perhaps on the television), you will perform whatever duty this master has asked of you. Afterwards, you will not remember anything from the moment you got your cue until after your duty has been accomplished.
Some common duties might be simply to spy on your employers and report back (by secret mail drop or phone number), to kill a certain person ‘who knows too much’, or to steal valuable equipment. The task was implanted in the original brainwashing session, but your master may force new duties on you at any time, although this usually requires a personal one on one session with the master.
Strange things may go on in your agency, and you might doggedly track down the perpetrator only to discover it is you.
Mental Patient (2 or 5pt Flaw)
Sometime in your life you have run afoul of the mental health authorities. Seeing and talking to beings that no one else can perceive, and hearing voices that may tell you frightening and disturbing things, is far outside the realm of the normal. Anyone who does such things must be crazy! Because you seemed delusional and incoherent you were locked up as a possible danger to yourself and others. Since schizophrenia is the most common diagnosis for such problems you may even have been on powerful antipsychotic drugs for a time. If you managed to convince the officials that you are no longer a danger to yourself or others and you were released this flaw is worth only two points. However if you actually escaped from a mental institution and are on the run from the authorities, then the flaw is worth five points. Even if you were legally released from care the modern mental health system does not consider an illness like schizophrenia curable. Anyone who has ever been institutionalized against his will has this fact noted in his records. Prospective employers, landlords and similar personnel usually look askance at anyone who was crazy. The discrimination and problems for mental cases are much worse if you were not released. Escaped mental patients are regarded in much the same light a escaped convicts. Most people see them as little better than dangerous animals. Everyone, from the police to the general public, will consider you to be a potential killer, even if you have no history of violence. In this age of nation wide databases, and background check using your name social security number or finger prints will reveal your status.
Mistaken Identity (1pt Flaw)
You look similar to another Kindred, and are mistaken for her, much to your chagrin. This individual’s allies will approach you and tell you things you do not want to hear, her enemies will attempt to do away with you, and other will treat you in odd ways. Ultimately you might be able to sort out things, but it will take tremendous effort.
Mute (4pt Flaw)
You cannot speak. You communicate with the Storyteller and describe your actions, but cannot talk to player or Storyteller characters unless everyone concerned uses Linguistics dots to purchase a commonly understood sign language or you write down what you wish to say.
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Naive (1pt Flaw)
You see world in rose-colored hues. Your privileged upbringing (or massive psychological repression of abuse) makes you all too ready to accept others as kind and caring. You are always the last to suspect foul play or bad intent on the part of another, and this can get you in real trouble. On the other hand, the Flaw often leads people of the Caregiver nature to take you under their wings with more fervor than usual.
Necrophile (3pt Flaw)
No, you don’t have sex with the dead, but you certainly enjoy their company. You are obsessed with dead bodies and “invite” them over to your domain. Your haven is distastefully decorated with severed and mutilated body parts of all kinds. You talk to your dead friends, dance with them, make art out of them and entertain frequently. Some vampires of particularly refined temperament may need to overcome a Courage roll (difficulty 4) to enter a room where you’ve left your guests and their accouterments. Toreador go apeshit; Toreador antitribu applaud. This may be adapted to mortal necrophiles.
Nightmares (1pt Flaw)
You experience horrendous nightmare (daymares?) every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad they cause you to lose one die on all your actions for the next night. (Storyteller’s discretion). Some of the nightmare may be so intense that you mistake them for reality. A crafty Storyteller will be quick to take advantage of thi
Notoriety (3pt Flaw)
You have a bad reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire. There is a two-dice penalty to all dice rolls for social dealings with the city’s Kindred. A character with this Flaw may not take the Merit of Reputation. This Flaw also applies to mortals, and may be adapted to represent any source of significant notoriety in a community.
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Pacifist (5pt Flaw)
You utterly refuse to use violence against anything, even if your life or the lives of others are in immediate danger. Furthermore, you work hard to prevent others from using violence, though you do not recklessly endanger yourself or others to do so. You never carry weapons and refuse to procure them. A Willpower roll, difficulty 6, may be required to resist the temptation to engage in violence when a gross offense has been committed before or against you, such as a loved one being harmed. If you defy your nature and succumb to violence at some point, you cannot regain Willpower each morning until you come to terms with your lapse or you change your life philosophies altogether.
Paranoia, Extreme (3pt Flaw)
You are certain the world is full of creatures and people who wish to see you destroyed. However, you do not worry about those individuals who loathe you from a distance. It is the ones you let get near you, the ones who profess some caring towards you, you are the real danger. Of course, not all your associates and so-called friends are actually enemies (at least they probably all aren’t). However, you know that no one ever does anything they don’t believe to be for their own benefit. You are constantly alert seeking to commit diablerie, stake you, or worst. Whenever someone you know performs an act that appears selfless, you must make a successful Self-Control roll to resist branding them a traitorous, implacable enemy bent on your destruction (and taking appropriate actions against such a monster!). The Storyteller may also decide that your companions’ actions are suspiciously altruistic and necessitate such a roll.
Paraplegic (6pt Flaw)
You can hardly move without the assistance, such as a pair of crutches or a wheelchair. Even then it can be painful and cumbersome to do so. The Storyteller and you should take care to roleplay this Flaw correctly, not matter how difficult it makes things. A character may not take this Flaw along with the Merit Double-Jointed.
Pelagic Compulsion (2pt flaw)
The afflicted character feels inexplicably drawn to the sea at the expense of his ability to concentrate on other matters (+1 difficulty to all Willpower rolls if the character has been out of sight of the ocean for more than 24 hours). This call can be temporarily satisfied by an extended sea voyage, and is most often felt in the first 50 years of unlife.
Permanent Distraction (3pt Flaw) (LAbN Custom)
The negative counterpart to Selective Distraction, the character has become unable to concentrate on things happening in the here and now. Rather than remaining focused on one thing at a time, he focuses on many, preventing those that would seek to read his thoughts from discerning their true nature, layering his own thoughts with surface ones relating to something completely different. The character appears erratic, distracted and sometimes confused and in reality he is, unable to focus on any one thing at a time as his mind constantly wanders.
System: The first two layers of thoughts linger on something completely irrelevant to the situation at hand, perhaps focusing on what the character had for lunch or what the intend to do that night. Any attempt to read a characters thoughts (for example, through Auspex) will pick up these two surface layers before anything else. This benifit comes with a considerable penalty, however, the character is unable to concentrate or focus on the here and now. The character suffers a +1 difficulty penalty for perception based rolls when his mind wanders and a +1 difficulty penalty to extended actions. Unlike Selective Distraction, this is always active and cannot be turned off.
Phobia-Mild (1pt Flaw)
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. You must make a Courage roll whenever you encounter the object you fear. The difficulty of this roll is determined by the Storyteller. IF you fail the roll, you must retreat from the object.
Phobia-Severe (3pt Flaw)
You have an overpowering fear of something. Common objects of fear include certain animals, insects, crows, open spaces, confined spaces, heights, and so on. You must make a Courage roll not to enter Rotschreck when faced with the object of your fear. The difficulty depends on the circumstances. If you fail the roll, you must retreat in terror from the object of fear. IF you score fewer than three successes, you will not approach it. The Storyteller has final say over which phobias are allowed in a chronicle.
Poor Night Vision (2pt Flaw)
Your eyesight is poor in low-light conditions. Increase the difficulty of any action attempted in dim light, such as what a flashlight might provide or under starlight alone, by two.
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Sadism (2pt Flaw) (LAbN Custom)
The character must make a self-control roll, at a difficulty that varies with the situation, whenever the option to inflict pain becomes available. Seeing someone whom you don't know with their back turned in the middle of a busy street is not likely to be considered available, but a hated enemy strapped to a table and at your mercy most definitely is.
Scorched Aura (5pt Flaw) (LAbN Custom)
You have, whether willingly or without awareness of what you were doing, made a pact with a Demonic entity and lost the rights to your soul. You may or may not be aware that such a pact exists even now. Regardless, your Aura is blackened with taint. Hellfire mingles with whatever your normal Aura would be (Depending on your sphere), and black veins stain the color of your mood. There is something irreversibly tainted with evil about you, whether you know it or not, and those with Auspex or other aura reading capabilities can see it. However, auspex-users must acquire 5 or more successes on their roll to determine that the aura is infernal without prior exposure. If the auspex-user has encountered a known infernal and used auspex upon him, he can recognize the aura for what it is from then on. Even an auspex-user who has never seen the aura may gain 5 or more successes on his roll, allowing him to receive a feeling of palpable evil coming from the character's aura dark and fiery aura.
Sensation Junkie (2pt Flaw)
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 offer even if she makes the roll, but that’s her choice, not a compulsion.
Shy (1pt Flaw)
You are distinctly ill at ease when dealing with people, and try to avoid social situations whenever possible. The difficulties of all rolls concerned with social dealings are increased by one; the difficulties of any rolls made while you are the center of attention are increased by two. Don’t expect such a character to make a public speech.
Sickened by the Flesh (2pt Flaw)
You are easily sickened by the sight of base flesh and all things to do with it. Whenever you witness a gory scene of battle, obvious signs of corrupted flesh of the enemy or an overt display of carnal lust, you must roll Willpower (diff 6). If the roll fails, you are overcome with nausea for the next few minutes. While this doesn't mean you spend the time vomiting (unless the roll botches), it does mean that all difficulties increase by one during that time.
Short Fuse (2pt Flaw)
You are easily angered. The difficulties of rolls to avoid freny are always two less, no matter how you were provoked. This is a dangerous Flaw; don’t choose it without careful thought.
Socially Oblivious (1pt Flaw)
Your character has trouble picking up on subtle hints from others. She often overstays her welcome at parties, and she tends to blurt out topics that everyone else takes great pains to avoid in conversation. Your character isn’t a socially repellent person, just occasionally tactless. Add two to the difficulty of any Etiquette rolls you attempt.
Soft-Hearted (1pt Flaw)
You cannot stand to watch others suffer-not necessarily because you care about what happened to them, but simply because you dislike the intensity of emotion. You avoid any situation that involves causing someone physical or emotional pain, unless you make a Willpower roll (difficulty 8). You must have a Humanity rating of 7 or above to take this Flaw. If you are the direct cause of the suffering, and you witness it, you will experience nights of nausea and days of sleepless grief. Whenever you must witness suffering, difficulties of all rolls are increased by two for the next hour.
Speech Impediment (1pt Flaw)
You have a stammer or some other speech impediment which hampers verbal communication. The difficulties of all relevant rolls are increased by two. Do not feel obliged to roleplay this impediment all the time but in time of duress, or when dealing with outsiders, you should attempt to simulate it.
Spiritually Noticeable (3pt Flaw)
Only people who possess either the medium or spirit sight merit can take this flaw. Spirits automatically notice that people with this flaw can always perceive them. Unlike the spirit magnet merit or flaw, spiritually noticeable people are known to be able to interact easily with spirits. While most spirits will ignore you, wraiths who need aid in the mortal world, nature spirits who are upset with environmental destruction and odd spirits who merely want to talk to a human will flock to you. These spirits may be annoyed or they may be honestly friendly but they all want something from you. While having spirits frequently hitting you up for favors can be annoying, having them do so when you are involved in some potentially hazardous activity can be extremely dangerous. Many people with this flaw make deals with one or more spirits to act as guardians against spiritual intrusions.
Stalker/Stalked (2pt. Flaw)
Someone has an unhealthy obsession with your character. Despite repeated calls to the police and several restraining orders, he continus to follow and occasionally harass her. Your Storyteller should create game stats for the stalker. Any time your character heads out on the town, the Storyteller can make a Perception test on your character's behalf (difficulty 6). If it fails or botches, the stalker has managed to tail your character throughout the night and might put in an appearance when it's least helpful.
Static Flesh (1pt. Flaw) (LAbN Custom)
For some reason, your body is literally incapable of change. Whether you have died and been brought back to life, or simply have a psychological compulsion never to invest in your physical form, all of your efforts at body building or similar endeavors never bear fruit. There are no dice rolls for this Flaw. The character is simply stuck with the same Physical Attributes chosen at character creation and may never permanently change them, through experience or other means. Even the fleshcrafting discipline of Vicissitude is ineffective, as the body simply sloughs off any additional points so imbued (but changes to appearance or additional appendages, for example, still remain). Note: Temporary changes (through the burning of blood points by Ghouls or the physical discipline Potence, for example) still function normally. This Flaw only affects permanent changes to Strength, Dexterity, and Stamina. Vampires cannot take this flaw.
Stigmata (2-4 Point Flaw)
You constantly seep blood from phantom wounds; even though your flesh remains unbroken, you bleed. The bleeding is fairly slight, but is incessant, costing you an extra blood point each evening (marked off just before dawn). If you bleed from visible locations (such as palms, a common place for stigmata), you are at +1 difficulty to all Social rolls, although certain vampires will probably take your reputation as a seer more seriously. The 4-point version of this Flaw indicates that you bleed from your eyesockets; this obviously makes it almost impossible to travel within human society unveiled, and very much disturbs other Cainites (the difficulty of all Social rolls is increased by +2 rather than +1). In addition, the constant bleeding interferes with your vision, adding onemore to the difficulty of all visual Perception rolls.
Stubborn (1-3pt Flaw)
There is conviction of spirit, there is unshakable will, and there is just plain being ornery. You fall into the last category. When your mind is made up, or when you're 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 your mid short of a catastrophe. For three points, you'll not only defend you conviction to Hell's door, you'll kick it in and argue with the Devil.
Stumbletongue (1pt Flaw)
You know what you mean to say but you have a hard time saying it. You stutter, trip over words, lose your thoughts and otherwise embarrass yourself. Add two to the difficulty of all Social rolls, especially in situations where eloquence is important.
Superstitious (2pt Flaw)
You are one of those people that avoids black cats, walking under a ladder, always carries a rabbit's foot, etc. You will go to great lengths to ritualistically rid yourself of "bad luck" once it has settled in on you. Furthermore, urban legends are very real in your mind and you find yourself doing things like checking the backseat for that man in the shadows before entering your car. A Willpower point will allow you to force yourself to forgive some transgression or convince you that it's not the end of the world, but you're going to need to pick up an extra rabbit's foot later… just in case.
Suspicion Magnet (4pt Flaw)
For some reason, others mistrust you and attribute all kinds of sinister motives to your every word and deed. Even your closest friends refuse to believe that you can do anything without some sort of ulterior motive. You suffer a +2 difficulty to Social rolls, to reflect your problems convincing others of your sincerity or that you are speaking truthfully.
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Twitch (1pt Flaw)
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.
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Uneducated (5pt Flaw)
You have received absolutely no education, and have five fewer points to spend on you Knowledge Abilities (with eight being the greatest you could have, and 0 being the least). You can still spend freebie points to take Knowledges. As part of this, you cannot have any Knowledge higher than 3 at the beginning of the game.
Unlucky (4pt Flaw)
It’s surprising how rarely things go your way. Every time an opportunity comes along that might let you shine, something comes along to ruin it. Once per game session, the Storyteller should increase the diff of a critical roll you make by 2. If you fail the roll, it’s due to some random element of bad luck.
Unskilled (5 pt Flaw)
You have never trained extensively in any skill or craft, and therefore have five fewer points to spend on you Skills (with eight being the greatest you could have, and 0 being the least). While freebies can be spent to raise your Skills, no Skill may be higher than 3 at the beginning of the game.
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Vainglorious (1-3pt Flaw)
You are boastful and know that you deserve any praise you receive. You are particularly found of Kindred who realize their lesser standing in the face of your obvious superiority, although you tend to view any who speak well of you as more intelligence and deserving than most. Due to your arrogance and love of sycophants, you receive an increase of one to three points on the difficulty level for resisting any attempts at Manipulation using flattery (the modifier is doubled if the flatter has a flattery specialty). The modifier is determined by the rating of this Flaw.
Vengeful (2pt Flaw)
You have a score to settle, incurred either during your mortal days or after your Embrace. You are obsessed with taking your revenge on an individual or group, and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending Willpower point. This Flaw may also be applied to mortals with grudges.
Vulgar (2pt Flaw)
You are rude and socially unacceptable. You seem constitutionally incapable of saying or doing the right things, in spite of all attempts to teach you. Your sire is criticized and ridiculed for choosing you, and you are frequently left off guest lists. You may eventually work off this Flaw, but the Storyteller should make it particularly difficult. At Storytellers option, you may be at +2 difficulty on all Social rolls.
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Wanted by Law Enforcement (3pt Flaw)
You are the prime suspect in a felony crime. The police actively look for you, and you cannot move openly about your usual hangouts. If you encounter cops who know that you're wanted, they'll call in backup and bring you in.
Ward (3pt Flaw)
You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. This character is often a friend or relative from your living days. Retainers do not count as wards, as they "pay their own way". Wards have a talent for getting caught up in the actions of stories, and are frequently target’s of a character’s enemies.
Weak-Willed (2pt Flaw)
You are highly susceptible to Dominate and intimidation by others; you are, in fact unable to use your Willpower freely. You can employ your Willpower only when survival is at stake or it is appropriate to you Nature.
Flaws under the "general supernatural" category may be taken by any character that possesses supernatural ability, with any restrictions on sphere specified depending on the Flaw. Straight mortals may not select from this list, but Vampires, Hunters, KotE, and Numina users may.
Arcane Manifestation (4 or 6 point flaw) (LAbN Custom)
For some reason, when you use your supernatural abilities (numina, gifts, disciplines, etc.) you tap into an ancient, primordial source. Unfortunately, said source doesn't provide you with any benefits. Instead, you manifest outward signs traditionally associated with the use of arcane power. For 4 points, the manifestation only affects one aspect of your supernatural abilities (all levels of a numina or discipline, all tribe gifts, all magic under a certain sphere, etc.) For 6 points, it affects all of your supernatural abilities. The manifestation gets more noticeable the stronger you become. The use of low-level powers may be hard to discern, while the use of high-level powers may alert an entire city block to your presence. An individual skilled in occult knowledge will easily identify you as supernatural. Characters with occult knowledge who witness arcane manifestations may make an intelligence + occult roll, difficulty 9 minus the level of the ability the supernatural is using, to determine if they can identify what they're seeing. The exact nature of the manifestation for each level should be discussed with the Storyteller, and should be appropriate for the character and the ability they are using.
• The manifestation is barely noticeable. Example: Your eyes turn a single solid color; arcane symbols appear on your back; your voice takes on an ethereal quality
•• The manifestation is noticeable, but can be somewhat hidden or excused. Example: Your eyes glow briefly; a barely audible humming sound fills the air for a few seconds; the temperature in the room rises or falls 5 degrees.
••• The manifestation is noticeable, but only to those in the same room as you. Example: Your entire body is covered in arcane symbols; you begin uncontrollably babbling in tongues; your hair temporarily turns brilliant white
•••• The manifestation is so noticeable that it may attract the attention of those not in your immediate vicinity. Example: The temperature in the room raises or lowers 20 degrees; your entire body glows brightly; a freezing wind whips through the room
••••• The manifestation is so noticeable that it attracts attention from anyone in the surrounding area. Example: You shriek loud enough to break glass and shatter eardrums; a heavenly or demonic chorus begins to shout; you briefly levitate several feet; the temperature rises to over 100 degrees or drops below freezing
••••••+ The manifestation is the stuff of ancient myth and legend. Example: The ground shakes; you speak with the voice of a god; small animals suddenly die; a small whirlwind appears
Beacon of the Unholy (2pt Flaw)
You radiate palpable evil. Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly. Churches and other places of worship are barred to you as well.
Cast No Shadow (1pt Flaw)
You have no shadow. You also cause no shadows to move about you by walking through them, though you do still obscure light however. Also you cause pictures of you taken with a camera to become deformed and twisted.
Cold Breeze (1pt Flaw)
A chill wind follows you wherever you go. While it may make for dramatic entrances, this effect also discomforts mortals (+1 difficulty on all appropriate Social rolls) and also endangers the Masquerade. Cold winds sweeping through executive offices or crowed nightclubs can raise all sorts of questions.
Degeneration (3, 6 or 9pt Flaw)
Your character will die without the aid of magic or science to sustain her. She might be the victim of a disease or curse, or maybe she's something that wasn't meant to be alive in the first place. At the lowest version of this Flaw, your character simply does not have the natural healing factor with which most mortals are born. All wounds he suffers remain until treated with magic or Technocratic science. He will not heal any damage otherwise. At the six -point version of this Flaw, your character is actually falling apart. A hideous disease might be eating him up from inside, or maybe he's a victim of beetles and/or natural decay if he's the result of someone's half-assed necromancy. Maybe Iteration X didn't tell him that his "perfect android body" was a prototype made by the lowest bidder and that all the warranties are expiring. Whichever version you take, your character takes one health level of damage at three months, one a month later, another a week after that , one more three days beyond that, one the next day and a final one an hour after that. In short, your character's health deteriorates at an accelerated rate, following the progression for natural healing backward until he is dead. Obviously, the character doesn't heal normally, either. With the nine-point version of this Flaw, your character falls apart at the same rate as before, but the damage is aggravated. Obviously, this Flaw is meaningless (and should not be allowed) in short -term chronicles and one-shot games.
Eyes of the Unholy (2pt Flaw)
Your eyes are inhuman, resembling FX contact lenses or reflecting light off them like an animal. Interaction with mortals carries a +2 penalty to Social rolls.
Lord of the Flies (2pt Flaw)
Buzzing harbringers of decay swirl around you everywhere. Their constant presence makes it difficult for you to interact socially (+1 difficulty when appropriate) and nearly impossible to sneak up on someone or hide effectively. The buzzing of the files inevitably gives you away - all Stealth rolls are at +2 difficulty.
Psi Focus (3pt or 5pt Flaw) Numinist Only
Perhaps your psychic needs his lucky crystals to properly heal the sick. Possibly, his cyberkinetic powers require him to mime the action he wishes the machine to perform. Maybe his telekinesis only works on a hubcap he found one afternoon. Either way, he requires some form of crutch for his psychic powers to work. For 3pt, the character must gesture or speak some catch phrase or incantation for the power to work. For 4 points, the power requires a physical focus to work (crystals, a hypnotist's pocket watch, a harmonica). For 5pt, the power only works with a specific focus.
Psychic Feedback (1pt, 2pt, or 6pt Flaw) Numinist Only
While the psychic is gifted with potent powers, the use of the talent tires him. Some psychics even experience minor cerebral hemorrhages from the strain of using the power. As a 1pt Flaw, the character experiences headaches or dizziness from each use of the power. Roll Stamina+Meditation (diff 7) or experience a round of disorientation. All actions in this state are at +2 to the difficulty number. As a 2pt Flaw, the psychic experiences minor long-term pain from use of the power. You should roll Intelligence (diff 6) to 'soak' the power's activation successes, which are scored as bashing damage. As a 6pt Flaw, the psychic takes this as lethal damage, though a 'mental soak' is still allowed.
Smell of the Grave (1pt Flaw)
You exude an odor of dampness and newly turned earth, which no amount of scents of perfumes will cover. Mortals in your immediate presence become uncomfortable, so the difficulties to all Social rolls to affect mortals increase by one.
Touch of Frost or Taint of Corruption (1pt Flaw)
Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you are made of ice.
Unblinking Vigil (1pt Flaw)
Your eyes do not close — ever. Perhaps you stared too deeply into the Abyss or fleshcrafted away your eyelids for better alertness. Your quirk probably makes astute observers uncomfortable (+1 to the difficulty of friendly social interactions with anyone whose player makes a successful Perception + Alertness roll at difficulty 8 to notice).
Unsettling Effect (1pt or 3pt Flaw) Numinist Only
Though many psychic powers are completely intangible and unnoticeable, something about your character’s psychic phenomena causes others to recognize that there’s something weird going on. For 1pt, you have a single intangible power (like Telepathy or Psychometry) that generates an unsettling effect - perhaps your subjects can feel your character paging through their minds or everyone around the psychic feels a welter of harmless but eerie emotions when she touches a psychically-charged object. For 3pt, all of your intangible powers (including ones you learn later) have some sort of unsettling effect like this.
Vulnerability to Silver (2pt Flaw)
You suffer aggravated wounds from silver, just like a werewolf.
Wild Talent (4pt Merit to 4pt Flaw) Numinist Only
Though many psychics lack formal training of their gifts, some lack even the most basic control of their powers. These 'wild' psychics tend to have powerful gifts, though the lack of control makes up for the extra power they might have. To determine the level of the Flaw, use the following table. The total Merit or Flaw cannot exceed 4 pts.
-1 |
The character must make a willpower roll (diff 7) to use the power. |
-2 |
The character can only consciously use the power defensively. (i.e. A precognitive character can activate her Danger Sense, or a telekinetic can use the power to deflect attacks.) |
-3 |
The character has no conscious control of the power, but it works more often to the character's benefit than not. (A clairvoyant who has useful clairvoyant dreams.) |
-4 |
The character's power activates randomly (at least once per game session) and often at inopportune or embarrassing moments. |
Witchwalk (1 to 5pt Flaw) Numinist Only
You suffer from a magical prohibition of sorts. The exact nature varies; perhaps salt burns your skin, or perhaps a spring of mistletoe drives you away. The severity of the witchwalk is determined by the number of bonus points granted.
Point Value |
Example |
1 point |
Your skin is unnaturally pale |
2 points |
A slight breeze follows you wherever you go. |
3 points |
Consecrated ground burns your feet (you take no actual damage but remain in great pain as long as you walk on hallowed ground). |
4 points |
You cast no shadow. |
5 points |
Throwing salt over the shoulder wards a person from your magic for a full day, and if salt touches your skin you suffer an unsoakable health level of lethal damage. |
"Vampire" denotes a character that is Kindred, a Cainite from the Vampire: The Masquerade system. Mortals, Hunters, KotE and Numina users may not take Flaws from this list. Clan-specific Flaws are alphabetized by Clan name.
A
Anachronism (2pt Flaw)
You have been a vampire for some time, an are unable (or unwilling) to keep up with the changing times. An Intelligence roll is needed whenever you have to deal with something from a later period than your own breathing days. If the roll is failed, total the net failures and use this total as a negative modifier to your attempts. Example: Osric, a fifth-century Goth by birth, has this Flaw and is attempting to deal with a computer. His Intelligence results in two net failures. Osric now has a two-dice penalty when determining the outcome of his attempt to make the infernal machine cooperate. Not that characters with this Flaw will generally have been vampires for a longer time than the 50 years suggested in Vampire, so Storytellers should decide whether or not to allow this Flaw in their characters.
Assamite - Blood Madness (2 or 4pt Flaw)
The curse that the Baali of Chorazin laid upon the warrior caste has fallen on your head, and you are plagued with an unending hunger for the blood of other Cainites. Whenever you taste Cainite blood, you must make a Self-Control roll (difficulty 8) or you fall into a hunger frenzy in which you will do anything to gorge upon as much blood as physically possible. If you follow a Road that teaches Instinct, you are instantly lost to this frenzy; no roll is possible and the Flaw is worth four points. You often find yourself thinking of other Cainites - even other Assamites - as potential vessels rather than equals. This Flaw is mainly found among the warrior caste. It is much rarer among sorcerers and viziers, only affecting those who have partaken of warrior vitae or who spend the majority of their time associating with warriors.
Assamite - Disgraced (2pt Flaw)
You broke the laws of the khabar at some point during your training, and though you have since partially made amends (enough to prevent yourself from being destroyed on the spot, and to be grudgingly accepted as a rafiq), your name still bears the stain of your misdeed. All dealings with other Assamites are at +1 difficulty, though the Storyteller has the discretion to vary this penalty fore individuals who know you well or whom you have served well or badly in the past. Clearing your name will be a strong motivation for performing well in all respects while on an assignment.
Assamite-Du’at Enemy (4pt Flaw)
During your apprenticeship at Alamut, you somehow incurred the displeasure of one of the du’at, and your existence will be considerably more difficult as a result. Your enemy is unlikely to be your direct commander (the caliph in the case of warriors), and you may not even know his identity - though you may certainly try to find out and make your peace somehow.
Assamite - Magical Addict (3 or 5pt Flaw Physical Flaw)
Whether through a weak will, a lingering anomaly from you r mortals day or overuse of ritual components like kalif, you have become addicted to the alchemical psycho- active drugs that some sorcerers use to focus their blood magic. Going beyond a mere physical or psychological addiction, this dependence goes so far as to affect your very mastery of the powers at your command. Your competence with Assamite Sorcery is dependent on the frequency at which you cater to your addiction.
If you take this Flaw at 3 points, suffer a +2 difficulty to all rolls related to blood magic, including (but not limited to) use of path powers and rituals, whenever you are not under the effect of your drug of choice. For 5 points, you are completely unable to focus yourself enough to perform even the simplest blood magic if the drug is not in your system.
Only characters with at least one dot in Assamite Sorcery may take this Flaw. Non-Assamites may take this Flaw if they somehow receive tutelage in the Discipline.
Assamite-Silsila Enemy (2pt Flaw)
A member of the silsila has taken against you for some reason - faction enmity, for example - and will exert influence to thwart your chances of promotion, make sure you get difficult or inglorious jobs, and generally make your existence uncomfortable. The Storyteller should decide whether you know who your enemy is at the start of the game, though you may do what you can to find out.
Assamite - Outcaste (2pt Flaw)
You have rejected the role of the caste into which you were Embraced, choosing instead to define your own existence and follow the path of another caste. While many Assamites take this course with few negative repercussions, you have managed to make enough waves to gain a certain amount of notoriety. Perhaps you made a public spectacle of your lack of interest in your heritage, or maybe you asked a mentor in another caste to take you as his surrogate childe. Whatever the specifics may be, you have shown your lineage a great deal of disrespect. Your sire refuses to acknowledge your existence, and all other members of your caste treat you with scorn You suffer a +2 difficulty penalty on all Social rolls involving dealing with your Embrace caste.
Assamite - Religious Prohibition (2 or 4pt Flaw)
In your breathing days, you were either Jewish or Muslim, and have retained your faith through the Embrace. As both religions prohibit their followers from tasting, let alone drinking, blood, this creates a moral dilemma for you. Even animal blood is a forbid, den substance, and your conscience pricks whenever you feed.
This Flaw has a variable point value. At two points, you voluntarily restrict your feeding to animals or blood that has been drained by a ritual butcher. At four points, you refuse to feed unless it is an immediate necessity (blood pool is three or less), and even then you may fall victim to depression and self-loathing for several night after the forbidden act.
Assamite-Silsila Enemy (2pt Flaw)
A member of the silsila has taken against you for some reason - faction enmity, for example - and will exert influence to thwart your chances of promotion, make sure you get difficult or inglorious jobs, and generally make your existence uncomfortable. The Storyteller should decide whether you know who your enemy is at the start of the game, though you may do what you can to find out.
Assamite - Unbroken (3pt Supernatural Flaw)
For whatever reason, the Tremere curse was stronger in you than in most of your clanmates. This was no great liability while all of you were so afflicted. However, when Ur-Shulgi cast the Breaking, the great ritual's power did not fully cleanse you. You now share your caste's thirst for Cainite blood - but for you, the very substance you crave is still a poison.
The Tremere curse that once affected your clan has been weakened in you, but it is not completely gone. When you drink non-Assamite Cainite vitae, each blood point enters your blood pool normally. However, on the way down, it inflicts one automatic, unsoakable level of lethal damage in a combination of unnatural toxic shock and internal acid bums. On the plus side, all your difficulties to resist the warrior caste's addiction are at -1 difficulty - think of it as aversion therapy. If you are a sorcerer or vizier, this Flaw is worth one additional point (for a total of 4), but you gain the warrior caste's addiction in addition to your own caste's weakness.
Assamite-Unconquered Enemy (1pt Flaw)
You have an enemy among the Unconquered who will try to thwart your plans and may even try to destroy you if this can be done without being found out. Your enemy has been blackening your name, and as a result you find that all dealings with the Unconquered are at +1 difficulty.
Atrophied Heart (4pt Flaw)
You have grown cold and aloof, emotionally detached from the ever-changing world around you. You certainly understand good and evil as philosophical concepts, but morality is no longer something you feel with any passion. As a result, you add 2 to the difficulty of any degeneration check and pay double the usual experience to raise Compassion/Conviction or Road. True Brujah may not purchase this Flaw.
B
Bastard Childer (2pt Flaw)
You have sired one or more childer without the permission of the local prince or Justicar. Under Kindred law, both you and you4r childer may be subject to a Blood Hunt should other vampires discover your secret. This flaw is cumulative and must be taken once per bastard sired.
Beast In The Mirror (1 or 2 Point Flaw)
Whenever you stare into a reflective surface, you see your Beast leering back at you. If this horror is visible to you alone, this Flaw is worth only one point. If mirrors betray your monstrous nature to everyone, this Flaw is worth two points. Even at the one-point intensity, magi and other gifted souls may occasionally glimpse your true nature for a moment. Even ordinary mortals can sense there is something faintly wrong with you, adding +1 to the difficulty of most Social rolls if they have ever seen your reflection.
Blasphemer Among Heretics (1-2pt Flaw)
While the Cainite Heresy itself rests somewhat outside the bounds of Christian orthodoxy, your particular flavors of theological imagining are bizarre even by Heretical standards. You no longer stand within the Heresy itself but have been expelled; you have both the Heresy and the faithful as your enemies. If your blasphemy is minor and you still have friendly dealings with other heretics, this flaw is worth I point; otherwise, it is worth 2.
Blood Hunted (4-6pt Flaw)
You have been made the target of a blood hunt, and for you to return to your home city is death. For four points, this Flaw means that only your home city is off limits to you. For six, it means that the entire Camarilla is howling for your vitae.
Blunt Fangs (1pt Flaw)
Your teeth are huge and square, not sharp like those of other vampires. To do damage with a bite attack, you must score an additional success (thus, this extra success subtracts from the amount of damage you do). Once you have sunk you teeth into your prey, you inflict a level of damage for every two blood points you take. Once your fangs are locked in a victim's flesh, you've got to chew and chew and chew.
Botched Presentation (1pt Flaw)
When your sire presented you to the prince of the city, you flubbed it. Now you’re convince His Majesty hates you (whether he does or not). You need to succeed on a Willpower roll (difficulty 7) just to stand in front of the prince or one of his duly authorized representatives without running, blubbering or otherwise making a fool of yourself.
Brujah - Lack of Control (1-3pt Flaw)
For whatever reason (thin blood, an uneducated lineage), the character’s control over on or both physical disciplines is lacking. Brujah with this flaw have demonstrated numerous deficiencies: Celerity may only be used for running and combat movement,. Any attacks made while using Celerity are at +1 difficulty. Activities requiring precision such as saddling a mount or garbing oneself in armor are impossible with Celerity activated (one point). The character cannot control his own Strength and must concentrate on keeping it in check lest havoc result (breaking a friend’s hand in greeting him, for example, or snapping his spine with a hug). If a Willpower roll (difficulty 6) fails, the character must apply his full Potence in damage to the target object. Additionally, an unsuccessful attack with a melee weapon necessitates a Dexterity + Melee roll (difficulty of the character’s Strength + Potence). An unsuccessful roll means the character loses his next action while recovering his balance (two points) The blood of the character does not focus his strength effectively. Potence successes are not automatic, but instead are only added as additional dice for Strength and damage rolls. A physical action such as lifting a gate or overturning a cart requires a Strength + Potence roll (difficulty 6). The result is the number of dice that the character can apply to the task (three points) Some truly inept Brujah have flaws in their control of both Celerity and Potence, and face the constant derision of their peers. With proper tutelage from a trained elder the character might be able to remove this Flaw, but she has best set aside a lifetime or two to devote upon the task…A Cainite should not be hindered with more than one expression of this Flaw at a time.
Brujah - Obvious Predator (2pt Flaw)
Either your face or your immediate disposition lets people know that you have nothing good in store for them. Mortals react poorly to people who exude such a blatant air of menace, and all your difficulties for Social rolls increase by two (with the exception of Intimidation- related rolls).
Brujah - Pariah (2-4pt Flaw)
The Brujah consider themselves a clan of brothers (and sister) working towards common goals, if by different means. The clan encourages self-determination, but the character has taken her individuality too far and is now outcast. At the two-point level she has insulted, by word or deed, one of the two extremes of the Brujah clan. As a descendant of ancient scholar-kings, she may have vigorously denounced the rash brutality of her more radical clanmates. Alternately, the Brujah might feel that the goals of the elders are mere fantasies, and has acted according to her own whims - whims that have come in direct conflict with her more conservative brethren. Difficulties of all Social rolls in dealing with Brujah holding the opposite viewpoint increase by three. This penalty is reduced to one for more middle-of the road Brujah. A character with four-point Flaw has committed an act of treachery or murder against a clanmate. Word of this crime has spread throughout the clan, resulting in her ostracism. Brujah will neither come to her aid nor speak with her, nor will they accept her assistance unless at risk of Final Death. The clan considers the character Caitiff. While it is conceivable for a pariah to be restored to good standing within the Brujah, many do not bother to seek such opportunities.
Brujah - Uncontrollable (5pt Flaw)
Rage and passion constantly war in the soul of a volatile Brujah. Perhaps you were ill tempered before the Embrace, or perhaps your Brujah lineage awakened some latent fury. In any case, even more so than your classmates, you are prone to frenzy. Difficulties to resist frenzy are always 10 for this character. Prepare for a short, hellish ride.
Bulimia (4pt Flaw)
The thought of drinking blood is repulsive to you, and while you acknowledge the need to feed, you often have the irresistible desire to forcibly remove the blood from your system. It is likely that you had an eating disorder in your life before you were Embraced. In order to successfully hold the blood inside of your system until your body has absorbed all of the precious fluid, you must make a Stamina roll against a difficulty of 8. Failure means the sudden and extremely messy (to say nothing of embarrassing) loss of all newly consumed Blood Points as they are vomited from your body. However, any blood gained while in a feeding frenzy can be kept down. So, the only guaranteed method of nourishment is to feed when frenzying. This can prove to be socially demeaning and often places the Masquerade in jeopardy.
C
Can’t Cross Running Water (3pt Flaw)
You cannot cross running water unless you are at least 50 feet above it. "Running water" is any body of water more than two feet wide in any direction and not completely stagnant. A Kindred with this Flaw obviously believes too much in old wives’ tales.
Cast No Reflection (1pt Flaw)
You actually cast no reflection, just like the vampires of legend. This can have a very detrimental effect when trying to pass as a human. Vampires of Clan Lasombra automatically have this Flaw (and you may be mistaken for one for them if you posses this).
Catspaw (2pt Flaw)
You’ve done 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 a favor, your deeds have made you an embarrassment 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.
Child (3pt Flaw)
You were a small child at the time of the Embrace. Although time and experience may have changed your outlook, you are stuck with a child’s body. You have the Short Flaw, and you find it difficult to be taken seriously by others (two-dice penalty to all relevant rolls). Because you have never before experienced any sort of transformation change (never having undergone experiences of puberty), you are ill suited to withstand the demands of the Hunger (the difficulties of all such rolls are one greater). Additionally, certain clubs may not admit you, because you are "underage".
Childe, Vengeful (2pt Flaw)
You have sired a childe who has grown to loathe you. Not only does your childe not aid you in your dealings with other Kindred, he actively works towards detriment. At time you feel your childe would commit diablerie upon you if given half a chance, and you could be right.
Clan Enmity (2 or 4pt Flaw)
For some reason something about you inspires contempt or hatred in members of a clan other than your own. There is a two dice penalty to all social rolls for social dealings with members of this other clan. Select the ‘enemy’ clan randomly or choose. For 4 points: One clan in particular wants you dead. You have offended the entire clan, from elders to neonates, and as a result every member from that bloodline wants your head on a plate. The effects of the Flaw may manifest as anything from very public snubs and insults to actual attempts on your existence. You are also at +2 difficulty on all Social rolls relating to members of the clan in question.
Coffin Bound (2 or 3pt Flaw)
You must sleep in a coffin, or else you are unable to regain any willpower from rest. For three points, you require a coffin that has been specially prepared in some manner for you, such as having been sprinkled with your own grave soil or the blood of your family to consecrate it.
Conspicuous Consumption (4pt Flaw)
It is not enough for you to draw nourishment from the blood of mortals - you believe you must also consume your victim’s heart, liver and the blood-rich tissue. OF course, this will necessitate the deaths of all your victims (unless you are extremely creative), which might lead to numerous problems with the Masquerade and maintaining Humanity. Characters with this Flaw must additionally purchase the Eat Food Merit.
Crimson Haze (2pt Flaw)
When you reach half your blood pool, a strange effect clouds your mind. Your Beast clouds your vision by showing you the pulsing vitae in the people around you. The ST may call for a Self-Control roll to resist hunger even when others would not be in danger of Frenzy. All Blood Frenzy checks are made at +1 difficulty.
Curse Diluted (5pt Flaw) (LAbN Custom)
Though you are irrevocably a vampire and cannot survive on anything but human prey, your blood is so weak that you have not completely shed many characteristics that other vampires leave behind at embrace. Your body still produces some fluids, such as tears and sweat, and you can eat food and drink beverages without ill-effects (though they cannot sustain you). Drugs (including alcohol) may be imbibed straight into your veins, smoked or swallowed and they will effect you as they would a mortal. You can be suffocated if you do not get enough air, though the amount you need is minimal compared to a human. You even have some instinctive blood flow through your body, allowing you to blush and your wounds to bleed in fractional amounts without burning vitae. Though this will assist you in appearing human among the flock, to Kindred you are a walking billboard avertising threat of Gehenna, and most - if not all - will seek to destroy you. If you are not exterminated because of your terribly thin blood, you are because of what you represent to Kindred society. Additionally, since your blood as as weak as it is, sexual contact with a mortal of the opposite sex requires a roll to check for pregnancy in the female, and a child conceived by a Curse Diluted thin-blood will be a horror - a dhampir.
Due to the weakness of the Curse Diluted vampires' vitae they may never raise a Discipline above 4, just one higher than Ghouls created by greater Kindred. The vampire is incapable of siring ghouls or other vampires, but may Blood Bond others - including other vampires - as per usual. Mortal experience the euphoric, trance-like effect of your Kiss, but other vampires are not susceptible to it.
This Flaw is available only to vampires of generation 14 or 15, and may not be stacked with other Thin-Blood Flaws. Eat Food may not be taken with this Flaw.
D
Dead Star (3pt Flaw) (LAbN Custom)
You were a big star among the masses when you were alive in the last twenty years. Perhaps you were a big time radio jockey or a famous TV host of sorts or even a movie actor. Whatever you were famed for, people never forgot you and while most of the time this isn’t a problem, there’s almost always that dedicated fan that recognizes you either by sight or name or both. Players with this flaw should roll one die a scene when in a public place where Kine frequent; should a player roll evens, they shall not be pestered by these occasional fans but should a player roll odds, someone is going to come a pestering. A player that rolls a one should consider it as if it were a botch – this may mean that the fan in question personally knew the character, saw the character die, or a number of other things. Whatever the case when a one is rolled, the fan recognizes the character and knows the character is suppose to be dead.
Death Wish (1-5pt Flaw)
You have an unconscious wish to die the True Death. The search for blood, the politics and pain, the constant knowledge of all eternity looming ahead of you, and perhaps your own cowardice, all have their effect on you. Although you never deliberately do anything to harm yourself, you do tend to hinder yourself at awkward times. At ant time during a story, the Storyteller may ask you to reroll a Skill check, The least successful of the two rolls is the actual result of your action. The Storyteller may do this a umber of time per story equal to the number of points taken in this Flaw.
Diabolic Sire (2pt Flaw)
Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla. She could be wantonly breaking the Masquerade, or hunting down elders of the city and feasting on their blood. Archons are likely to come to you in order to discover your sire’s whereabouts, and they may not believe you if you tell them you don’t know.
Diabolist, Known (5pt Flaw)
You have committed diablerie at least once to achieve your current position of power. Although not all members of elder Kindred society known of your terrible flaw, at least some elders of import are aware of it. You are certain word of your proscribed behavior is slowly making its way though society. Other elders could easily discover this at any time and, at the very least, most of society knows that you are to be shunned. Adding to the danger, there is always the possibility of a Blood Hunt despite your elder status. If they haven’t already, certain elders can be expected to use their informations to force you to back their cause. You receive a +3 difficulty modifier on any Social roll involving elder Kindred who know your secret.
Diabolist, Secret (2pt Flaw)
You have committed diablerie at least once to achieve your current position of power, but no one yet knows your secret. Should the information ever be revealed, other elders may well refused you aid, shun you or, even worse, turn against you, perhaps even calling a Blood Hunt. It is imperative you keep this information hidden. Should your secret ever be reveled you will received a +3 difficulty modifier to any Social roll involving elder Kindred.
Discipline Inept (5 ot 7pt Flaw)
At five points, for some unknown reason you are particularly inept with one of your clan disciplines. You pay out-of-clan costs to raise it. For seven points, not only are you inept at one of your clan disciplines, but you are unable to grasp even the most fundamental aspect of that discipline and thereby never able to learn it.
Disgrace to the Blood (3pt Flaw)
Your sire regards the fact that he Embraced you to be a titanic mistake, and has let everyone know it. You are mocked in Elysium, taunted by your peers and actively despised by the one who should be giving you guidance. Any request or petition you make is likely to be looked down upon by friends of your sire, and your achievements are likely to be discounted.
Dulled Bite (2pt Flaw)
For some reason your fangs never fully developed - they may not have manifested at all. When feeding, you need to find some other method of making the blood flow. Failing that, you must achieve double the normal amount of successes in order to make your bite penetrate properly. A number of Caitiff and high-generation vampires often manifest this Flaw.
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Eerie Presence (2pt Flaw)
Mortals have an unconscious awareness of your undead nature, which makes them anxious and ill at ease in your presence. Because of this, difficulties of all dice rolls relating to social interaction with mortals are increased by two.
Escaped Target (2pt Flaw)
The flip side of Rival Sires, Escaped Target means that you had targeted a mortal for the Embrace, but someone else got there first. You cannot stand the humiliation of being cheated of your prize, and fly into a rage (+2 difficulty to avoid frenzy) whenever you see the one who got away. This hatred may lead you into other irrational behaviors, like Embracing enemies of the neonate, creating unauthorized childer or even trying to kill your rival. Furthermore, your petty and irrational behavior is well-known and quite noticeable, and as a result you are at +1 difficult on all Charisma rolls until the situation is resolved.
Expendable (1pt Flaw)
Someone in power doesn’t want you around. Maybe she wants territory you possess, or is jealous of the attention you’re getting from a prize mortal retainer - the details are irrelevant. What does matter is that she has the power to maneuver you into dangerous situations "for the good of the Camarilla" and has not compunctions about doing so.
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Face of the Beast (2pt Flaw)
The Beast Within emerges in times of hunger or stress, twisting your visage into a monstrous caricature of human form. Your Appearance rating can never exceed your current blood pool. In addition, you must roll Self-Control (difficulty 6) whenever you are subject to stress. This is in addition to any checks for frenzy. If you fail, your Appearance drops to zero for the rest of the scene. Characters with this Flaw who follow Instinct automatically assume their bestial visage if provoked, as do those who actually succumb to frenzy.
Failure (2pt Flaw)
You once held a title in the city, but failed catastrophically in your duties. Now you are branded incompetent, excluded from circles of power and responsibility and generally ostracized by those one their way up. Your exclusion may make you a target for recruitment by the Sabbat (or so the whispers run, making you even more distrusted). Conversely, the consequences of your error - a breach of the Masquerade, an unauthorized Embrace, a lawbreaker allowed to escape - might come back to haunt you.
Flashbacks (6pt Flaw)
You managed to make it through the Creation Rights, but not wholly intact. The most insignificant thing can throw you into a different mood or state of mind. Your behavior is extremely unpredictable. Because of your precarious emotional state, your Willpower fluctuates. At the beginning of each story, make a Willpower roll (you may not spend Willpower for an automatic success, obviously). If you succeed, you may participate in the story as normal. If you fail, however, your Willpower is considered to be 1 for the duration of the session. You may roll again at the beginning of the next session to see if you regain your wits.
Flesh of the Corpse (5pt Flaw)
Your flesh does not fully regenerate once it is damaged. While you are able to heal yourself to the point of regaining fill functionality, your skin still retains the cuts, tears, bullet holes, etc., which you have incurred. Depending on the nature of the damage, this Flaw will make social dealings exceedingly difficult.
Former Prince (3pt Flaw)
Once, you held near-absolute power in a city, but those nights are gone now. Perhaps you stepped down, perhaps you were deposed, or perhaps your city fell to the Sabbat; it matters little in your reduced state. What does matter is that the prince in the city where you now dwell is aware of your prior employment, and has concerns that you might be trying to make a comeback. The machinery of the Camarilla in the city where you now make your home is subtly stacked against you, and if the prince sees and opportunity to get rid of you he just might take it.
Frail Stomach (2pt Flaw)
You are physically unable to stomach blood that you consider filthy or poor. The overwhelming stink of kerosene and coal in a factory worker's blood might turn you away - or perhaps the sticky caramel-sweet blood of the aristocracy. This Flaw cannot be combined with Prey exclusion and is more than just a matter of distaste. To keep down any blood from a source deemed unfit by you requires a Stamina + Self-Control roll (difficulty 8). You may stomach a number of blood points equal to the successes. Anything else is regurgitated.
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Gangrel - Forgotten of Proteus (7pt Flaw)
You have fallen out of harmony or are simply cursed. You cannot ever possess the discipline of Protean or sense it's use.
Gangrel - Animal Enmity (5pt Flaw)
A species of animal refuses to answer to you or fraternize with you in any way. They may even attack you without provocation. Animalism is useless toward these species (i.e., canine, feline, rodent). Even if used by an ally Animalism will not effect their view of you.
Gangrel - Eyes of the Shark (3pt Flaw)
No matter how humane you are when others look you in the eye they see you as an eating machine, emotionless and cruel. Whatever your Humanity, it is treated as a three when others make eye contact with you.
Gangrel - Pied Piper (2-4pt Flaw)
Animals follow you around, making it fairly easy to track you and/or find your haven. The points of the flaw determine the size of the animals (2pt -rats, bats and mice, 3pt - Cats and dogs, 4pt - Wolves, deer, bears as examples).
Gangrel - Repelled By Amulets (2pt Flaw)
Some animistic beliefs revere animals as sacred and create amulets from, or wear their feathers and claws. These amulets repel you the same as if they were crosses. You must make a willpower roll whenever you are in the presence of one or be repelled.
Gangrel - Superstitious (2pt Flaw)
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, is the most common form. A more severe manifestation (possibly worth more points to the Storyteller) is a Gangrel who believes himself a Lupine.
Giovanni - Inbred (1-5pt Flaw)
A common occurrence among the incestuous Giovanni clan, inbreeding can take many forms, and this Flaw is best discusses with the Storyteller before player take it for her character. The Inbreed Flaw covers all manner of physical, mental and emotional defects. A one-point Inbreeding is something simple and unobtrusive, like eyes too close together or an underbite. A three-point Inbreeding is more sever: a congenital health condition (for mortals) or a crippling physical deformity. Five-point Inbreedings are grossly disabling or emotionally crippling - everything form uselessly atrophied legs to a permanent Derangement, decided on mutually by the player ad storyteller. Inbred conditions may or may not be immediately discernible, though their point costs should be relative to their magnitude.
Glowing Eyes (3pt Flaw)
You have the stereotypical glowing eyes of vampire legend, which gives you a -1 difficulty on Intimidation rolls when you’re dealing with mortals. However, the tradeoffs are many, you are a walking tear in the Masquerade and must constantly disguise your condition (no contacts don’t cut it); the glow impairs your vision and puts you at +1 difficulty on all sight-based roll (including the use of ranged weapons); and the radiance emanating form your eye sockets make it difficult to hide (+2 difficulty to Stealth rolls) in the dark.
Grip of the Damned (4pt Flaw)
There is no ecstasy in your Embrace - only terror and pain. Mortals upon whom you feed struggle and shriek all the while as you attempt to feed, requiring you to grapple with them for as long as you wish to take their blood. For vampires with high Humanity , this experience may require a Humanity roll, at the discretion of the Storyteller.
Guilt-Wracked (4pt Flaw)
You simply cannot come to grips with the fact that you must drink blood to survive. You suffer horrible guilt over each time you feed (roll Conscience, difficulty 7, or else frenzy every time you feed) and try to avoid doing so as much as possible. This means that you rarely have much blood in your system, leaving you vulnerable to both attacks and hunger-based frenzies.
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Hunted Like a Dog (3pt Flaw)
Another sect or group of vampires be it an independent clan or the Sabbat as a whole - has decided you’re a target for extermination, and pursue you relentlessly. On the bright side, the enemies of your enemy may well wish to help you out, potentially garnering your allies in this one instance.
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Incomplete Understanding (1pt Flaw)
The whole matter has been explained to you, but you’re still not quite sure how this whole Camarilla/Masquerade thing works. Your imperfect understanding of the riles and regulations of your new existence means that sooner or later, you’re going to make a mistake. It’s only a matter of time.
Infamous Autarkis (1pt Flaw)
The Camarilla won't accept you as one of its own under any circumstance. The Sabbat wouldn't think of submitting you to Creation Rites; it's just not worth it. Something in your past, your reputation or your sire's background is so abhorrent that both sects reject you utterly. You aren't just autarkis; your infamy spreads throughout both sects of vampiric society. Although you might find a coterie that's willing to work with you, they would not dare take you to any gathering of Camarilla or Sabbat vampires for fear of damaging their own reputations. The Storyteller may allow you to buy off this Flaw but only after you've completed a story in which you've resolved and overcome this social stigma.
Infamous Sire (1pt Flaw)
Your sire was, and perhaps still is, distrusted and disliked by many of the Kindred in the city. As a result, you are distrusted and disliked as well ,This is a heavy load, and one not easily shed.
Infectious Bite (2pt Flaw)
You lack the enzymes that allow most Kindred to seal the wounds caused by their feeding. You may not automatically lick the wounds of your feeding closed. IN fact, your bites have a one on five chance of becoming infected and causing mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller.
Infertile Vitae (3pt Flaw)
For some reason you're unable to create new vampires. All those you try to Embrace die. Your vitae is faulty even beyond that of Thin Blood. You may not create any childer no matter what you do. However, unlike the Flaw Thin Blood, you can use your blood just as all other vampires can.
Insane Sire (1pt Flaw)
Your sire has completely lost his grip on reality, and has become dangerously insane. Any wrong committed by your sire may affect your standing, and some of your sire’s dangerous schemes may somehow involve you. Because their sires are already assumed to be insane, Malkavians cannot take this Flaw.
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Jilted Paramour (1-3pt Flaw)
You had a long-term relationship (minimum 50 years) with a fellow Kindred. Although the relationship proved useful and pleasant while it lasted, you grew weary of your former paramour and ended the long term test. Unfortunately, your former paramour did not take the ending of the affair well, and has apparently developed a strong antipathy for you. You both known many of each other’s secrets and this has caused a stalemate thus far, but you are concerned that your ex-paramour may interfere in your affairs at some time in the future. The cost of this Flaw depends on the relative power and position of your ex-paramour in Kindred society (1 for an ancilla, 2 for another vampire of equal power, 3 for a more powerful elder).
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Lasombra - Cloaked in Shadows (4pt Flaw)
The shadows come to you even when you do not call them, wrapping themselves around you like a cloak in constant motion. This makes you stand out in any crows, and you can no longer pass for "normal" even when you so wish. Other Cainites may well avoid your company, being discomforted by your strange affliction. Lasombra in particular find you unpleasant company (+2 difficulty on all Social rolls) because your inability to master your shadows demonstrate a failure of will on your part.
Lasombra - Enmity of Shadows (4pt Flaw)
The shadows summoned by the Lasombra are unpredictable, and could possibly attack the summoner. The Lasombra must make a Willpower roll difficulty 6 each time he uses Obtenebration power of Level 3 or greater. A success indicates that the power functions normally; with a failure the summoned shadow attacks their putative master.
Lasombra - Image Obsession (1-5pt Flaw)
As Lasombra cannot see their apperance, those with this Flaw find themselfs hypnotized by the vagaries of their own apperance. The compulsive behavior may be small at first (1 point), manifesting itself as a repeated questioning of others as to their looks. ("Does my hair look alright? Really?"), to obsessive behaviors such as brushing hair, adjusting clothes and the like. The symptoms occasionally run the gamut to full-fledged mania (5 points), wherein the afflicted Lasombra are constantly attended by ghouls intent on grooming them and can speak of little save their appearance.
Lasombra - Marked for Death (2-5pt Flaw)
The Courts of Blood have found you and at least one fledgling is now hot after your blood. While you probably can defeat this threat on your own, the wait is maddening. Furthermore,. There is the implied insult bound up in the court’s decision - your peers obviously feel that you are incompetent and need to be replaced. After all, even if you defeat one would-be diablerist, there is no guarantee you won’t be hunted by a second, or third. The point cost of this Flaw varies, depending upon the strength of the Cainite who has been granted permission to hunt you, the conditions laid upon the hunt and whether or not the court has seen fit to inform you of your current status. Consult with your Storyteller to see what the details of your situation are - and how many she’ll share with you.
Lasombra - Religious Prohibition (2-4pt Flaw)
Taken from Hebrew stock, you grew up strongly religious. Part of that religion, however, is a dietary restriction forbidding you to taste blood. Even animal blood is forbidden to you by this law, and you find yourself racked by pangs of conscience every time you feed. This is a variable Flaw. At 2 points, you simply restrict yourself to feeding on animals or blood that has been drained by a ritual butcher. At 4 points you abstain from feeding unless it is absolutely necessary (3 Blood Points or less), and even then you may well fall into pits of self-flagellating despair.
Laughingstock (5pt Flaw)
Somehow you’re draw the scorn of the local harpies, who make you their favorite and reflexive target. You are at +2 difficulty on all Social roll in Elysium and a +1 anywhere else in the city. In addition, you are at +2 difficulty to use Intimidation or any Dominate powers on anyone who has heard the stories mocking you.
Light Sensitive (5pt Flaw)
You are even more sensitive to sunlight than other vampires are. Sunlight causes double damage, and even moonlight (which is, after all, the reflected light of the sun) harms you. Indeed, even bright lights can be painful, but the pain can be mitigated by wearing sunglasses. When the moon is shining, the light it casts will cause wounds in the same way sunlight does for normal individuals. However, the wounds caused by the moon are not aggravated, and can be healed normally. Remember, even on nights when the moon is full, it may have already set when you venture outside, or be obscured by the clouds.
Loathsome Regnant (4pt Flaw)
Not only are you blood bound, but you are also in thrall to a vampire who mistreats you hideously., perhaps you are publicly abused or humiliated; perhaps your master forces you to commit unspeakable acts for him, In any case, existence under the bond is a never-ending nightmare, with your regnant serving to conduct the symphony of malice.
Lunacy (2pt Flaw)
You are affected by the phases of the moon, increasing your chances of frenzy. Under the crescent moon, difficulties to avoid frenzy increase by one. Under the half or gibbous moon, difficulties rise by two. When the moon is full, difficulties increase by three.
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Masquerade Breaker (2pt Flaw)
In your first nights as a member of the Kindred, you accidentally broke the Masquerade - and were spotted doing so. Someone else covered for your mistake, but holds the favor over you. Now you exits in fear that your error will be revealed. In the meantime, you "savior" takes pitiless advantage of you.
Matricide/Patricide (4pt Flaw)
You have committed diablerie upon your own sire. If this information becomes known among elder vampires you will be shunned, or perhaps even put to the sun. You are most certainly an easy target for blackmail, and you must always be alert to the signs of other Kindred searching for information about your sire and his untimely demise (or "disappearance").
Methusalah's Thirst (7pt Flaw)
You can only feed on other Vampires, the blood of mortals and animals does nothing for you. This is a very dangerous flaw, normally one possessed only by ancient vampires.
Monstrous (3pt Flaw)
There is something wholly monstrous about you, something that makes you even more hideous than a Nosferatu. You scarcely look human, but the manner in which you differ is up to you. Perhaps you have grown scales or warts all over your body, or perhaps the scream you issued when you died has been permanently frozen on your face. Not only is your Appearance a zero, but you make even the Nosferatu uneasy. Nosferatu may take this Flaw, but only gain one point for it.
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Narc (3pt Flaw)
You are known to be a snitch, an informer planted in the sheriff’s pocket. Those on whom you might yet inform loathe you as a result, feeding you misinformation when they can in an attempt to discredit you. Given the opportunity, they might do you mischief. Regardless, our reputation as a full fledged weasel precedes you, putting you at +1 difficulty on all Social rolls against those who don’t agree with you politics
New Arrival (1pt Flaw)
You’ve just arrived in your new city of residence, and have done so without knowing anyone in the place. Existing fractions may try to recruit or eliminate you, while the harpies size you up and take your measure. Meanwhile, your ignorance of the city’s current events, history and politics (not to mention the personality quirks of the vampires already in place) may cause you to make a serious blunder.
New Kid (1pt Flaw)
You’re the latest Embracee in the city, and everyone knows it. That automatically puts you at the bottom of the social totem pole. Other neonates take every opportunity to demonstrate your inferiority to you, proving that the dynamics of the schoolyard are alive and well in the Camarilla. Even if someone else is added to the ranks of the unliving , you’re still regarded as something as a bit of a geek by your peers - a distinction that can have dangerous consequences if bullets start flying. All Social rolls are at =1 difficulty when you are dealing with other neonates.
Nosferatu - Anosmia (2pt Flaw)
You have no sense of smell or taste. The vilest odors and flavors imaginable cannot affect you; in fact, you do not even recognize their presence. You cannot attempt a Perception roll that involves either of these senses. However, any supernatural attack involving horrific odors and tastes does not affect you. Granted, Nosferatu who have surrounded themselves with unseemly funk long enough become immune to just about any foul odor, but you simply do not recognize smells at all. MET: From the reek of spoiled milk to the delicate perfume of a magnolia in bloom, from the tang of blood on your tongue to the memory of your last martini, the world of scent and taste is lost to you. You may not take this Flaw and the Merits: Acute Sense: Smell or Acute Sense: Taste. You automatically lose any challenges relating to smell or taste; Heightened Senses for taste or smell has no affect on this.
Nosferatu - Blunt Fangs (1pt Flaw)
Your teeth are huge and square, not sharp like those of other vampires. To do damage with a bite attack, you must score an additional success (thus, this extra success subtracts from the amount of damage you do). Once you have sunk you teeth into your prey, you inflict a level of damage for every two blood points you take. Once your fangs are locked in a victim’s flesh, you’ve got to chew and chew and chew..
Nosferatu - Club Foot (1pt Flaw)
One of your feet is gnarled and deformed. You move at only half normal speed.
Nosfertau - Enemy Brood (3pt Flaw)
A brood of your fellow Nosferatu have an unceasing vendetta against you. You can run from them, but you can’t hide. If you stay in the same city, they will pool whatever resources they have to make your existence a living hell. Traveling through the local sewers is a nightmare. If you flee, they will use their influence and contacts to call in favors in the next city you show your ugly mug. The Storyteller may allow you to buy off this Flaw, but only after you’ve completed a story in which you’ve resolved and overcome this social stigma.
Nosferatu - Infamous Autarkis (1pt Flaw)
The Camarilla won’t accept you as one of its own under any circumstance. The Sabbat wouldn’t think of submitting you to Creation Rites — it’s just not worth it. Something in your past, your reputation or your sire’s background is so abhorrent that both sects reject you utterly. You aren’t just autarkis; your infamy spreads throughout both sects of vampiric society. Although you might find a coterie that’s willing to work with you, they would not dare take you to any gathering of Camarilla or Sabbat vampires for fear of damaging their own reputations. The Storyteller may allow you to buy off this Flaw but only after you’ve completed a story in which you’ve resolved and overcome this social stigma. MET: You may never gain Camarilla or Sabbat Status. This marks you as automatic prey for the Scourge in a Camarilla city, and for any likely hunters in a Sabbat city.
Nosferatu - Necrophile (3pt Flaw)
No, you don’t have sex with the dead, but you certainly enjoy their company. You are obsessed with dead bodies and “invite” them over to your domain. Your haven is distastefully decorated with severed and mutilated body parts of all kinds. You talk to your dead friends, dance with them, make art out of them and entertain frequently. Some vampires of particularly refined temperament may need to overcome a Courage roll (difficulty 4) to enter a room where you’ve left your guests and their accouterments. Toreador go apeshit; Toreador antitribu applaud. For some reason, this Flaw is very popular among Leatherfaces.
Nosferatu - Nosferatu Caitiff (1pt Flaw)
You were Embraced by a Nosferatu, but failed to meet the standards of even that clan, and were subsequently rejected by your sire, As you did not complete the Becoming process, you were not fully transformed, but you still look rather odd. You begin the game with an Appearance rating of 1, and raising your Appearance costs double the usual number of experience points. In addition, you present a tempting target for just about any bully - other Caitiff may not have much to kick around, but a "Nosferatu reject" certainly offers possibilities for abuse. Not all Caitiff sired by Nosferatu have this flaw; nobody knows why some do and some don’t.
Nosferatu - Parasitic Infestation (2pt Flaw)
In many ways this Flaw is the negative counterpart of Swarm Attractor. Several species of hemovores - ticks, lice, mosquitoes, gnats, chiggers, leeches and the like - find your blood particularly tasty. These creatures crawl and hide among the creases and folds of your skin despite your best efforts to remove them. Particularly persistent are those vermin that drink from you three times and thus become enormous, bloated, Blood Bound ghouls. You may not command the vermin in any fashion; they are too intoxicated on your vitae to be of any use (though they do love you for what’s it’s worth). The parasites also drink from one to four of your Blood Point each night (roll a die and divide by three, rounding up). This forces you to hunt more often. Finally the constant itching and irritation increases by one the difficulties of all your rolls to avoid frenzy.
Nosferatu - Putrescence (3pt Flaw)
The mystic process that inhibit the natural decay of the vampiric form were less effective on you. As a result, you constantly rot, though a day’s rest checks and to some degree heals the effects. Your soak Dice Pool is reduced by one, and if you are jarred or hit violently (more than three successes after soak) you must make a Stamina roll (difficulty 6). If you fail, one of your facial features or fingers falls off if you botch, one of the levels of damage is aggravated and one of your limbs falls off. This will regrow when the aggravated wound is healed.
Nosferatu - Stench (1pt Flaw)
Few Nosferatu smell good, but you reach a new nadir or odiferousness. Even other Nosferatu are repulsed by your stink, and your Stealth Dice Pools are reduced by two against any creature that can small, unless you are upwind. Clan Book Nosferatu (pub)2000: Nosfertau - Stench (1pt Flaw) Even other Nosferatu recoil at your horrific odor. Subtract two dice from any Stealth roll when evading any creature that can smell (unless you are upwind).
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Paramour, Jilted (1-3pt Flaw)
You had a long-term relationship (minimum 50 years) with a fellow Kindred. Although the relationship proved useful and pleasant while it lasted, you grew weary of your former paramour and ended the long term tyst. Unfortunately, your former paramour did not take the ending of the affair well, and has apparently developed a strong antipathy for you. You both known many of each other’s secrets and this has caused a stalemate thus far, but you are concerned that your ex-paramour may interfere in your affairs at some time in the future. The cost of this Flaw depends on the relative power and position of your ex-paramour in Kindred society ( 1 for an ancilla, 2 for another elder of equal power, 3 for a more powerful elder).
Pelagic Compulsion (2pt flaw)
The afflicted character feels inexplicably drawn to the sea at the expense of his ability to concentrate on other matters (+1 difficulty to all Willpower rolls if the character has been out of sight of the ocean for more than 24 hours). This call can be temporarily satisfied by an extended sea voyage, and is most often felt in the first 50 years of unlife.
Permanent Fangs (3pt Flaw)
Your fangs do not retract, making it impossible for you to hide your true nature. While some mortals may think you’ve had your teeth filed or are wearing prosthetics, sooner or later you’re going to run into someone who knows what you truly are. You are a constant threat to the Masquerade, and other Kindred may take steps to prevent a breach from ever occurring. You are also limited to an Appearance rating of 3 at most.
Permanent Wound (3pt Flaw)
You suffered injuries during the Embrace, which your sire did nothing to repair. You start each night at the Wounded Health Level. This can be healed like normal damage, but each evening, after sleep, your wounds always return.
Poseidon's Call (1pt Flaw)
An individual with this condition, finds her stability directly tied to that of the weather, calming as skies clear and growing progressively more bloodthirsty as a storm mounts (rolls to resist frenzy are at -1 difficulty in completely calm weather, but +1 on rough seas, +2 in the middle of a thunderstorm, and +3 during a hurricane).
Poverty (1pt Flaw)
You are very poor for an elder vampire. Either you never bothered to save anything over the years, or you throw away any accumulated wealth for your own, obscure reasons. You may not take nay Resources.
Prestation Debt (1-5pt Flaw)
You currently owe a boon to one or more other Kindred. This debt could have been incurred far in the past, or only last week, but the Kindred to whom you owe the debt is still extant. As such, she has gained some Status over you, and you are at a slight disadvantage in any dealings you have with her. It is also conceivable that your debt could be called in, and that you could be asked to perform some service or favor for any such vampire to whom you are indebted.
Prey Exclusion (1pt Flaw)
You have an overpowering fear of something. For instance and animal-lover might decide to hunt only humans, or a character might decide to spare a class of person she particularly admires: police, teachers, medical professionals, clergy, peace activists and so on. You are disturbed when others feed from this type of prey, and could possibly enter a frenzy (Storyteller’s discretion). If you accidentally feed upon this class of prey yourself, you will automatically frenzy and will need to make a roll for Humanity (difficulty 8 or greater. Note: This is not as restrictive as the Ventrue limitation, which limits a vampire to a certain class of prey (therefore Ventrue cannot take this Flaw).
Probationary Sect Member (4pt Flaw)
You are a defector. You tuned traitor to the Camarilla, Sabbat, Followers of Set or other vampiric orders, and you still have much to prove before you are accepted by the Kindred you have defected to. Elders, ancillae and even neonates treat you with distrust and even hostility, and your reputation might even sully those whom you regularly associate with.
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Ravnos - Family Enmity (2pt Flaw)
By an act of betrayal, or perhaps a simple "misunderstanding", you have gained the scorn of one of the families. They will not offer any assistance to you, and may even alert your enemies to your presence in a city. Until you redeem yourself, be it through unrewarded loyalty or perhaps remarkable cunning, they will interfere with your plans and darken your name wherever they travel. Note: You may not take a Family Enmity with the Tsurara or the Ravnos families.
Ravnos - Marhime (3pt Flaw)
You have committed some grievous crimes against the Rom, and are now shunned by their families (including the Ravnos). Though they do not work against you, they avoid contact, as you might contaminate them (difficulties of all Social rolls involving other Gypsies increase by two). Cleansing yourself of your crime is an arduous uphill battle; until you are redeem by a kris, you are unable to travel in the company of your people for anything longer than a few nights before they drive you away.
Ravnos - Wuzho Enemy (2pt Flaw)
You have drawn the attention of one of the Wuzho. This enemy is quite dangerous, as he wishes nothing more than to send you to your end. Though he does not confront you directly, he works to thwart your plans whenever possible - destroying family ties or angering other mulo against you - waiting for the night when you are not longer able to defend yourself against him.
Recently Arisen (3pt Flaw)
You have been lying in a state of torpor until very recently. The years have left you in their wake and the world has been remade in your absence. The culture shock is very jarring, and you still find it difficult to make your way in this strange new environment. Only the general flow of Kindred politics and society remains reasonably familiar; the rest of the world is gibberish. You receive +2 difficulty level of rolls involving technology and social interactions with everyone save other Kindred.
Recruitment Target (1pt Flaw)
The Sabbat want you, and they want you bad. Every effort is being made to recruit you, willing or no, and the press gangs usually show up at the worst possible time.
Red List (7pt Flaw)
You are either being considered for or are already on the dreaded Red List, the registry of those vampires the Camarilla most wants extinguished. Any Camarilla vampire will either attack you on sight or, more likely, call in for a great deal of help.
Red Sacrament (5pt Flaw) (LAbN Custom)
Most Kindred are able to recover from grievous injury on command, so long as they find themselves with vitae to spare. Not so, for individuals possessing this unfortunate malady. Whether a purely mental block, based in religious beliefs, or the like, this Kindred is unable to recover from wounds naturally. Instead, they must undergo some complex, painstakingly precise ritual lasting at least five minutes. After committing to such a ritual, the Kindred may then heal one wound level. There is no limit to how often such a ritual may be undertaking, only that it will heal but a single wound level at a time. Wounds healed while unconscious, resting, or in torpor are exempt from the rule of the Red Sacrament, as the vampire does so without their own knowledge. Depending on the Kindred, they may feel remorse at such an action and seek to rectify it (these vampires often possess some form of Masochism, or are Flagellant). Obviously, a supernatural compulsion such as this makes combat much more deadly for the Kindred in question, and as such these vampires tend to eschew deadly encounters in favour of political intrigue.
Religious Prohibition (2 or 4pt Flaw)
In your breathing days, you were either Jewish or Muslim, and have retained your faith through the Embrace. As both religions prohibit their followers from tasting, let alone drinking, blood, this creates a moral dilemma for you. Even animal blood is a forbid, den substance, and your conscience pricks whenever you feed. This Flaw has a variable point value. At two points, you voluntarily restrict your feeding to animals or blood that has been drained by a ritual butcher. At four points, you refuse to feed unless it is an immediate necessity (blood pool is three or less), and even then you may fall victim to depression and self-loathing for several night after the forbidden act.
Repelled by Crosses (3pt Flaw)
You are repelled by the sight of ordinary crosses (just as if they were holy). Kindred who were of the Church prior to their Embrace are the ones most likely to possess this Flaw; they perceive that their new form is a judgment from God.
Repulsed by Garlic (1pt Flaw)
You cannot abide the smell of garlic, and the smallest taint of its scent will drive you from a room. The full force of its pungent odor will bring blood tears to your face and render you early blind, while its touch can cause boils and even open wounds.
Rivalry (1-3pt Flaw)
You have an ongoing rivalry with someone (perhaps a Cainite, or even a mortal). You may or may not remember how the competition started, but now you and your rival are inseparable. This rival takes advantage of every opportunity to slander you and advance himself at your expense. There may be ways to cool or end this quarrel, but doing so will take a long time. A 1-point rival is at your own power level, and is often annoying but not too dangerous. A 2-point rival occasionally takes harmful action against you, or his words have some measure of influence. A 3-point rival has no qualms about occasionally attempting to have you killed or has some serious clout with someone of higher standing than you (a mortal authority or clan elder). For him, your rivalry has become a matter of death or dishonor.
Rival Sires (2pt Flaw)
Not one, but two vampires wanted to gift you with the Embrace. One succeeded, one failed - and she’s not happy about that failure. Either you, your actually sire or both of you have become the target of the failed suitor’s ire. Regardless, your persecutor is at +2 difficulty to refrain from frenzy in your presence. In addition, she may be working actively to discredit or destroy you.
Routine (2pt Flaw)
Through the ages you have settled into somewhat of a routine. You tend to go to the same places at the same times of year, and to proceed from haven to haven in a regular order. If others studied you behavior closely, they might be able to take advantage of it to do you harm. The Storyteller may lower the difficulty level for anyone attempting to surprise the character from 1-3 points depending on the specific nature of the situation.
S
Salubri - Odd Eye (1-2pt Flaw)
Your third eye looks strikingly different than the two you were born (and Embraced) with. For one point, the third eye us merely a different color (i.e. blue, when you have brown eyes), while for two points it’s something rather disturbing (i.e. violet, red, slitted, like a cat’s eyes). Needles to say, this inhuman feature is not going to help your reputation.
Salubri - Stubborn (1-3pt Flaw)
There is conviction of spirit, there is unshakable will, and there is just plain being orney. You fall into the last category. When your mind is made up, or when you’re 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 your mid short of a catastrophe. For three points, you’ll not only defend you conviciton to Hell’s door, you’ll kick it in and argue with the Devil. This Flaw is most often taken by warriors.
Salubri - Unblooded (5pt Flaw)
You never received any ritual of blooding from your sire or other warriors, and so your training is at a standstill. You may not progress beyond the second level of Valern until you receive a ritual of blooding, ad you are two Traits down in any Social roll against a blooded Salubri. Only warriors Salubri make take this Flaw.
Salubri - Visible Eye (5pt Flaw)
You cannot get your third eye to close. It remains open even when you sleep. While you can cover it, covering it tightly is too painful to be borne. You may spend Willpower to force it shut for 10 minutes, but it snaps back open immediately thereafter.
Selective Digestion (2pt Flaw)
You can digest only certain types of blood. You can choose whether you can drink only cold blood (the blood of a dead person), blood with the taste of fear (found in blood only in moments of terror), or blood with the taste of job, or perhaps only certain types (A,O, etc.) This Flaw may not be taken by Ventrue characters, since they already have something like it though their clan weakness.
Setites - Aura of the Wyrm (5pt Flaw)
You radiate corruption to such a degree that any Garou in the locale are drawn towards you. This is a serious Flaw, as your unlife is constantly threatened by frenzied attacks directed against you by enraged werewolves.
Setites - Forked Tongue (2pt Flaw)
Your tongue is forked and flickering, like that of a snake. You speak with a hiss. Upholding the Masquerade becomes difficult for you. Note that this tongue does not inflict aggravated damage, nor draw blood.
Setites - Heartless (4pt Flaw)
Having removed your heart via the fifth level of Serpentis, you have lost it. The heart might be in the possession of a foe, or simply missing. If it is possesses by some other Cainite (perhaps a Setite elder, or your sire) you must obey their every command. If it is lost, the anxiety this causes you interferes with your nightly existence.
Setites - Scales (1-3pt Flaw)
During your Embrace, a portion of your skin became scales. If only a small area, one easily hidden, such as a patch of skin on your shoulder, this is only a one-point Flaw. Having an entire limb affected, such as an arm, forcing you to wear long gloves at all times, is a two-point Flaw, while having a scaled, lipless face is a three-point Flaw.
Sire's Kiss (1pt Flaw)
You have the bite wound inflicted upon you by your sire. It is a permanent scar, both physically and psychologically. It bleeds once a night at the exact time it was inflicted upon you during your Embrace. Every night you are down two blood instead of just one like other Kindred upon awakening. It is a constant reminder of who made you and why. Some say Caine did this to his first brood.
Sire’s Resentment (1pt Flaw)
Your sire dislikes you and wishes you ill. Given the smallest opportunity, your sire will seek to do you harm, and may even attack you if provoked. Your sire’s friends will also work against you, and many elders will thus resent you.
Sleeping with the Enemy (3pt Flaw)
You have some sort of intimate connection with a member of an opposing sect or inimical clan. You may have a love, a childe, a friend or a contact working the other side of the fence, but regardless ofd politics you retain a friendly (or more than friendly) relationship with your putative foe. Your close ties to someone on the other side would be regarded as treason by your superiors within the Camarilla, and if you are discovered the penalty will surely be death.
Slow Healing (3pt Flaw)
You have difficulty healing wounds. It requires two blood points to heal one health level of normal damage, and you heal one health level of aggravated damage every five days (plus the usual five blood points and Willpower expenditure.
Special Responsibility (1pt Flaw)
Shortly after your Embrace, you volunteered for some task in order to gain respect and approval from your pack member. Now, you wish you had never opened your damn mouth! While you are not given any special credit for performing this duty, you would lose much respect from the pack if you were to stop. The nature and the details of your duty should be worked out with the Storyteller in advance. Ideas can range from lending money to pack members to acting as pack messenger or possibly gathering victims for Blood Feasts.
Stereotype (2pt Flaw)
You buy heavily into all the vampire legendary you’ve read and heard. You wear a cape, speak with an accent and otherwise act in a cartoonish fashion. Such behavior is embarrassing in the extreme to other Kindred, who are likely to ostracize or mock you (+2 difficulty to Social rolls with other vampires who don’t share your habits). Also, you stand out to hunters, and run the risk of violating the Masquerade every time you take to the streets.
Sympathizer (1pt Flaw)
You have publicly expressed sympathy for some of the Sabbat’s goals and policies. Your outspoken views on the subject have made you suspect in the eyes of the city’s hierarchy, and you may be suspected of (or arrested for) treason.
T
Technophobic (4pt Flaw)
The blossoming of technology over the last 150 years, and the way it reaches into every part of life, makes you very uneasy. You see technology as a dark, unpredictable force, far more inexplicable and threatening than the familiar magic and superstition you grew up with. Some of the newer contraptions seem to be controlled by some malign intelligence, and few of them seem as though they’re out to get you personally. You have a two-dice penalty to all attempts to deal with devices powered by steam, internal combustion or electricity.
Territorial (2pt Flaw)
You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory, you must make a frenzy roll. If you fail, you immediately attack the interloper and continue attacking until the intruder is dead or has left your hunting grounds. You are reluctant to leave your territory except in desperate circumstance.
Thin Blood (4pt Flaw)
Your blood is thin, weak and does not sustain you well. All blood points costs are doubled (e.g. using blood-related Disciplines or healing damage), and you are unable to create a blood bond. Furthermore, efforts to sire other vampires succeed only 20% of the time.
Thirst for Innocence (2pt Flaw)
The sight of innocence - of and sort - arouses in you a terrible bloodlust. Roll Self-Control, or else frenzy and attack the source of your hunger.
Toreador - Artistically Inept (2pt Flaw)
You must work harder than most artists to accomplish great work. You are still capable of creating a masterpiece, but it is tougher for you than for someone else of equal training. All difficulties on Creativity rolls and Artistic Expression rolls are increased by two to a maximum of nine.
Toreador - Démesuré (3pt Flaw)
Démesuré refers to sinful pride that results in extraordinary (and sometimes horrendous) costs to the possessor and those around him. The most famous example is that of Childe Roland, who refused to allow his men to retreat as the Moors slaughtered them, his pride goading him to remain so that he would not appear as a coward. A player who takes this Flaw should select one (maybe more) things that his character takes great pride in - his clothes, his horsemanship, his fighting, etc. When that pride is insulted or threatened, the player must make a Willpower roll (difficulty 9). If he fails, he pursues the salvation of his "honor" to the exclusion of all other business. This obsession can result in lost allies, plans gone completely awry, loss of loved ones or even Final Death. Each time the character achieves goals relating to his obsession, he may make a Willpower roll (difficulty 7) to see if he can let the obsession rest for the remainder of the night.
Toreador - Disparaged (2pt Flaw)
You married someone beneath your station, and thus have lost social standing yourself. An example, would be a countess who has married a knight or a duke who married a baron’s daughter. Among your own social class, you are treated with disrespect or eve actively snubbed, while your spouse is ignored or treated rudely. Your spouse’s peers don’t know how to behave with you, resulting in a further awkward relations or standoffishness. A +2 difficulty is added to your Social rolls when dealing with your peers. Your marriage may be a happy one, but you have paid a terrible price for it.
Toreador - Poor Taste (1pt Flaw)
You can never have the Art Appreciation skill. You are forever a Poseur, and you have no ability to judge a masterpiece from trash. In fact, if you had the choice, you would choose the trash.
Toreador - Rivalry (1-3pt Flaw)
You have an ongoing rivalry with someone (perhaps another Toreador, another Cainite, or even a mortal). You may or may not remember how the competition started, but now you and your rival are inseparable. This rival takes advantage of every opportunity to slander you and advance himself at your expense. There may be ways to cool or end this quarrel, but doing so will take a long time. A 1-point rival is at your own power level, and is often annoying but not too dangerous. A 2-point rival occasionally takes harmful action against you, or his words have some measure of influence. A 3-point rival has no qualms about occasionally attempting to have you killed or has some serious clout with someone of higher standing than you (a mortal authority or clan elder). For him, your rivalry has become a matter of death or dishonor.
Toreador - Social Outcast (3pt Flaw)
You have severed your ties to the Artistes and Poseurs. You no longer play their silly games. You will never rise in Clan Prestige, and you are the equivalent of an anarch. However, the anarchs will not accept you due to some past transgressions you have committed against them. You have no place in the world of the Damned.
Toreador - Used and Abused (2pt Flaw)
For some reason, you have incurred the wrath of those higher in station in your clan. These Cainites have the power o make your life miserable - injuring your reputation, spreading nasty gossip, slandering your lovers - and all for reasons that you can’t understand. However, just because you’re being abused doesn’t mean you necessarily have to endure it meekly. You may be able to find assistance from others who disbelieve the slander - but you may have to prove yourself several time over first.
Toreador - Vulgar (2pt Flaw)
You are rude and socially unacceptable. You seem constitutionally incapable of saying or doing the right things, in spite of all attempts to teach you. Your sire is criticized and ridiculed for choosing you, and you are frequently left off guest lists. You may eventually work off this Flaw, but the Storyteller should make it particularly difficult. At Storytellers option, you may be at +2 difficulty on all Social rolls.
Tremere - Bound to the Council (3pt Flaw)
Whether because of a highly suspicious regent, a faux pas in the past or a missive from on high, your character was bound to the Council of Seven - a condition that he hasn't escaped. This doesn't stop the character from having personal goals or motives, but love of the Tremere clan always comes first. You must spend Willpower just to go against Tremere policy; violating the Oath, to your character, is literally as difficult as a blood bound thrall trying to betray her regnant. When the council or their duly-appointed representatives (Read: Anyone with more Tremere rank than your character) says, "Jump," your character jumps and waits around to find out how high before coming down. If you somehow manage to get out of this problem, say by partaking of Vaulderie, accepting another blood bond or using the ritual "Abandon the Fetters" (p. 67 Cb: Tremere), your character may well find himself marked for destruction should the proper parties find out. If the blood wasn't enough to keep him in line, and he was enough of a threat to merit it, then destruction is the only way to be sure that he won't be a problem later. The Storyteller can and should use all Tremere resources available both to check the character's loyalty and to hunt him down like the renegade he is if he fails to make the grade.
Tremere - Double Betrayer (4pt Flaw)
At some point in the past, your character undertook the Vaulderie. She may have legitimately tried to join the Sabbat, or perhaps she didn't know any better or was compelled. Regardless, she now bears the mark of the Betrayer. She has since been redeemed and welcomed back into the clan's ranks, but the mark will haunt her always. As usual with the mark, all Tremere can tell that your character betrayed the clan once. Those who know of your character's past will treat her with contempt; add two to the social difficulties for interacting with other Tremere, so long as they're loyal to the clan. Tremere who don't know the circumstances will probably assume that your character is a Sabbat traitor, and might try to capture or destroy her, or atleast attempt to inform the pyramid of her wereabouts. Should your character ever fail in her reports or relapse in bad behavior, you can expect that she will be hunted down just like the Tremere do with other threats.
Tremere - False Third Eye (4pt Flaw)
For reasons unknown to you or your sir, your Embrace left you with the imprint of a third eye upon your forehead. This remainder of Tremere’s diablerie of Saulot renders you both an embarrassment to other members of your clan and a figure of distrust to all except those who know you. The "third eye" does not open or function. Unless you conceal it under a hood or beneath your hair, the stigma is obvious to all who see you. All Social rolls ate at +2 difficulty whenever interacting with any Cainites other than your coterie or closest allies. Attempting to pass as a Salubri is not advisable.
Tremere - Thaumaturgically Inept (5pt Flaw)
Tremere and the council took decades to develop the principles of Thaumaturgy, so it's not a "natural" Discipline. Over the centuries it spread throughout the Tremere clan as a habitual practice, but a few unfortunate Tremere never seem to get the hang of it. Your character is one such unfortunate: He adds 4 instead of the normal 3 to calculate the difficulties (to a maximum of 10) of Paths and Rituals. He can still learn Thaumaturgy (higher-ranking Tremere will be happy to share their secrets as long as he earns the favor from them), but it takes real effort. Thaumaturgy still counts as a clan discipline for him, but he can begin the story with no more than one dot. Socially, this tends to mark the character as a poor student among the Tremere. He will likely be passed over for promotions or responsibilities simply because "he just doesn't get it."
Twisted Upbringing (1pt Flaw)
Your sire was quite malevolent and taught you all the wrong things about Kindred society. All your beliefs about how vampires interact are wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start (the Storyteller will tell you when). But until then, you will continue to believe what you were first told, no matter how others try to "trick" you into thinking otherwise.
Tzimisce - Ancestral Soil Dependence (2pt Flaw)
Dependence on their native soil hampered the Tzimisce's flight from Eastern Europe. Even a few childer sired elsewhere required the soil of a homeland they had never visited, making them particularly vulnerable to enemies who knew of this weakness. In the modern nights, rapid transporation makes such a threat less severe, but even childer sired generations after their ancestors relocated occasionally manifest this flaw.
The will of the spirits from the ancestral Tzimisce homeland weighs heavily on your blood - soil from a place important to you as a mortal won't do. You actually need two handfuls of the tainted Eastern European soil of the Tzimisce homeland. Ancestral Soil Dependence most commonly manifests in the children of koldun and the branch of the clan thought to be descended from Yorak. Characters embraced in Eastern Europe can't take this flaw (they're already dependent on the local soil).
Tzimisce - Consumption (5pt Flaw)
Portions of the Antediluvian are not only within you, they're active and like a cancer that devours you from the inside out. Your very blood is wrought with a corrosive, flesh-eating bacteria. At the beginnig of every evening you suffer one health level of bashing damage that cannot be soaked or healed with blood. The only way to counteract the effect is by ingesting one-tenth of your body weight in flesh to supplement your depleted carcass. Whether you kill and devour the skin from humans or raid the biohazard containers of liposuction clinics for siphoned fat, you need your ration of human flesh in order to survive. If you try to ingest this macabre meal before damage is done, you'll simply vomit it out like any other food - this does not impart the benefits of the Eat Food merit.
Tzimisce - Privacy Obsession (3pt Flaw)
You carry the Tzimisce respect for privacy to extremes. You must make a Willpower roll (difficulty 6) to enter another being’s dwelling without being invited (though you will go to fiendishly clever lengths to garner an unwitting invitation). When disturbed in your manse by an uninvited guest, you must make a Self-Control or Instincts roll (difficulty 7) to avoid frenzy.
Tzimisce - Revenant Weakness (3pt Flaw)
You were once part of a revenant family. Following the Embrace, you suffered the double-whammy of your clan's weakness and your revenant family's limitation; whether it's the Bratovich's propensity to fly into a rage, the Grimaldi's blood bond to the Sabbat, the Obertus' instability or the Zantosa's weak will. The Storyteller might also let you manifest a weakness from a lost or destroyed revenant line. This could add mystery to your background and allow for a bit of genealogical detective work.
Tzimisce - Scarface (2 to 4pt Flaw)
You're a walking mess of scars. Although you heal damage with cainite efficiency, the manner in which you do so is all too human. For some reason, the regenderating flesh returns as scar tissue. Vicissitude doesn't help; in fact, it aggravates your condition with stretch marks and cicatrices anywhere your skin breaks. While this doesn't hamper you physically, it does affect your interactions with other people. For 2 points, all Social roll difficulties increase by one.
If you purchase Scarface as a 3 point flaw, your face and body are so horribly blemished that your Appearance rating can never exceed 2. This is in addition to the limits previously mentioned. As a 4 point Flaw, the swath of scars is thick enough to hinder your actions through skin-resistance. All Dexterity roll difficulties increase by one, in addition to the other penalties this Flaw imposes at lesser levels. You can ignore the penalty for one specific action by taking one level of (unsoakable) bashing damage; essentially, you're tearing the scar tissue for greater range of motion. Once you heal that damage, however, the penalty returns.
U
Unconvinced (1pt Flaw)
You fail to see the need for the Masquerade, and have gone on record as saying so. Taking your stand has made you suspect in the eyes of your elders, and may have attracted the Sabbat’s attention as well.
Uninvited (3pt Flaw)
A Kindred with this Flaw is barred from entering any private residence for which he has not been given an express invitation by the person who dwells within. This invitation need not necessarily come from the owner of the home, but a vampire cannot bypass the power of this Flaw by having any old stranger invite him into a home for which they have no intimate connection. If the character gains an invitation, the invitation must be spoke aloud, he may enter that home freely from there on.
Uppity (2pt Flaw)
You are proud of your new status and clan - so proud that you’ve shot your mouth off to other Kindred and made some enemies. Wiser vampires laugh at you and chalk your rudeness up to youth, but others regard you as arrogant and insulting. These enemies will take action to embarrass or harm you. Furthermore, you are at +2 difficulty on all Social rolls against any vampires you have alienated through your yammering - and you may not know who they are. At Storytellers discretion, you may also be required to make a Willpower roll (difficulty 6) to keep your mouth shut any time the opportunity presents itself for you to brag about your lineage, your clan or your status.
V
Vengeful Childe (2pt Flaw)
You have sired a childe who has grown to loathe you. Not only does your childe not aid you in your dealings with other Kindred, he actively works towards detriment. At time you feel your childe would commit diablerie upon you if given half a chance, and you could be right.
Victim of the Masquerade (2pt Flaw)
The Camarilla’s propaganda machine did too good a job on you. Even after your Embrace you refused to believe you were a vampire. You remain convinced that there is some logical explanation for your condition, and spend as much time as you can searching for it. You also have problems feeding, and may insist on trying to eat regular food. None of these habits makes you particularly pleasant company for other Kindred. This Flaw must be roleplayed at all times.
#
14th Generation (2pt Flaw)
You were created five or fewer years ago by a member of the 13th generation. Though you have 10 blood points in your body, only eight of them may be used to heal wounds, power Disciplines, raise Attributes etc. Obviously, taking this Flaw precludes you from taking the Generation Background, and you may not start with Status, either. You are likely a clanless Caitiff, for your blood is probably too thin to pass down the distinguished characteristics of a clan. Most 14th generation vampires should also take the Thin Blood Flaw.
"Mortal" denotes a character that is biologically mortal. Hunters and users of Numina are still physically mortal, and may take from this Flaw list.
A
Arthritic (1pt Flaw)
Your joints, especially your hands, are stiff and swollen. When you attempt anything that requires a fine and careful touch such as sewing or repairing a watch, increase the difficulty of your roll by one.
Asthma (2pt Flaw)
You have Difficulty performing strenuous tasks because you cannot breathe properly. With asthma, your lungs only pull in a fraction of the air that normal lungs require. Any time that you exert yourself, you must make a Stamina roll (Difficulty 6) or be unable to perform any action on the next round while you catch your breath.
C
Chronic Illness (4pt Flaw)
You suffer from a debilitating illness such as chronic fatigue syndrome or even cancer. You frequently feel weak, and you are easily injured. Add two to the difficulty of any Athletics or soak rolls.
E
Elderly (4pt Flaw)
Although your mind and wits are strong, your body is frail. Still, you bring experience to any cause you join, though you lack the ability to stand side by side with your more active brethren. All difficulties on physical rolls increase by one, and if you ever botch such a roll, you must immediately roll the appropriate Attribute at difficulty 6. If that roll botches, you lose a dot from that Attribute. Dropping to zero in a Physical Attribute may cripple or kill, at the Storyteller’s discretion.
H
Hemophiliac (3pt Flaw)
If you get cut, you will not stop bleeding without medical help. Any Kindred who bites you will find that they cannot seal the wound with a lick.
Homeless (4pt Flaw)
You live on the streets. you can never have any dots in Resources, and you have no secure place to rest. You cannot heal any lethal damage naturally while living on the street, and you must carry all of your property at all times or risk hiding it and hope no one finds it.
I
Insomniac (2pt Flaw)
You toss and turn and can't sleep at night. Roll Willpower (diff 7) every night before your character goes to sleep. If the roll fails, you do not sleep and all Perception diff increase by 2.
M
Medicated (1 or 5pt Flaw)
You require a daily medication to stay in good health. As a one-point flaw, your medication is important to your long-term health but has little effect on your day-to-day well-being, as with prescription drugs that keep your cholesterol down. The five point version represents insulin shots or something else that is necessary to keep you alive. If you should miss a day's worth of medicine, you automatically suffer a bashing or lethal level of damage for every 12 hours that pass without your medicine, as determined by the Storyteller. The damage is healed at a rate of one level per 12 hours that pass once you resume your regular medication schedule.
P
Poor Circulation (1 or 3pt Flaw) (LAbN Custom)
Due to a health condition like heart disease or an artery disorder, your circulation is not up to par. While this condition has little impact on your daily life, it does mean that you’re always cold. It can also impact your healing rate. For 1 pt, you suffer a +1 diff penalty to soak all rolls related to cold. For 3 pt, you also heal all wounds as though they were one health level higher. Additionally, your cold skin may give others the wrong impression about your true nature.
S
Sickly (1pt Flaw)
You are constantly coughing and wheezing, and you have trouble shaking colds. You suffered almost every childhood illness imaginable, and you've only become worse as an adult. When making checks to avoid catching a disease or developing an infection, increase the difficulty by two.
U
Uncontrollable Appetite (2pt Flaw)
You suffer from a tendency to binge whenever you are under stress or have gone without food for more than a few hours. Something in your metabolism snaps and you feel the need to eat enormous amounts of food - everything in sight that is even vaguely edible. Whenever you go more than four hours without at least a snack of some sort, you feel the urge to devour great amounts of food at the next opportunity. You may spend a willpower point to overcome this urge for a scene. At the end of each binge, you must roll Stamina + Survival (diff 7) or be violently ill for the next half-hour.
"Hunter" denotes a character not just belonging to the Hunter: The Reckoning sphere, but also a biologically mortal character who has been Imbued. Vampires who have attuned to Hunter-net, mortals who work with hunters or any other affiliate hunter you can think of may not take these Flaws.
Language Barrier (3pt Flaw)
The hunter "code," exclusive to the imbued, is naturally and instinctively translated within their brains. It provides a common link between them, giving them a specific language with which to enhance their activities. A few hunters, however, have what appears to be a mental block on translating the code. Upon seeing the symbol for "safety," for instance, the unfortunate Hunter may receive a burst of white noise in her ears or a jumble of unrelated words. She finds herself simply unable to understand the language. Storytellers may decide that this can be overcome with the expenditure of single (temporary) Willpower point per symbol.
Messenger Hyper-Sensitivity (2pt Flaw)
It seems as if these characters' antennae into the world of the Heralds are somehow hyper-attuned. Voices and warnings whisper in their minds more often than most, sometimes continuously, but the messages simply aren't clear. Snippets of visual or auditory disturbances occur, and while the missives may truly be supernatural in origin, they're useless to the hunter and may give her borderline schizophrenic tendencies. This leads to a +1 difficulty on actions relating to concentration or perception.
Red Listed - 9/10 PCs have this Flaw right now.