Flaws

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Ancestral Soil Dependence (2-pt. supernatural 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 particulary vulnerable to enemies who knew of this weakness. In the modern nights, rapid transportation makes sucj a threat much 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 heavy on your blood....soil from a place important to you as a mortal wont do. You actually need 2 handfuls of the tainted eastern european soil of the Tzimisce homeland. Ancestral soil dependence most commonly mainfests in the childer 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 dependant on the local soil).

MET: Your dependence on the magically rich and diseased soil of eastern europe is so severe that, until you are in possession of 2 handfuls, you will suffer a 2 trait penalty to all challenges.


Scarface (2- to 4- pt. physical flaw)

You're a walking mess of scars. Although you heal damage with Cainite efficiency, the manner in which you do so is all to human. For some reason, the regenerating 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 pts., all social roll difficulties increase by one.

If you purchase scarface as a 3-pt. flaw, your face and body are so horribly blemished that your apperance rating can never exceed 2. This is in addition to the limitations mentioned previosly. As a 4-pt. flaw, the swarth of scars is thick enough to hinder your actions through skin-resistance. All dexterity roll difficulties also increase by one, in addition to the other penalties this flaw imposes at lesse levels. You can ignore this 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.

MET: As a 2-pt flaw, you suffer the negative social traits: scarface x2 that must be open and notoriously presented, on a badge or post-it. As a 3-pt flaw, your social traits may never exceed 5 traits, and as a 4pt flaw, you suffer the negatives of the lesser levels, as well as suffering a 1 trait penalty to all physical challenges.


Revenant Weakness (3-pt. physical 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 limitations; whether it's the Bratovich's propensity to fly inot a rage, the Grimaldi's blood bond to the Sabbat, the Obertus' instability or the Zantosa's weak will. The ST 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.

MET: As stated above, you suffer both the weakness of your clan as well as your revenant family limitation. You should work with your ST if you decide to manifest a limitation of a lost or destroyed revenant line.


Consumption (5-pt. physical flaw)

Portions of the Antediluvian are not only within you, they're active and act like a cancer that devours you from the inside out. Your very blood is wrought with a corrisive, flesheating bacteria. At the beginning of each evening, you suffer 1 health level of bashing damage tha cannot be soaked nor 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 and ingest this macabre meal before damage is done, you'll simply vomit it out like any other food...this does not impart the benifits of the eat food merit.

MET: When testing for blood at the beginning of each session, you suffer a bashing damage that can only be healed by ingesting mortal flesh, enoguh to replace the fleshy tissue depleted from your body as a result of this flaw. You cannot pre-empt the effects of this corrosive bacteria by ingesting human flesh before the damage is taken; without the eatfood merit you will vomit out this flesh like any other food.


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