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Speed Reader (1 point Merit, Aptitude) You can ready quickly and retain the information you have read. You read five times faster than average.
Stunted Moral Growth (3 point Flaw, Aptitude) You are further detached from the world of Humanitas than most vampires. Perhaps your sire was unneccesarily cruel to you before and after your embrace or maybe you just don't give a damn. Regardless, you start the game with 2 fewer points in Virtues.
Slow Learner (5 point Flaw, Aptitude) Even though you may be quite intelligent, you find learning more difficult than others; perhaps you have a short attention span or maybe you are just stubborn and set in your ways. You receive one less experience point per gaming session (to a minimum of 1 point).
University Ties (2 point Merit, Mortal Ties) You have influence and contacts in the academic community.
Derangement (4 point Flaw, Psychological) In short, you are mad. You start the game with one Derangement (or an additional one of you are a Malkavian).
No Shadow (1 point Flaw, Supernatural) You are not affected by the normal behaviour of light and produce no shadow. This Flaw will hardly ever effect gameplay, but will make it easier for witchhunters to identify you.
Multiple Bond (3 point Flaw, Supernatural) You can be blood bond to more than one vampire. The Bond is just as strong as normal, it just can be shared with more than one vampire.
The Bonding (4 point Flaw, Supernatural) You are extremely susceptible to the Blood Bond. It takes only two drinks of vampiric vitae to Blood Bond you.
True Name (3 point Flaw, Supernatural) You possess a True Name, much like a daemon. Anyone who knows your True Name can use it against you. Those with knowledge of your True Name have their difficulties for Dominate, Presence and Thaumaturgy reduced by 3 against you. Also, certain forms of magic may be able to control you.
Cursed Existence (6 point Flaw, Supernatural) You find every aspect of your life harder than most. You almost never succeed exceptionally. Any time a roll is made take out a single 10 without removing a one.
Bright Aura (2 point Merit, Vampiric) Normally, a vampire's aura is pale; in your case, it appears as any mortals would. As a result, other vampires and beings who can see auras will tend to underestimate you. NOTE: This is not always a good thing.
Eye contact not required (5 point Merit, Vampiric) You have an extremely forceful personality. You can use Dominate without the need for eye contact. The target needs only be aware of your physical presence and hear your voice.
Pallor (1 point Flaw, Vampiric) You have pale and bloodless flesh, lifeless eyes and an extremely gaunt appearance. Close up your flesh smells faintly of death. You cannot start the game with an Appearance higher than 2. In order to increase your Appearance with experience, it will cost twice as much as normal. Nosferatu and Samedi may not take this Flaw.
Aversion to Roses (2 point Flaw, Vampiric) In many Eastern European cultures, vampires can be repulsed by the presence of roses. You suffer from this weakness; you will shy away from roses and rose petals. In addition, a rose thorn will cause an unsoakable level of aggravated damage.
Bloodthirst (4 point Flaw, Vampiric) You have an extremely difficult time controlling your appetite. All Frenzy rolls induced by blood have their difficulties increased by 2. In addition, you lose 2 blood points a night upon awakening, as opposed to the regular 1 point.
Vulnerability: Heart (5 point Flaw, Vampiric) Any attack (not just wooden ones) that do damage to your heart does aggravated damage. If your heart is removed from your body, you suffer the Final Death.
Infectious (6 point Flaw, Vampiric) Anyone you attack with your bite or claws has the possibility of being turned into a vampire. The person attacked rolls Stamina against a difficulty of 10 minus your Humanity. A success indicates that the person does not turn into a vampire. A failure or Botch indicates that the individual is turned into a vampire of one generation less than you are. |
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