| Mental * Deep Sleeper: 1-Pt Flaw When you sleep, it is very difficult for you to awaken. The difficulty of any die roll to awaken during the day is increased by two. * Nightmares: 1-Pt Flaw You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must take a Willpower roll (Difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe you are locked in a nightmare. * Phobia: 2-Pt Flaw You have an overpowering fear of something. Spiders, snakes, crowds and heights are examples of common phobias. You must make a Courage roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller, and if you fail the roll you must retreat from the object. * Prey Exclusion: 1-Pt Flaw You refuse to hunt a certain class of prey. You must refuse to feed upon Drug Dealers, or police men, or accounts, or rich people --- if you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity loss (Difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller's discretion. Ventrue, owing to the limitations imposed on their feeding by their clan weakness, may not take this Flaw. * Shy: 1-Pt Flaw You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Difficulties for any rolls involving social interaction with strangers are increased by 2. If the character becomes the center of attention in a large group, difficulties are increased by 3. * Soft-Hearted: 1-Pt Flaw You cannot stand to watch others suffer. 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. * Speech Impediment: 1-Pt Flaw You have a stammer or other speech impediment that hampers verbal communication. The Difficulties of all die rolls involving verbal communications are increased by 2. You MUST role-play this Flaw whenever possible. * Short Fuse: 2-Pt Flaw You are easily angered. Difficulties to avoid Frenzy are 2 greater. Brujah vampires cannot take this Flaw, as they already suffer from a similar malady. * Territorial: 2-Pt 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 uninvited, 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 circumstances. * Vengeful: 2-Pt Flaw You have a score to settle, incurred either during your mortal days or after the 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 a Willpower point. * Amnesia: 2-Pt Flaw You are unable to remember anything about your past, yourself or your family, thought your past may well come back to haunt you. Your origins and the circumstances behind your amnesia are for the Storyteller to determine, and he/she is encouraged to make it as interesting as possible. * Lunacy: 2-Pt Flaw You are affected by the phases of the moon, increasing your chances to frenzy. under the crescent moon, difficulties to avoid frenzy increased by 1. Under the half or gibbous moon, difficulties raised by 2. When the moon is full the difficulty is increased by 3. * Weak-Willed: 3-Pt Flaw You are highly susceptible to Dominate and Intimidation by others; Dominate attempts automatically affect you unless the Discipline wielder is of higher generation, and your difficulties to resist social abilities such as Intimidation, or Leadership, as well as mind-altering spells or magic, are increased by 2. Your Willpower trait may NEVER raise above four. Physical * Disfigured: 2-Pt Flaw A hideous disfigurement makes your appearance disturbing and memorable. The difficulties of al the rolls relating to social interaction are increased by two. You may not have an Appearance rating greater than 2. * Child: 3-Pt Flaw You were a small child (between five and 10 years old) at the time of your Embrace, leaving your Physical Attributes underdeveloped and making it difficult to interact with some aspects of mortal society. You may not have more than two dots in Strength or Stamina, except when raising Physical Attributes with blood points, and the difficulties of all the die rolls when attempting to direct or lead mortal adults are increased by two Characters with this Flaw must also purchase the Short Flaw. * Deformity: 3-Pt Flaw You have some kind of deformity --- a misshapen limb, hunchback, clubfoot, etc. --- which affects your physical abilities and interactions with others. A hunchback, for instance would lower a character's Dexterity by two dots and increase the difficulty of die rolls relating to social skills by one. It is the responsibility of the Storyteller to determine the specific effects of the deformity chosen. * Lame: 3-Pt Flaw Your legs are damaged, which prevents you from running or walking easily. You are forced to walk with a cane or possibly leg braces, and have pronounced limp to your stride. Your walking speed is one quarter that of a normal human, and running is impossible. * Monstrous: 3-Pt Flaw Your physical form was twisted during the Embrace, and now reflects the Beast that rages inside of you. Characters with this Flaw appear to be savage monsters and have Appearance ratings of zero. Even Nosferatu have difficulty interacting with such individuals. * Permanent Wound: 3-Pt Flaw You suffered injuries during your Embrace which your transformation somehow failed to repair. At the beginning of each night, you raise from sleep at the Wounded health level, though this may be healed by spending blood points. * Slow healing: 3-Pt Flaw You have difficulty healing wounds. It requires two blood points to heal one health level of normal damage and you heal one level of aggravated damage every five days (plus the usual five blood points and Willpower expenditure). * Addiction: 3-Pt Flaw You suffer from an addiction to a substance, which must now be present in he blood your drink. This can be alcohol, nicotine, hard drugs or simply adrenaline. This substance always impairs you in some fashion (see "Poisons and Drugs," p.231 for particulars). * Mute: 4-Pt Flaw You cannot speak. You may 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. * Thin Blood: 4-Pt Flaw Your blood is thin, weak and does not sustain you well. All blood point 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. * Disease Carrier: 4-Pt 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% chance of becoming a carrier as well. You must spend an extra blood point each night on awakening, or you will begin manifesting symptoms of the disease (increased chance to frenzy for rabies, reduced soak rolls for HIV, etc.). * Deaf: 4-Pt 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. * Flesh of the Corpse: 5-Pt Flaw Your flesh does not fully regenerate itself once it is damaged. While you are able to heal yourself to the point of regaining full 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. * Blind: 6-Pt Flaw You cannot see. Characters can compensate for the loss of vision by becoming more sensitive to other sensory input, 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, thought the information is interpreted via the other senses. Social * Dark Secret: 1-Pt 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 local Kindred community. This could be anything from having murdered an Elder to being a member of the Sabbat. * Infamous Sire: 1-Pt Flaw Your Sire, and perhaps still is, distrusted and disliked by many of the city's Kindred. As a result, you are distrusted and disliked as well. * Mistaken Identity: 1-Pt Flaw You look similar to descriptions of another kindred, which cause cases of mistaken identity. This can prompt numerous awkward or even dangerous situations, especially if your "twin" has a terrible reputation or is wanted for some crime. * Sire's Resentment: 1-Pt Flaw Your sire dislikes you and wishes you ill. Given the smallest opportunity he/she will actively seek to do you harm. Your sire's allies also work against you, and many Elder's may resent you. * Enemy: 1 to 5-Pt Flaw You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of a Methuselah, archmage or other potent supernatural foe). * Hunted: 4-Pt Flaw You are pursued by a fanatical witch hunter who believes (perhaps correctly) that you are a danger to humanity. All those with whom you associate be they mortal or Kindred, may be hunted as well. * Probationary Sect Member: 4-Pt Flaw You are a defector. You turned traitor to the Camarilla, Sabbat, Followers of Set or other vampiric order, 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 may even sully those whom you regularly associate with. Supernatural * Touch of Frost: 1-Pt 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. * Repulsed by Garlic: 1-Pt Flaw You cannot abide garlic, and the smallest whiff of it's scent will drive you from a room unless you make a successful Willpower roll (Difficulty based on strength of the odor). * Cursed: 1 to 5-Pt Flaw You are the recipient of a supernatural curse. The strength and pervasiveness of the curse depend on how many points you wish to incur. Examples follow: If you pass on a secret you were intrusted with, your betrayal will come back to harm you in some way. (1 pt.) You stutter uncontrollably when you try to describe what you have seen or heard. (2 pt.) Tools break or malfunction when you try to use them. (3 pt.) You are doomed to make enemies of those whom you most love to admire. (4 pt.) Every one of your accomplishments or triumphs will eventually become soiled or fail in some way (5 pt.) * Cast No Reflection: 1-Pt 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 of them if you possess this). * Eerie Presence: 2-Pt 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 die rolls relating to social interaction with mortals are increased by 2. * Repelled by Crosses: 3-Pt Flaw You are repelled by the sight of ordinary crosses, believing them to be symbols of holy might. When confronted by a cross, you must make a Willpower roll (Difficulty 9) or flee from the symbol for the duration of the scene. If you botch the roll, not only must you attempt to flee, but the touch of the cross can cause aggravated damage (One health level per turn that the cross touches your skin). This damage cannot be soaked even if the vampire possesses Fortitude. * Can't Cross Running Water (3-Pt Flaw) You believe in the old folk lore, and cannot cross running water unless you are at least 50 feet above it. running water is considered to be any body of water at least two feet wide in any direction and not completely stagnant. * Haunted: 3-Pt 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 it utmost to vent it's anguish upon you and anyone in your presence. The Storyteller determines the exact nature of the spirit, it's powers, and whether or not it can eventually be laid to rest. * Grip of the Damned: 4-Pt 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 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. * Dark Fate: 5-Pt Flaw You are doomed to experience Final Death, or worse, suffer eternal agony. No matter what you do, you cannot avoid this terrible fate. At some point during the chronicle, your dark fate will come upon you. Even more ghastly is the fact you occasionally have visions of this fate, and the malaise these images inspire requires an expenditure of a temporary Willpower point to avoid, or else you lose a die from all your actions for that remainder of the night. It is up to the Storyteller to determine the exact nature of this fate, and when it will occur. This is a difficult Flaw to role-play; ironically though it may seem as though it removes all free will, the knowledge of one's death can be quite liberating. * Light-Sensitive: 5-Pt Flaw You are even more sensitive to the sunlight than other vampires are. Sunlight causes double normal damage, and the light of the moon can cause lethal damage in a manner similar to the sun, though it must shine directly upon you. Even bright lights hurt your eyes, requiring the use of sunglasses. |