| * Bound to the Council: 3 pt Social 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 and motives, but love of the Tremere clan always comes first. You must spend Willpower just to go against T remere policy; violating the oath, to your character, is literally as difficult as a blood bound thrall trying to betray her regnant. When the councilor their duly-appointed representatives (read: anyone with more Tremere rank than your character) says, "Jump," your character jumps, then waits around to find out how high before coming down. If you somehow manage to get out of this problem, say by partaking of a Vaulderie, accepting another blood bond or using the ritual Abandon the Fetters, your character may well find himself marked for destruction should the proper parties find out. If the blood bond 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 ifhe fails to make the grade. * Double Betrayer: 4 pt Social 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 theBetrayer. 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 T remere, 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 at least attempt to inform the pyramid of her whereabouts. Should your character ever fail in her reports or relapse in bad behavior, you can expect that she willbe hunted down just like the Tremere do with other threats. * Thaumaturgically Inept: 5 pt Supernatural Flaw T remere and the council took decades to develop the principles of Thaumaturgy, so it's not a "natural" Discipline. Over centuries it's spread through 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 effectively adds 4 instead of the normal 3 to his difficulties ( to a maximum of 10) to use paths or rituals. He can still learn Thaumaturgy (higher-ranking Tremere will be happy to share their secrets so long as he earns the favor from them), but it takes real effort. Thaumaturgy still counts as a clan Discipline for him, though he can begin the story with no more than one dot. Socially, this tends to mark the character as a poor student among other Tremere. He will likely be passed over for promotions or responsibilities simply because he "just doesn't get it." |