Flaws
Below is a list of all the Flaws for which rules have currently been written and approved. This is by no means an exhaustive list, and if after reading all the Flaws listed below you find your desired Flaw is not represented at all, write up the rules for it and email it to me for approval and inclusion. To find a specific Flaw in the list below please use your browser's Search function.
Colour Blind (1pt Flaw)
You can only see in black and white. Colour means nothing to you, although you are sensitive to colour density, which you perceive as shades of grey.

Craven Image (1pt Flaw)
There is something about your appearance that makes others despise, distrust or mock you. The difficulties of all appropriate Social rolls are increased by two.

Crude (1pt Flaw)
You never learned any manners while growing up. You talk with your mouth full, burp loudly and slurp your broth. When interacting with others in any refined or formal environment, increase the difficulty of all Social rolls by two. Dwarves may not purchase this Flaw, as the behaviour described above is commonplace in Dwarven society.

Dark Secret (1pt Flaw)
You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would perhaps make you a few enemies. This could be anything from having murdered an official to collaborating with the enemy.

Gambling Addict (1pt Flaw)
You are addicted to wagering money on games of chance. Even when you win you inevitably gamble your winnings away. You�re too much of an addict to walk away with a profit over any extended period of time. Characters beginning the game with this Flaw may not have a Resources higher than 2.

Gullible (1pt Flaw)
You have a lot of trouble separating truth from fiction. You�re not stupid, you just tend to believe what people tell you. Increase by two the difficulty of any roll to detect lies.

H
eavy Sleeper (1pt Flaw)
You tend to sleep right through most disturbances. You must make a Willpower roll (difficulty 6) to wake up quickly. Failure means you spend the equivalent of the rest of a combat turn waking up. A Botch means you sleep right through the disturbance, at Storyteller discretion.

Impatient (1pt Flaw)
You have no patience for standing around and waiting. You want to do things now, and have no regard for anyone who says otherwise. Every time you are forced to wait around instead of acting, an Instinct roll (difficulty 6) is required to stop going off on your own regardless.

I
nsensitive (1pt Flaw)
You have problems understanding how to gauge others� emotional reactions. You can be rather blunt in handling delicate matters, and you often find yourself apologising without really understanding what you�ve done to offend someone. Add two to the difficulty of any Empathy rolls you attempt.

Low Alcohol Tolerance (1pt Flaw)
Alcohol goes straight to your head, which can be rather embarrassing. Double any penalties you suffer for consuming alcohol.

Mistaken Identity (1pt Flaw)
You bear a striking resemblance to a notorious figure. While most people can quickly figure out that you aren�t who they think you are, hotheads might not think twice before confronting you.

Nightmares (1pt Flaw)
You experience horrendous dreams 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 (at Storyteller discretion). Some of the nightmares may be so intense that you mistake them for reality.

Nonswimmer (1pt Flaw)
You never learned to swim, and you have no natural talent for it. If you ever find yourself in a position where you must try to swim, you can barely manage a pathetic doggie paddle. Increase the difficulty of any Athletics rolls involving swimming by two.

No Sense of Direction (1pt Flaw)
You get lost all the time. Maps, detailed the direction, even the sun does little to help. You have a lot of trouble figuring out where you are in relation to landmarks that aren�t immediately obvious, and maps are largely incomprehensible to you. Increase by two the difficulty of any appropriate Navigation or Area Lore rolls.

Overconfident (1pt Flaw)
You have an exaggerated and unshakeable opinion of your own worth and capabilities � you never hesitate to trust in your abilities, even in situations in which you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough, you can even infect others with your overconfidence.

Poor Personal Hygiene (1pt Flaw)
Not many realms of the World are known for their exceptional standards of sanitation or hygiene, but you are worse than the majority of the rabble. You usually smell a little off, and only wash when you can no longer see your skin tones. Add two to the difficulty of any die roll that involves interacting face-to-face with others, unless they know and have accepted you.

Poor Sense of Time (1pt Flaw)
You have no intuition for the flow of time. You can�t even begin to guess the current time without looking at the sun (for a long time), and you always underestimate or overestimate the amount of time that has passed since a specified event (or that remains before one). Learning Time 1: Celestial Attunement negates the effects of this Flaw, but a character may not begin with both.

Short (1pt Flaw)
You are well below average height and have trouble seeing over high objects and moving quickly. You suffer a two-dice penalty to all pursuit rolls, and you and the Storyteller should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus. Neither Dwarves nor Halflings may take this Flaw, since they already suffer its effects anyway.

Short Temper (1pt Flaw)
You are easily angered. Difficulties to avoid going Berserk are two greater.

Shy (1pt Flaw)
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Difficulties for all rolls involving social interaction are increased by two. If the character becomes the centre of attention in a large group, difficulties are increased by three.

Speech Impediment (1pt Flaw)
You have a stammer or other speech impediment that hampers verbal communication. The difficulties of all dice rolls involving verbal communication are increased by two. This Flaw should be role-played at all times.

Strict Carnivore (1pt Flaw)
You derive no nourishment from vegetables, and you must rely solely on meat � preferably raw. It is hard for you to subsist in a desolate landscape where prey is scarce.

Strict Vegetarian (1pt Flaw)
You derive no nourishment from meat, and you must rely solely on fruit and vegetables. While this can usually be accommodated for with ease, it can make social interaction with many cultures very difficult, especially Dwarves.

Stubborn (1pt Flaw)
Once your mind is made up, there�s no changing it. You dislike being challenged, and hate being proved wrong, going to extremes to avoid enduring the shame of it. Increase the difficulties of all Social rolls by two when someone challenges your ways.

Stumbletongue (1pt Flaw)
You stumble and trip over words, lose your thoughts and otherwise embarrass yourself. Add two to the difficulty of any Social roll, especially in rolls where eloquence is important.

Trusting (1pt Flaw)
You tend to follow your instincts when dealing with strangers. Sadly, your instincts often tell you that you can trust people. You want to believe the best about everyone you meet and tend to put yourself in situations that could be dangerous.

Intolerance/Hatred (1 or 3pt Flaw)
You have an unreasoning dislike of a certain thing. You may loathe a certain race or species of animal, a class of person, a situation, or just about anything else, and you constantly pursue opportunities to harm the hated object or to gain power over it. If you are merely intolerant (the 1-point version of this Flaw), the difficulties of all dice rolls involving the subject are increased by two. If you hold actual hatred (worth 3 points), you must make a Berserk roll whenever confronted with the subject of your hate. The subject of your intolerance or hatred must be something that is worth getting angry about, and must also be something that the character is likely to run into from time to time.

Phobia (1 or 3pt Flaw)
You have an overpowering and irrational 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 just make a Willpower roll whenever you encounter the object of your fear. The difficulty of this roll is determined by the Storyteller, and depends on the circumstances. The consequences of failure depend on the severity of the Flaw. If you only have a 1-point Flaw, you must retreat from the object on failure. If the fear is worth 3 points, you will not approach the object with fewer than three successes (even if the roll succeeds). If you fail the roll, you will go Berserk and flee in terror.

Distinguishing Characteristic (1-2pt 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.

Beholden (1-3pt Flaw)
You owe a debt to someone with a position of power, who occasionally calls upon you for favours. Should you refuse, the consequences could be dire. For one point, you owe only a minor debt (you owe money to a merchant; you made a promise to a priest). For two points, you owe a major debt (someone saved you�re life; you swore to raise someone�s child), or you owe a minor debt to a very important person (a king, the Emperor). For three points you owe a major debt to a very important person.

Demon-Hounded (1-4pt Flaw)
A Demon has taken a special interest in your soul. It appears to you occasionally, using threats, bribes and honeyed words to win you to its cause. Sometimes it asks you to perform innocuous favours for it. Sometimes it asks you to sell your soul. Sometimes it offers favours or information without any apparent catch. In any case, it is not your interests it serves, but those of its diabolical masters. All of its plots are ultimately designed to ensnare you and win your soul. A minor Demon (1-point Flaw) may be an annoying imp, capable of no more than distracting you, thieving small items and pleading for your soul; its plans are unimpressive, but an be frustrating. A greater creature (2 to 3 points) is more or less your physical equal, but can concoct horribly devious plans to win your soul. At 4 points, the Demon is far superior to you, and could destroy you at any time it chooses.

Criminal Marks (1-5pt Flaw)
You have been branded a criminal, and bear the marks of such. This does not necessarily mean you were guilty of the crime, but people will assume you were. The severity of the marks depend on the cost of the Flaw: a cancellable brand or scarring costs one point, a small brand or severed ear or fingers costs two points, a large, obvious brand costs three points, a severed nose or lips costs four points and the amputation of a hand or foot is five points. Note that the type of branding may infer penalties listed under separate Flaws; the character does not gain the Freebie point benefit for such additional Flaws.

Enemy (1-5pt Flaw)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The power of the enemy depends on how many points the character wishes to spend (five points indicate the wrath of a powerful sorcerer, a demon incarnate or some similar such foe).

Notoriety (1-5pt Flaw)
For whatever reason, your character is known throughout the World as some sort of villain. This Flaw starts the character off with Notoriety. For each point the character takes in this Flaw (to a maximum of 5), she begins with a point of Notoriety. Earning Renown buys off the Notoriety on a point-for-point basis.

Absentminded (2pt Flaw)
You memory is worse than a sieve. Names, places, tasks, they are all lost to your mind for the most part. If it�s absolutely imperative that you remember something immediately, you must succeed on a Willpower roll (difficulty 6) or else just wait until you naturally recall it, whenever that will be.

Bat�s Eyes (2pt Flaw)
You have poor night vision. Increase the difficulty of any action attempted in dim light, such as what starlight or a torch might provide alone. Should a character with Bat�s Eyes acquire the Entropic Force ability Eyes of Fire, the effects of this Flaw are negated. The character cannot begin play with both however.

Clumsy (2pt Flaw)
You are constantly tripping over, dropping things, and otherwise just being generally clumsy. All non-combat Dexterity based rolls have an increased difficulty of two. Anyone opposing a Stealth roll made by your character also gets one automatic success.

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 genuinely believe the tall tales that you tell (especially when you spin them often enough). You must make a Willpower roll (difficulty 6) to force yourself to be honest, and must spend a Willpower point to publicly reveal a previous lie.

Confused (2pt Flaw)
You are often confused, and you perceive the world to be a very distorted and twisted place. Sometimes, you are simply unable to make sense of things. You need to roleplay this behaviour all the time to a small degree, but your confusion becomes especially strong whenever stimuli surround you (such as a number of people all talking at once, or in the heat of battle). You can spend Willpower to override the effects of your confusion, but it only works temporarily.

Curiosity (2pt Flaw)
You�re a naturally curious person and you find mysteries of any sort irresistible. In most circumstances, alas, your curiosity easily overrides your common sense. To resist the temptation, make a Willpower roll. The difficulty is 5 for simple things (like �I wonder what�s in that cabinet?�), but can rise to 9 in intense circumstances (�I wonder what that large dragon is guarding. I�d better check it out. What could possibly go wrong?�).

Defective Sense (2pt Flaw)
One of your senses is defective, hampering all perceptions based on that sense. All rolls made in relation to using the defective sense are made at +2 difficulty.

Disfigured (2pt Flaw)
A hideous disfigurement makes you ugly and easy to notice or remember. You therefore have an Appearance rating of zero, which can never be increased. Characters may not purchase both the Flaws Disfigured and Distinguishing Characteristic.

Disturbing Mannerism (2pt Flaw)
Something about you makes others uncomfortable. Perhaps you laugh like a gored pig, stink like a Norscan, whisper to yourself constantly, or blink rapidly when speaking. Depending on Storyteller discretion, this Flaw may increase the difficulties of Social rolls by two, especially when you are dealing with strangers.

Honest To A Fault (2pt Flaw)
You always try to tell the truth, no matter what the situation. You won�t stretch it, bend it or manipulate it to take advantage of others, unless lives are in jeopardy. If you do attempt to lie to someone, the difficulty of any roll to do so is increased by two.

Illiterate (2pt Flaw)
You cannot read or write. While this is not uncommon in certain parts of the World, it can still be highly detrimental to the character�s life, particularly if you frequent any intellectual groups.

Infamy (2pt Flaw)
Justly or otherwise, you have a bad reputation. Whatever the rumours about you are (and whether or not they are true), people dislike you on sight. Your Infamy often precedes you; you could arrive in a town you have never visited before, and be faced with adversity. All rolls involving seducing, impressing or petitioning anyone are made at +2 difficulty. Conversely, however, rolls involving frightening or threatening someone have their difficulties reduced by two, as do any rolls made to impress someone of equal villainy.

Insomniac (2pt Flaw)
For whatever reason, you have tremendous trouble getting more than a few hours� sleep each night. You are often slow and groggy as a result. Increase the difficulty of any Alertness rolls by two.

Low Pain Tolerance (2pt Flaw)
You have a very low capacity for pain. You turn into a whimpering blubbering ball of misery at the first sign of it. Although you soak damage normally you suffer an additional �1 die-pool penalty whenever you are injured. Should you ever acquire the Endurance power Tenacity, the effects nullify this Flaw but do not confer the normal benefits of Tenacity; these will come into effect only once the character acquires the Endurance power Immunity, which likewise do not bestow the usual Immunity benefits of no dice pool penalties. A character possessing this Flaw cannot gain the normal benefits of Immunity (other than the enhanced immunity system).

Low Self-Image (2pt Flaw)
You lack self-confidence and don�t believe in yourself. You have two fewer dice in situations in which you don�t expect to succeed (at the Storyteller�s discretion, though the penalty might be limited to one die if you help him 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 judgement when dealing with sexually attractive people. The difficulty of any attempts to seduce you is reduced to two.

Obsession (2pt Flaw)
Something or someone fascinates you. It might be a subject (mathematics, demonology), a person (Lady Giula, the Duke with one red eye), a group (Soul Seekers, beggars), a race (Br�zilleans, Nephilim), a pastime (dancing, haggling), a religion (Cult of Ba'ados, the Church of H�l) or even an abstract concept (sin, redemption). In the presence of the Obsession, you act irrationally, going out of your way to be around the object of your Obsession. Any attempt to resist the pull of the Obsession requires a success on a Willpower roll (difficulty 8).

Vengeance (2pt Flaw)
You have a score to settle � a friend was corrupted, a parent was slain, whatever. You are obsessed with wreaking vengeance on the guilty party. Revenge is your first priority in all situations. The need for vengeance can be overcome by spending Willpower points, and even then, it only temporally subsides. Some day you may have your revenge, but the Storyteller won�t make it easy. Characters may not take both the Flaws Vengeance and Obsession.

Deformity (3pt Flaw)
Your body is twisted by some sort of deformity � a misshapen limb, a hunchback, or some other form of physical abnormality � that affects your interaction with others and makes some physical tasks harder. The difficulties of all Appearance-based are increased by two, as are all appropriate Dexterity rolls. Social rolls with strangers may also incur an increase by one or two for the difficulty.

Deranged (3pt Flaw)
Due to circumstances beyond your control, you are permanently insane. You may have a brain disease, you may have been the victim of dark magic, or perhaps you saw things you were not meant to see, and the experience drove you mad. Choose a Derangement for your character; although you can temporarily overcome this insanity with Willpower, you can never permanently rid yourself of its grip.

Haunted (3pt Flaw)
You are haunted by a ghost that (for the most part) only you (and anyone with the Necromancy Aptitude) can see and hear. It actively dislikes you and enjoys making your life miserable by insulting, berating and distracting you, especially when you need to keep your cool. It also has a number of minor powers it can use against you (once per story for each power): hiding small objects, making others distinctly ill at ease with you, moving a small object such as a knife or quill, breaking a fragile item such as a bottle or mirror, tripping you, making eerie noises, and so on. Yelling at the ghost can sometimes drive it away (for a while), but it will confuse those around you.

Incompetent (3pt Flaw)
You are spectacularly bad at something. Unfortunately, you are the only person who doesn�t understand this fact. Pick a single Ability. You believe you have the proficiency equal to three dots in that Trait, when in reality you almost always ruin any effort involving it. Whenever you try to use the Ability, treat the outcome as though you rolled a Botch.

Infirm (3pt Flaw)
Your body is rather frail, and you damage easily. You may never have a Strength or Stamina rating of higher than 3, and you suffer aches and stiffness most of the time. In addition, your senses are not what they used to be; the difficulties of all Perception rolls are increased by 1.

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. You may not take both this Flaw and the Merit Double-Jointed.

Lazy (3pt 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 that you didn�t prepare properly. Difficulties for rolls involving spontaneous Physical actions (including combat, unless it�s part of a planned offensive) are increased by one.

Missing Eye (3pt Flaw)
You have only one eye � which eye is missing is up to you. The difficulties on all Perception rolls involving eyesight are increased by two, and the difficulties of all die rolls requiring depth perception are increased by one (this includes ranged combat).

Sleeping With The Enemy (3pt Flaw)
You have some sort of intimate connection with a member of an opposing group that is adversarial to either your Allegiance, or to a group or person that you have many dealings with. You may have a lover, friend or contact working the on other side of the fence, but regardless of politics you retain a friendly relationship with your putative foe. Your close ties to this enemy would be regarded as treason should it ever come to light, and the penalty would surely be death.

Slow Learner (3pt Flaw)
You�re not stupid, but it does take longer than most people to wrap your brain around things. For the purposes of calculating how much it costs to raise an Ability, add one to your current rating. Acquiring a new Ability costs four Experience points, not three.

Ward (3pt Flaw)
You are devoted to the protection of someone who is less capable of defending himself than you are of defending him. You may describe your ward, though the Storyteller will actually create him. This character is often a friend, relative or lover. Retainers do not count as wards as they �pay their own way�. Wards have a talent for getting caught up in the action of stories, and are frequent targets of a character�s enemies.

Weak-Willed (3pt Flaw)
Try as you might, it�s challenging for you to summon inner reserves of courage or toughness. You�re not a coward; you just don�t have the fortitude necessary to make truly heroic efforts. Add two to the difficulty of all Willpower rolls, and as long as you have this Flaw, your permanent Willpower may never ruse above eight.

One Arm (3-4pt Flaw)
You have only one arm (your �right� arm for 4 points, or your other arm for just 3). This could be a battle scar, birth defect or other form of injury, which cannot be healed, through magical or medicinal means. You suffer a two-dice penalty to any dice pool wherein two hands would normally be needed to perform a task. In addition, if this is a 4-point Flaw, the character suffers a two-dice penalty to all Dexterity-related dice rolls involving using her good arm.

Albino (4pt Flaw)
Your flesh is snow-white, and as such is very sensitive to direct sunlight. All dice rolls made when in direct sunlight are made at +2 difficulty. In addition, should you ever look directly into the path of the sun, or at fire, you must succeed on a Stamina roll (difficulty 7, no modifications for Endurance or anything else), or you will become blind (suffering all effects of the Blind Flaw) for (10 � your Stamina) turns.

Deaf (4pt Flaw)
You cannot hear. While you may ignore enemy powers involving hearing, the difficulties of many Alertness rolls are increased by three.

Hunted (4pt Flaw)
You have come to the attention of a professional hunter or lawman, who now seeks to bring you down, dead or alive. 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 of later, this Flaw will result in a confrontation. The resolution should not be an easy one, and until then, you are in for a hellish time.

Impotent (4pt Flaw)
You have problems performing sexually, are completely impotent, and cannot have intercourse at all. This will of course present many interesting problems in regaining Vita.

Mute (4pt Flaw)
Your vocal apparatus does not function, and you cannot speak at all. You must communicate through other means, through writing or signing. It is not recommended that a character take both the Mute and the Illiterate Flaws.

Pacifist (4pt 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 expect 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 offence is 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 life philosophies altogether.

Cannibal (4-5pt Flaw)
You are addicted to, and must therefore consume, humanoid (Human, Nephilim,
Zombi etc.) flesh in order to sustain yourself. At four points, other meat will do at a pinch, although it tastes foul. At five points you simply cannot stomach any other kind of meat. This Flaw is extremely dangerous; no culture in the World takes kindly to cannibalism (with the occasional exception of the Dark Kingdom), and the character is likely to be exiled � or worse � should this ever be discovered. Yet, those disappearances are soon going to start drawing attention�

Dark Fate (5pt Flaw)
You are doomed to experience a most horrible end, or worse, suffer eternal agony. In the end, all your efforts, your struggles and your dreams will come to nothing. 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 the malaise 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 happens, or at least try to make sure that your friends are not destroyed as well. You may not take both this Flaw and the Merit Guardian Angel.

Blind (6pt 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 her. Actions involving hand-eye co-ordination are very difficult to perform, especially under stressful conditions. Difficulties of all Dexterity-based rolls are increased by two.
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