***Flaws***
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***Flaws***
**All the flaws following are allowed at ST discretion. Anything not listed here requires prior ST approval to purchase.
Properly used Merits and Flaws help players create and individualize their characters. Merits are special abilities or advantages that are ran or unique in the general Kindred population, while Flaws art liabilities or disadvantages that pose challenges to a character’: nightly existence. These Traits can provide player character with added depth and personality.
Merits and Flaws can be selected only during character creation and are purchased using freebie points. Each Merit has its own point cost, while each Flaw has a point value which ndds to the amount of freebie points a player can spend during the creation process. A character may take as many Merits as the player can afford, but no character may have more than seven points’ worth of Flaws (which would give a character a total of 22 freebie points to spend in other areas).
Merits and Flaws are divided into four categories: physical, mental, social and supernatural. The physical category describes Merits or Flaws that deal with a character’s physical makeup or abilities, while the mental category addresses intellectual abilities or patterns of behavior. The social category comprises relationships and individual status in Kindred or mortal society, while supernatural Merits and Flaws concern the paranormal abilities of vampires and the way they interact with the physical world.
Properly used Merits and Flaws help players create and individualize their characters. Merits are special abilities or advantages that are ran or unique in the general Kindred population, while Flaws art liabilities or disadvantages that pose challenges to a character’: nightly existence. These Traits can provide player character with added depth and personality.
Merits and Flaws can be selected only during character creation and are purchased using freebie points. Each Merit has its own point cost, while each Flaw has a point value which ndds to the amount of freebie points a player can spend during the creation process. A character may take as many Merits as the player can afford, but no character may have more than seven points’ worth of Flaws (which would give a character a total of 22 freebie points to spend in other areas).
Merits and Flaws are divided into four categories: physical, mental, social and supernatural. The physical category describes Merits or Flaws that deal with a character’s physical makeup or abilities, while the mental category addresses intellectual abilities or patterns of behavior. The social category comprises relationships and individual status in Kindred or mortal society, while supernatural Merits and Flaws concern the paranormal abilities of vampires and the way they interact with the physical world.
Last edited by Admin on Tue Aug 26, 2008 9:01 pm; edited 1 time in total
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Re: ***Flaws***
PHYSICAL
TWITCH (1 PT.FLAW)
You have some sort of repetitive motion that you make in times of stress, and it’s a dead giveaway as to your identity. Examples include a nervous cough, constantly wringing your hands, cracking your knuckles and so on. It costs one Willpower to refrain from engaging in your twitch.
DULLED BITE (2PT.FLAW)
For some reason your fangs never developed fully - they may not have manifested at all. When feeding, you need to find some other method of making the blood flow. Failing that, you must achieve double the normal number of successes in order to make your bite penetrate properly. A number of Caitiff and high-generation vampires often manifest this Flaw.
OPEN WOUND ( 2 - 4 pT . FLAW)
You have one or more wounds that refuse to heal, and which constantly drip blood. This slow leakage costs you an extra blood point per evening (marked off just before dawn), in addition to drawing attention to you. If the wound is visible, you are at + 1 difficulty for all Social-based rolls. For two points, the Flaw is simply unsightly and has the basic effect mentioned above; for four points the seeping wound is serious or disfiguring and includes the effects of the Flaw Permanent Wound (Vampire, page 297).
PERMANENT FANGS (3 PT. FLAW)
Your fangs do not retract, making it impossible for you to hide your true nature. While some mortals may think you’ve had your teeth filed or are wearing prosthetics, sooner or later you’re going to run into someone who knows what you truly are. You are a constant threat to the Masquerade, and other Kindred may take steps to prevent a breach from ever occurring. You are also limited to an Appearance rating of 3 at most.
GLOWING EYES( 3 PT. FLAW)
You have the stereotypical glowing eyes of vampire legend, which gives you a -1 difficulty on Intimidation rolls when you’re dealing with mortals. However, the tradeoffs are many; you are a walking tear in the Masquerade and must constantly disguise your condition (no, contacts don’t cut it); the glow impairs your vision and puts you at +1 difficulty on
all sight-based rolls (including the use of ranged weapons); and the radiance emanating from your eye sockets makes it difficult to hide (+2 difficulty to Stealth rolls) in the dark.
SMELL OFTHF GRAVE(l- pT. FLAW)
You exude an odor of dampness and newly turned earth, which no amount of scents or perfumes will cover. Mortals in your immediate presence become uncomfortable, so the difficulties of all Social rolls to affect mortals increase by one.
SHORT (1-p~F.L AW)
You are well below average height - four and a half feet tall or less. You have difficulty reaching or manipulating objects designed for normal adult size, and your running speed is onehalf that of a normally proportioned human.
HARD OF HEARIN(Gl-p T. FLAW)
Your hearing is defective. The difficulties of any die rolls involving the use of hearing are increased by two.
INFECTIOUS BITE (2-PT. FLAW)
You lack the enzymes that allow most Kindred to seal the wounds caused by their feeding. You may not automatically lick the wounds of your feeding closed. In fact, your bites have a one in five chance of becoming infected and causing mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller.
BAD SIGHT (1- OR 3-pT. FLAW)
Your sight is defective. The difficulties of any die rolls involving the use of your eyesight are increased by two. As a one point onepoint Flaw, this condition can be corrected with glasses or contacts; as a three-point Flaw, the condition is too severe to be corrected.
ONE EYE (2-PT. FLAW)
You have only one eye -which eye is missing is up to you. The difficulties of 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).
DISFIGURED (2-pT. FLAW)
A hideous disfigurement makes your appearance disturbing and memorable. The difficulties of all die rolls relating to social interaction are increased by two. You may not have an Appearance rating greater than 2.
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 a pronounced limp to your stride. Your walkng 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 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 rise 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 health 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 the blood you 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.
THINBL OOD (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 percent 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 itselfonce 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 hands 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.
TWITCH (1 PT.FLAW)
You have some sort of repetitive motion that you make in times of stress, and it’s a dead giveaway as to your identity. Examples include a nervous cough, constantly wringing your hands, cracking your knuckles and so on. It costs one Willpower to refrain from engaging in your twitch.
DULLED BITE (2PT.FLAW)
For some reason your fangs never developed fully - they may not have manifested at all. When feeding, you need to find some other method of making the blood flow. Failing that, you must achieve double the normal number of successes in order to make your bite penetrate properly. A number of Caitiff and high-generation vampires often manifest this Flaw.
OPEN WOUND ( 2 - 4 pT . FLAW)
You have one or more wounds that refuse to heal, and which constantly drip blood. This slow leakage costs you an extra blood point per evening (marked off just before dawn), in addition to drawing attention to you. If the wound is visible, you are at + 1 difficulty for all Social-based rolls. For two points, the Flaw is simply unsightly and has the basic effect mentioned above; for four points the seeping wound is serious or disfiguring and includes the effects of the Flaw Permanent Wound (Vampire, page 297).
PERMANENT FANGS (3 PT. FLAW)
Your fangs do not retract, making it impossible for you to hide your true nature. While some mortals may think you’ve had your teeth filed or are wearing prosthetics, sooner or later you’re going to run into someone who knows what you truly are. You are a constant threat to the Masquerade, and other Kindred may take steps to prevent a breach from ever occurring. You are also limited to an Appearance rating of 3 at most.
GLOWING EYES( 3 PT. FLAW)
You have the stereotypical glowing eyes of vampire legend, which gives you a -1 difficulty on Intimidation rolls when you’re dealing with mortals. However, the tradeoffs are many; you are a walking tear in the Masquerade and must constantly disguise your condition (no, contacts don’t cut it); the glow impairs your vision and puts you at +1 difficulty on
all sight-based rolls (including the use of ranged weapons); and the radiance emanating from your eye sockets makes it difficult to hide (+2 difficulty to Stealth rolls) in the dark.
SMELL OFTHF GRAVE(l- pT. FLAW)
You exude an odor of dampness and newly turned earth, which no amount of scents or perfumes will cover. Mortals in your immediate presence become uncomfortable, so the difficulties of all Social rolls to affect mortals increase by one.
SHORT (1-p~F.L AW)
You are well below average height - four and a half feet tall or less. You have difficulty reaching or manipulating objects designed for normal adult size, and your running speed is onehalf that of a normally proportioned human.
HARD OF HEARIN(Gl-p T. FLAW)
Your hearing is defective. The difficulties of any die rolls involving the use of hearing are increased by two.
INFECTIOUS BITE (2-PT. FLAW)
You lack the enzymes that allow most Kindred to seal the wounds caused by their feeding. You may not automatically lick the wounds of your feeding closed. In fact, your bites have a one in five chance of becoming infected and causing mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller.
BAD SIGHT (1- OR 3-pT. FLAW)
Your sight is defective. The difficulties of any die rolls involving the use of your eyesight are increased by two. As a one point onepoint Flaw, this condition can be corrected with glasses or contacts; as a three-point Flaw, the condition is too severe to be corrected.
ONE EYE (2-PT. FLAW)
You have only one eye -which eye is missing is up to you. The difficulties of 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).
DISFIGURED (2-pT. FLAW)
A hideous disfigurement makes your appearance disturbing and memorable. The difficulties of all die rolls relating to social interaction are increased by two. You may not have an Appearance rating greater than 2.
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 a pronounced limp to your stride. Your walkng 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 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 rise 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 health 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 the blood you 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.
THINBL OOD (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 percent 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 itselfonce 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 hands 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.
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Re: ***Flaws***
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 (l-pT . FLAW)
You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking Hours. Upon awakening, you must make 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 that 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 might refuse to feed upon drug dealers, or policemen, or accountants, 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 all rolls involving social interaction with strangers are increased by two. If the character becomes the center of attention in a large group, difficulties are increased by three.
SOFT-HEARTED (l 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 Cool. You must have a Humanity rating of 7 or above to take this Flaw.
SPEECH IMPEDIMENT (l-pT. FLAW)
You have a stammer or other speech impediment that hampers verbal communication. The difficulties of all die rolls involving verbal communication are increased by two. You must roleplay this Flaw whenever possible.
SHORT FUSE (2-pT. FLAW)
You are easily angered. Difficulties to avoid frenzy are two greater. Brujah vampires cannot take this Flaw, as they already suffer from a similar malady.
TERRITORIAL (2 PT. FLAW)
You are extremely territorial, stakingout aparticular 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, though your past might well come back to haunt you. Your origins and the circumstances behind your amnesia are for the Storyteller to determine, and 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 increase by one. Under the half or gibbous moon, difficulties rise by two. When the moon is full, difficulties increase by three.
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 two. Your Willpower Trait may never rise above 4.
CONSPICUOUS CONSUMPTION (4-pT. FLAW)
It is not enough for you to draw nourishment from the blood of mortals - you believe you must also consume your victim’s heart, liver and other blood-rich tissue. Of course, this will necessitate the deaths of all of your victims (unless you are extremely creative), which might lead to numerous problems with the Masquerade and maintaining Humanity. Characters with this Flaw must additionally purchase the Eat Food Merit.
UNCONVINCED (1PT. FLAW)
You fail to see the need for the Masquerade, and have gone on record as saying so. Taking your stand has made you suspect in the eyes of your elders, and may have attracted the Sabbat’s attention as well.
STEREOTYPE (2 PT. FLAW)
You buy heavily into all of the vampire legendry you’ve read and heard. You wear a cape, speak with an accent and otherwise act in a cartoonish fashion. Such behavior is embarrassing in the extreme to other Kindred, who are likely to ostracize or mock you (+2 difficulty to Social rolls with other vampires who don’t share your habits). Also, you stand out to hunters, and run the risk of violating the Masquerade every time you take to the streets.
THIRST FOR INNOCENCE (2 PT. FLAW)
The sight of innocence - of any sort - arouses in you a terrible bloodlust. Roll Self-control, or else frenzy and attack the source of your hunger
VICTIOM OF THE MASQUERADE (2 PT. FLAW)
The Camarilla’s propaganda machine did too good a job on you. Even after your Embrace you refused to believe you were a vampire. You remain convinced that there is some logical explanation for your condition, and spend as much time as you can searching for it. You also have problems feeding, and may insist on trying to eat regular food. None of these habits makes you particularly pleasant company for other Kindred. This Flaw must be roleplayed at all times.
GUILT-WRACKED (4 PT . FLAW)
Yousimply cannot come to grips with the fact that you must drink blood to survive. You suffer horrible guilt over each time you feed (roll Conscience, difficulty 7, or else frenzy every time you feed) and try to avoid doing so as much as possible. This means that you rarely have much blood in your system, leaving you vulnerable to both attacks and hunger-based frenzies.
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 (l-pT . FLAW)
You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking Hours. Upon awakening, you must make 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 that 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 might refuse to feed upon drug dealers, or policemen, or accountants, 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 all rolls involving social interaction with strangers are increased by two. If the character becomes the center of attention in a large group, difficulties are increased by three.
SOFT-HEARTED (l 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 Cool. You must have a Humanity rating of 7 or above to take this Flaw.
SPEECH IMPEDIMENT (l-pT. FLAW)
You have a stammer or other speech impediment that hampers verbal communication. The difficulties of all die rolls involving verbal communication are increased by two. You must roleplay this Flaw whenever possible.
SHORT FUSE (2-pT. FLAW)
You are easily angered. Difficulties to avoid frenzy are two greater. Brujah vampires cannot take this Flaw, as they already suffer from a similar malady.
TERRITORIAL (2 PT. FLAW)
You are extremely territorial, stakingout aparticular 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, though your past might well come back to haunt you. Your origins and the circumstances behind your amnesia are for the Storyteller to determine, and 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 increase by one. Under the half or gibbous moon, difficulties rise by two. When the moon is full, difficulties increase by three.
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 two. Your Willpower Trait may never rise above 4.
CONSPICUOUS CONSUMPTION (4-pT. FLAW)
It is not enough for you to draw nourishment from the blood of mortals - you believe you must also consume your victim’s heart, liver and other blood-rich tissue. Of course, this will necessitate the deaths of all of your victims (unless you are extremely creative), which might lead to numerous problems with the Masquerade and maintaining Humanity. Characters with this Flaw must additionally purchase the Eat Food Merit.
UNCONVINCED (1PT. FLAW)
You fail to see the need for the Masquerade, and have gone on record as saying so. Taking your stand has made you suspect in the eyes of your elders, and may have attracted the Sabbat’s attention as well.
STEREOTYPE (2 PT. FLAW)
You buy heavily into all of the vampire legendry you’ve read and heard. You wear a cape, speak with an accent and otherwise act in a cartoonish fashion. Such behavior is embarrassing in the extreme to other Kindred, who are likely to ostracize or mock you (+2 difficulty to Social rolls with other vampires who don’t share your habits). Also, you stand out to hunters, and run the risk of violating the Masquerade every time you take to the streets.
THIRST FOR INNOCENCE (2 PT. FLAW)
The sight of innocence - of any sort - arouses in you a terrible bloodlust. Roll Self-control, or else frenzy and attack the source of your hunger
VICTIOM OF THE MASQUERADE (2 PT. FLAW)
The Camarilla’s propaganda machine did too good a job on you. Even after your Embrace you refused to believe you were a vampire. You remain convinced that there is some logical explanation for your condition, and spend as much time as you can searching for it. You also have problems feeding, and may insist on trying to eat regular food. None of these habits makes you particularly pleasant company for other Kindred. This Flaw must be roleplayed at all times.
GUILT-WRACKED (4 PT . FLAW)
Yousimply cannot come to grips with the fact that you must drink blood to survive. You suffer horrible guilt over each time you feed (roll Conscience, difficulty 7, or else frenzy every time you feed) and try to avoid doing so as much as possible. This means that you rarely have much blood in your system, leaving you vulnerable to both attacks and hunger-based frenzies.
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Re: ***Flaws***
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. FL AW)
Your sire was, and perhaps still is, distrusted and disliked by many of the city’s Kindred. As a result, you are distrusted and disliked as well. (requires ST approval)
MISTAKEN IDENTITY (l-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-p~F.L AW)
Your sire dislikes you and wishes you ill. Given the smallest opportunity, she will actively seek to do you harm. Your sire’s allies also work against you, and many elders may resent you. (requires ST approval)
ENEMY(1 -5-p~F. LAW)
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 thase with
whom you associate, be they mortal or Kindred, may be hunted as well.
UPPITY(2 PT. FLAW)
You are proud of your new status and clan - so proud that you’ve shot your mouth off to other Kindred and madesome enemies. Wiser vampires laugh at you and chalk your rudeness up to youth, but others regard you as arrogant and insulting. These enemies will take action to embarrass or
harm you. Furthermore, you are at +2 difficulty on all Social rolls against any vampires you have alienated through your yammering - and you may not know who they are.
At Storyteller discretion, you may also be required to make a Willpower roll (difficulty 6) to keep your mouth shutany time the opportunity presents itself for you to brag about your lineage, your clan or your status.
CLAN ENMITY(4 PT. FLAW)
One clan in particular wants you dead. You have offended the entire clan, from elders to neonates, and as a result every member of that bloodline wants your head on a plate. The effects of the Flaw may manifest as anything from very public snubs and insults to actual attempts on your existence. You are also at +2 difficulty on all Social rolls relating to members of the clan in question.
SLEEPING WITH THE ENEMY (3 PT-FLAW)
You have some sort of intimate connection with amember of an opposing sect or inimical clan. You may have a lover, a childe, a friend or a contact working the other side of the fence, but regardless of politics you retain a friendly (or more than friendly) relationship with your putative foe. Your
close ties to someone on the other side would be regarded as treason by your superiors within the Camarilla, and if you are discovered the penalty will surely be death.
MASQUERADE BREAKER (2 PT .FLAW)
In your first nights as a member of the Kindred, you accidentally broke the Masquerade - and were spotted doing so. Someone else covered for your mistake, but holds the favor over you. Now you exist in fear that your error will be revealed. In the meantime, your “savior” takes pitiless advantage of you.
INCOMPLETE UNDERSTANDING (1PT. FLAW)
The whole matter has been explained to you, but you’re still not quite sure how this whole Camarilla/Masquerade thing works. Your imperfect understanding of the rules and regulations of your new existence means that sooner or later, you’re going to make a mistake. It’s only a matter of time. ...
BOTCHED PRESENTATION (1PT. FLAW)
When your sire presented you to the prince of the city, you flubbed it. Now your convinced His Majesty hates you (whether he does or not). You need to don a Wilpower roll (dfficulty 7) just to stand in front ofthe prince or one of duly authorized representatives without running, blubbering or otherwise making a fool of yourself.
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. FL AW)
Your sire was, and perhaps still is, distrusted and disliked by many of the city’s Kindred. As a result, you are distrusted and disliked as well. (requires ST approval)
MISTAKEN IDENTITY (l-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-p~F.L AW)
Your sire dislikes you and wishes you ill. Given the smallest opportunity, she will actively seek to do you harm. Your sire’s allies also work against you, and many elders may resent you. (requires ST approval)
ENEMY(1 -5-p~F. LAW)
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 thase with
whom you associate, be they mortal or Kindred, may be hunted as well.
UPPITY(2 PT. FLAW)
You are proud of your new status and clan - so proud that you’ve shot your mouth off to other Kindred and madesome enemies. Wiser vampires laugh at you and chalk your rudeness up to youth, but others regard you as arrogant and insulting. These enemies will take action to embarrass or
harm you. Furthermore, you are at +2 difficulty on all Social rolls against any vampires you have alienated through your yammering - and you may not know who they are.
At Storyteller discretion, you may also be required to make a Willpower roll (difficulty 6) to keep your mouth shutany time the opportunity presents itself for you to brag about your lineage, your clan or your status.
CLAN ENMITY(4 PT. FLAW)
One clan in particular wants you dead. You have offended the entire clan, from elders to neonates, and as a result every member of that bloodline wants your head on a plate. The effects of the Flaw may manifest as anything from very public snubs and insults to actual attempts on your existence. You are also at +2 difficulty on all Social rolls relating to members of the clan in question.
SLEEPING WITH THE ENEMY (3 PT-FLAW)
You have some sort of intimate connection with amember of an opposing sect or inimical clan. You may have a lover, a childe, a friend or a contact working the other side of the fence, but regardless of politics you retain a friendly (or more than friendly) relationship with your putative foe. Your
close ties to someone on the other side would be regarded as treason by your superiors within the Camarilla, and if you are discovered the penalty will surely be death.
MASQUERADE BREAKER (2 PT .FLAW)
In your first nights as a member of the Kindred, you accidentally broke the Masquerade - and were spotted doing so. Someone else covered for your mistake, but holds the favor over you. Now you exist in fear that your error will be revealed. In the meantime, your “savior” takes pitiless advantage of you.
INCOMPLETE UNDERSTANDING (1PT. FLAW)
The whole matter has been explained to you, but you’re still not quite sure how this whole Camarilla/Masquerade thing works. Your imperfect understanding of the rules and regulations of your new existence means that sooner or later, you’re going to make a mistake. It’s only a matter of time. ...
BOTCHED PRESENTATION (1PT. FLAW)
When your sire presented you to the prince of the city, you flubbed it. Now your convinced His Majesty hates you (whether he does or not). You need to don a Wilpower roll (dfficulty 7) just to stand in front ofthe prince or one of duly authorized representatives without running, blubbering or otherwise making a fool of yourself.
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Re: ***Flaws***
SUPERNATURAL
COLD BREEZE (1pt. FL AW)
A chill wind follows you everywhere you go. While it may make for dramatic entrances, this effect also discomfits mortals (+ 1 difficulty on all appropriate Social rolls) and also endangers the Masquerade. Cold winds sweeping through executive offices or crowded nightclubs can raise all sorts of questions.
BEACON OF THE UNHOLY (2 PT. FLAW)
You radiate palpable evil. Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly. Churches and other places of worship are barred to you as well.
DEATHSIGHT (2 PT. FLAW)
Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals lookdiseased or skeletal, buildings seem decrepit, and your fellow Kindred seem to be walking, moldering cadavers. You are at -2 difficulty to resist all rolls based on Appearance, but by the same token you are at +2 difficulty on all Perception-based rolls. In addition, you find social interaction difficult and are at + 1 difficulty on all Social-based rolls.
TOUCH OF FROST(1 PT. FLAW)
leeches heat from living beings, as though you are made of ice. Plants wither as you approach anddie at your touch. Your touch
REPULSED BY GARLIC (1-PT FLAW)
You cannot abide garlic, and the smallest whiff of its scent will drive you from a room unless you make a successful Willpower roll (difficulty based on the 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 upon how many points you wish to incur. Examples follow:
If you pass on a secret you were entrusted 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 pts.)
Tools breakor malfunction when you try to use them. (3 pts.)
You are doomed to make enemies of those whom you most Every one of your accomplishments or triumphs will love or admire. (4 pts.)
eventually become soiled or fail in some way. (5 pts.)
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 PRESFNCE (2-pT. FLAW)
Mortals have an unconscious awareness of your undead nature, which makes then 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 two.
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 ofdamage 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 folklore, 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 its utmost to vent its anguish upon you and anyone in your presence. The Storyteller determines the exact nature of the spirit, its 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 for 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 that you occasionally have visions of this fate, and the malaise these images inspire requires an expenditure of a temporary Willpower pint to avoid, or else you lose a die from all of your actions for the 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 roleplay; 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 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.
COLD BREEZE (1pt. FL AW)
A chill wind follows you everywhere you go. While it may make for dramatic entrances, this effect also discomfits mortals (+ 1 difficulty on all appropriate Social rolls) and also endangers the Masquerade. Cold winds sweeping through executive offices or crowded nightclubs can raise all sorts of questions.
BEACON OF THE UNHOLY (2 PT. FLAW)
You radiate palpable evil. Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly. Churches and other places of worship are barred to you as well.
DEATHSIGHT (2 PT. FLAW)
Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals lookdiseased or skeletal, buildings seem decrepit, and your fellow Kindred seem to be walking, moldering cadavers. You are at -2 difficulty to resist all rolls based on Appearance, but by the same token you are at +2 difficulty on all Perception-based rolls. In addition, you find social interaction difficult and are at + 1 difficulty on all Social-based rolls.
TOUCH OF FROST(1 PT. FLAW)
leeches heat from living beings, as though you are made of ice. Plants wither as you approach anddie at your touch. Your touch
REPULSED BY GARLIC (1-PT FLAW)
You cannot abide garlic, and the smallest whiff of its scent will drive you from a room unless you make a successful Willpower roll (difficulty based on the 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 upon how many points you wish to incur. Examples follow:
If you pass on a secret you were entrusted 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 pts.)
Tools breakor malfunction when you try to use them. (3 pts.)
You are doomed to make enemies of those whom you most Every one of your accomplishments or triumphs will love or admire. (4 pts.)
eventually become soiled or fail in some way. (5 pts.)
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 PRESFNCE (2-pT. FLAW)
Mortals have an unconscious awareness of your undead nature, which makes then 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 two.
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 ofdamage 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 folklore, 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 its utmost to vent its anguish upon you and anyone in your presence. The Storyteller determines the exact nature of the spirit, its 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 for 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 that you occasionally have visions of this fate, and the malaise these images inspire requires an expenditure of a temporary Willpower pint to avoid, or else you lose a die from all of your actions for the 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 roleplay; 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 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.
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