Flaws

We’ll be posting a list of flaws available for our setting, as well as those that have any changes to them.  It will take time to put everything in, but we will make this list as complete as we can.

 

  • Tic/Twitch (1 pt): You have some sort of repetitive motion that you make in times of stress and it’s a dead giveaway to your identity. Exampples include a nervous cough, constantly wringing your hands, cracking your knuckles and so on. It costs one Willpower to refrain from engaging in your tic.
  • Bad Sight (1 or 3 pt): Your sight is defective. The difficulties of any dice rolls involving the use of your eyesight are increased by 2. As a one point Flaw, this condition can be corrected through the use of contacts or glasses. As a 3 point Flaw, the condition is too severe to be able to be corrected.
  • Disfigured (2 pt): A hideous disfigurement makes your appearance disturbing and memorable. The difficulties of all die rolls relating to social interaction are increased by 2. You may not have an Appearance rating greater than 2.
  • Dulled Bite (2 pt): For some reason, your fangs never developed fully, or they may not have manifested at all. When feeding, you need to find some other method of making the blood flow. Failing to do 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.
  • Infectious Bite (2 pt): You may not automatically lick the wounds of your feeding closed. In fact, your bites have a 1 in 5 chance of becoming infected and causing mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller.
  • One Eye (2 pt): You have only one eye; which eye is missing is up to you. The difficulties of all Perception rolls involving eyesight are increased by 2 and the difficulties of die rolls requiring depth perception are increased by 1 (this excludes targeted combat).
  • Vulnerability to Silver (2 pt): To you, silver is as painful and deadly as the rays of the sun. You suffer aggravated wounds from any silver weapons (bullets, knives, etc), and the mere touch of silver objects discomforts you.
  • Open Wound (2 or 4 pt): 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 a +1 dificulty for all Social-based rolls. For two points, the Flaw is simply unsightly and has the basic effectmentioned above. For 4 points, the seeping wound is serious or disfiguring and includes the effects of the Flaw Permanent Wound.
  • Addiction (3 pt): You suffer from an addiction to a substance which must now be present in the blood you drink (or you automatically frenzy as per the Prey Exclusion Flaw). This can be alcohol, nicotine, hard drugs or simply adrenaline. This substance always impairs you in some fashion.
  • Child (3 pt): You were a small child (between the ages of 5 and 10) 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 at character creation, except when raising Physical Attributes with blood points, and the difficulties of all die rolls when attempting to direct or lead mortal adults are increased by 2. Chracters with this Flaw should also take the Short Flaw.
  • Deformity (3 pt Flaw): You have some kin of deformity: A misshapen limb, a hunchback, or clubfoot, for example, which affects your physical abilities and intractions with others. A hunchback, for instance would lower a character’s Dexterity by 2 dots and increase the difficulty of die rolls relating to social skills by 1. It is the responsibility of the Storyteller to determine the specific effects of the deformity chosen.
  • Glowing Eyes (3 pt): You have the stereotypical glowing eyes of vampire legend, which gives you -1 difficulty on Intimidation rolls, when you’re dealing with mortals. However, the tradeoffs are may; you must constantly disguise your condition (no, contacts won’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.
  • Lame (3 pt): Your legs are damaged, which prevents you from running or walking easily. You are forced to walk with a cane or possibly leg bacces, and you have a pronounced limp to your stride. Your walking speed is 1/4th that of a normal human and running is impossible.
  • Lazy (3 pt): 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 you didn’t properly prepare. Difficulty rolls for spontaneous Physical actions (including combat unless it’s part of the planned offensive) increase by 1.
  • Monstrous (3 pt): 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. Nosferatu and other bloodlines whose weaknesses cause them to start off with Appearance zero cannot take this Flaw.
  • Permanent Fangs (3 pt): 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 filled or are wearing proesthetics, sooner or later youre going to run into someone who knows what you truly are. You are limited to a maximum Appearance rating of 3.
  • Permanent Wound (3 pt): 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.
  • Disease Carrier (4 pt): Your blood carries a lethal and highly contagious disease. This 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 of frenzy for rabies, reduced soak rolls for HIV, etc)
  • Deaf (4 pt): You cannot hear. While you may be more resitance to some applications of Dominate, you also may not listen to electronic or vocal media, and the difficulties of many Perception rolls are increased by 2.
  • Mute (4 pt): You cannot speak. You may communicate with a Storyteller and describe your actions but cannot talk to Player or Storyteller characters unless everyone concerned purchases a commonly understood sign language or you write down what you wish to say in some manner so they can read it.
  • Thin Blood (4 pt): Your blood is thick, weak and does not sustain you well. All blood point costs are doubled. (e.g., using blood-related Disciplines or healing damage) although you only lose 1 blood point upon rising in the evening. Furthermore, you are unable to create a blood bond and efforts to sire other vampires only succeeds 1 in 5 times.
  • Flesh of the Corpse (5 pt): 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 and other visible damage that you have incurred. Depending on the nature of the damage, this Flaw will maeke social dealings exceedingly difficult and may decrease your Appearance dots over time (even to zero).
  • Infertile Vitae (5 pt): During our Embrace, something went horribly wrong, causing your blood to mutate under the stress of dying and rising again. All those you try to Embrace die. No matter what you do, you may not create any Childer. However, your blood can still be used in blood rituals like Thaumaturgy and the Vaulderie, or for any other vampiric needs, like making ghouls.
  • Blind (6 pt): You cannot see. Characters can compensate for the loss of vision by becoming more attuned to other sensory input, but visual cues and images are lost to them. Difficulties of all Dexterity-based rolls are increased by 2. Oddly vampires with Aura Perception (Auspex 2) are still able to use this ability, though the information is interpreted via the other senses. On the other hand, vampires who need make eye contact to enact powers like Dominate against you are only at a penalty to do so.
  • Deep Sleeper (1 pt): When you sleep, it is very difficult for you to awaken. The difficulty of any roll to awaken during the day is increased by 2.
  • Impatient (1 pt): You have no patience for standing around and waiting. You want to do things now. Fuck those slowpokes trying to hold you back. Every time you are forced to sit around instead of acting, a Self-Control roll is required to see if you go tearing off on your own instead.
  • Nightmares (1 pt): 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 you are locked in a nightmare.
  • Prey Exclusion (1 pt): You refuse to hunt a certain class of prey. You might refuse to feed on drug dealers, policemen, accountants, children, or rich people, etc. If you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity or Path loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke you to frenzy, at the Storyteller’s discretion. Ventrue, owing to the limitations already imposed on their feeding by their Clan weakness, may not take this Flaw.
  • Shy (1 pt): 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 2. If the character becomes the center of attention in a large group, difficulties are increased by 3.
  • Soft-Hearted (1 pt): 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. Vampires on Paths of Enlightenment can only take this Flaw with Storyteller approval.
  • Speech Impediment (1 pt): You have a stammer or other speech impediment that hampers verbal communication. The difficulties of all die rolls involving verbal communication are increased by 2. This Flaw must be roleplayed whenever possible.
  • Unconvinced (1 pt): You fail to see the need for the core ideologies of your Sect or Clan, and have gone on record as saying so. Taking your stand has made you suspect in the eyes of your superiors and may have attracted the attention of your enemies as well.
  • Amnesia (2 pt): You are unable to remember anything about your past, yourself or your family (whether mortal or vampiric), 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): You are affected by the phases of the moon, increasing your chances to frenzy. Under the crescent moon, difficulties to avoid frenzy increase by 1. Under the half or gibbous moon, difficulties increase by 2 and during a full moon, difficulties increase by 3.
  • Phobia (2 pt): You have an overpowering fear of something. Spiders, snakes, crowds and heights are all 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. If you fail the roll, you must retreat from the object.
  • Short Fuse (2 pt): You are easily angered. Difficulties to avoid frenzy are 2 greater. Brujah vampires cannot take this Flaw, as they already suffer from a similar weakness.
  • Stereotype (2 pt): You buy heavily into all of the vampire stories you’ve read and heard. You wear a cape or body glitter, 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.) You also stand out to hunters.
  • Territorial (2 pt): 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 you territory except in desperate circumstances.
  • Thirst for Innocence (2 pt): The sight of innocence of any sort arouses in you a terrible blood lust. Roll Self-Control or Instinct, or else frenzy and attack the source of your hunger.
  • Vengeful (2 pt): You have a score to settle, incurred either during your mortal days or after your 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.
  • Victim of the Masquerade (2 pt): 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 and is generally taken by Camarilla vampires.
  • Weak-Willed (3 pt): 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 rise above 4.
  • Conspicuous Consumption (4 pt): 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 tissues. Of course, this will necessitate the death of all of your victims, unless you are extremely creative, which either way might lead to numerous problems maintaining Humanity and also a low profile. Characters with this Flaw should additionally purchase Eat Food Merit.
  • Guilt-Wracked (4 pt): You simply 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). Characters with the Conviction Virtue cannot take this Flaw and try to avoid doing so as much as possible. This means that you rarely have that much blood in your system leaving you both vulnerable to attacks and hunger-based frenzies.
  • Flashbacks (6 pt): You managed to make it through the Creation Rites or other similarly traumatic experience, but not wholly intact. The most insignificant thing can throw you into a different mood or state of mind, and as such your behavior is extremely unpredictable. Because of your precarious emotional state, your Willpower fluctuates. At the begnning of each story, maeke a Willpower roll (you may not spend Willpower for an automatic success). If you succeed, you may participate in the story as normal. If you fail, however, your Willpower score is considered to be a 1 for the duration of that session and you only have one Willpower point to spend. You may roll again at the beginning of the next session to see if you regain your Willpower.
  • Botched Presentation (1 pt): When your sire presented you to the Prince of the city, you flubbed it. Now you’re convinced His Majesty hates you (whether he does or not). You need to succeed on a Willpower roll, difficulty 7, just to stand in front of the Prince or one of his duly authorized representatives without running, blubbering or otherwise making a fool of yourself. This Flaw can only be taken by Camarilla vampires.
  • Dark Secret (1 pt): You have some sort of secret that, if discovered, 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 Anarchs in a Sabbat or Camarilla Sect.
  • Expendable (1 pt): Someone in power doesn’t want you around. Maybe she wants territory you possess or is jealous of the attention you are getting from a prize mortal retainer…the details are irrelevant. What does matter is that she has the power to maneuver you into dangerous situations “for the good of the Sect” and has no compunctions about doing so.
  • Incomplete Understanding (1 pt): The whole matter has been explained to you, but you’re still not quite sure how things in your Sect work. 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.
  • Infamous Sire (1 pt): 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.
  • Mistaken Identify (1 pt): You look similar to descriptions of another being, which causes 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.
  • New Arrival (1 pt): You just arrived in your new city of residence, and don’t know anyone in the place. Existing factions may try to recruit or eliminate you while vampires in positions of authority size you up and take your measure. Meanwhile, your ignorance of the city’s current events, history and politics (not to mention the personality quirks of the vampires already in place) may cause you to make a serious blunder.
  • New Kid (1 pt): You’re the latest in the city to be Embraced or have yet to prove yourself to your Sect and everyone knows it. That automatically puts you at the bottom of the social totem pole. Other neonates take every opportunity to demonstrate your inferiority, or rival packs constantly test your worthiness to the Sabbat. Even if someone else is added to the ranks of the unliving, you’re still regarded as something as a bit of a geek by your peers, a distinction that can have dangerous consequences if bullets start flying. All Social-related rolls are at +1 difficulty when you are dealing with other neonates. (ancillae and elders lump you in with all the other neonates under their general disdain.)
  • Recruitment Target (1 pt): Someone in one of your Sect’s enemy organizations wants you and they want you bad. Every effort is being made to recruit you, willing or no, and the press gangs usually show up at the worst possible time.
  • Sire’s Resentment (1 pt): 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.
  • Special Responsibility (1 pt): Shortly after your Embrace you volunteered for some task in order to gain respect and approval from the vampires around you. Now you wish you had never opened your damn mouth! While you are not given any special credit for performing this duty, you would lose a lot of respect if you were to stop. The nature and the details of your duty should be worked out with the Storyteller in advance. It can range from lending money to other Kindred to acting as a messenger or possibly gathering victims for ritae (such as Blood Feasts).
  • Sympathizer (1 pt): You have publicly expressed sympathy for some of the goals and policies of the enemies of your Sect. Your outspoken views on the subject have made you suspect in the eyes of the city’s hierarchy and you may be suspected of (or arrested for) treason.
  • Enemy (1-5 pt): 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 (5 points indicates the wrath of a Methusulah or other potent supernatural foe.
  • Bound (2 pt): You are blood bound to another vampire. Your regnant may not necessarily treat you badly but the fact remains that your will is not entirely your own. That knowledge gnaws at you, even as you find yourself lost in devotion to your vampiric master. Sabbat vampires cannot take this Flaw.
  • Catspaw (2 pt): You’ve done dirty work for someone high up in the city’s hierarchy in the past, the Sheriff the Bishop or even someone higher. However, instead of granting you favor, your deeds have made you an embarrassment or a liability. For the moment, you r former employer’s concern is to keep you quiet. In the long term, it’s to get rid of you.
  • Escaped Target (2 pt): You had targeted a mortal for the Embrace but someone else got there first. You cannot stand the humiliation of being cheated of your prize and fly into a rage (+2 difficulty to avoid frenzy) whenever you see the one who got away. This hatred may lead you into other irrational behaviors like Embracing enemies of the neonate, creating unauthorized childer or even trying to kill your rival. Furthermore, your petty irrational behavior is well-known and as a result you are at +1 difficulty on a ll Charisma rolls until the situation is resolved.
  • Failure (2 pt): You once held a title int he city but failed catastrophically in your duties. Now you are branded incompetent, excluded from circles of power and responsibility and generally ostracized by those on their way up. Your exclusion may make you a target for recruitment by the Sect’s enemies (or so the whispers run, making you even more distrusted). Conversely, the consequences of your error might come back to haunt you.