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 Flaws: General

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DarkeST
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Flaws: General Empty
PostSubject: Flaws: General   Flaws: General EmptyFri Jun 12, 2009 10:11 am

Below are four lists: Physical Flaws, Social Flaws, Mental Flaws, and Supernatural Flaws. These are the ones recognized by this game. If you have questions about merits or flaws that don't appear here, either checked the banned and restricted list, or PM us. All merits/flaws are optional and you can have up to seven points worth. Thanks!
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Flaws: General Empty
PostSubject: Re: Flaws: General   Flaws: General EmptyFri Jun 12, 2009 10:12 am

Physical Flaws

Aging (3pt Flaw)
You are not as spry as you used to be; any one Physical Attribute score (your choice) must be lowered by one dot. This Flaw may be taken once per decade past the 40 year mark. This applies to your mortal years only and no one is required to take this flaw, even if they were embraced after 40 years of age.

Allergic (1-3pt Flaw)
You are allergic to some substance, in a manner not unlike mortal allergies. However, you do not get hives or sneeze, but are actually incapacitated y your reaction. If the substance was in the blood you drank, the reaction will be very strong, though touch along is enough to disturb you. If it was in the blood, you will have five fewer dice on all your Dice Pools for 10 minutes. - if you just touched it, the penalty is reduced to two dice. Choose form the list below or make up the substance to which you are allergic: • Plastic: 1pt, • Alchohol:2pt, • Illegal Drugs: 2pt, • Metal: 3pt.

Bad Sight (1 or 3pt Flaw)
Your sight is defective. The difficulties of any dice rolls involving use of your eyesight are increased by two. As a one point Flaw, this condition can be corrected with glasses or contacts; as a three-point Flaw, the condition is too sever to be corrected.

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 them. Actions involving hand-eye coordination are very difficult to perform, especially under stressful conditions. Difficulties of all Dexterity-based rolls are increased by two. Oddly, vampires with Level Two Auspex (Aura Perception) are still able to use this ability, though the information is interpretably via other senses.

Bloodrot (5-pt. Flaw)
You are afflicted with an insidious form of decay that blackens your skin and veins with mold as it slowly devours your unliving flesh. You may not have an Appearance rating higher than 1 and you suffer three dice of unsoakable lethal damage upon arising each night at dusk. Although your disease is not contagious, your mildewed visage makes other Cainites uneasy and inflicts the same Social penalties as Leprosy in civilized company unless you take great pains to cover yourself. This Flaw is worth only one point to Nosferatu and other monstrous vampires.

Child (3pt Flaw)
You were a small child at the time of the Embrace. Although time and experience may have changed your outlook, you are stuck with a child’s body. You have the Short Flaw, and you find it difficult to be taken seriously by others (two-dice penalty to all relevant rolls). Because you have never before experienced any sort of transformation change (never having undergone experiences of puberty), you are ill suited to withstand the demands of the Hunger (the difficulties of all such rolls are one greater). Additionally, certain clubs may not admit you, because you are "underage".

Conspicuous Consumption (4pt 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 the blood-rich tissue. OF course, this will necessitate the deaths of all 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.

Deaf (4pt 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.

Deformity (3pt Flaw)
You have some kind of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically. The difficulties of all dice rolls related to physical appearance are raised by two. Your deformity will also raise the difficulty of some Dexterity rolls by two, depending on the type of deformity you possess.

Disfigured (2pt Flaw)
A hideous disfigurement makes you ugly and easy to notice as well as remember. You therefore have a zero Appearance, much like the Nosferatu (who cannot take this Flaw)

Dulled Bite (2pt Flaw)
For some reason your fangs never fully developed - 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 amount of successes in order to make your bite penetrate properly. A number of Caitiff and high-generation vampires often manifest this Flaw.

Face of the Beast (2 pt Flaw)
The Beast Within emerges in times of hunger or stress, twisting your visage into a monstrous caricature of human form. Your Appearance rating can never exceed your current blood pool. In addition, you must roll Self-Control (difficulty 6) whenever you are subject to stress. This is in addition to any checks for frenzy. If you fail, your Appearance drops to zero for the rest of the scene. Characters with this Flaw who follow Instinct automatically assume their bestial visage if provoked, as do those who actually succumb to frenzy.

Flesh of the Corpse (5pt Flaw)
Your flesh does not fully regenerate once it is damaged. While you are able to heal yourself to the point of regaining fill 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.

Glowing Eyes (3pt 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 roll (including the use of ranged weapons); and the radiance emanating form your eye sockets make it difficult to hide (+2 difficulty to Stealth rolls) in the dark.

Grip of the Damned (4pt 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.

Hard of Hearing (1pt Flaw)
Your hearing is defective. The difficulties of any dice rolls involving the use of hearing are increased by two.

Infectious Bite (2pt 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 on five chance of becoming infected and causing mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller.

Infested (4 ot 7 pt Flaw)
Foul creatures live on or inside you; possibilities include worms, maggots, lice, ticks, mosquitoes, or something stranger, like bloodsucking fungus. Alternately, a cloud of buzzing flies or other insects perpetually follows you around. Truly wretched souls may even suffer both versions of this Flaw for seven points, with flying insects drawling in and out of their orifices at inopportune moments. If you play host to hemovores, roll one die when you awaken at dusk. Divide the result by 3, rounding up, and subtract that many blood points from your pool. This blood loss cannot drive you into torpor. The worst that can happen is that you awaken in hunger frenzy. In addition, the constant itching makes you irritable, adding +1 to the difficulty of all Self-Control/Instinct rolls. If you trail clouds of flies, the insects subtract one die from most Social rolls. Additionally, their constant buzzing announces your presence, adding +2 to the difficulty of all Stealth attempts.

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. A character may not take this Flaw along with Double Jointed.

Leper (3pt Flaw)
Before you were Embraced you suffered from leprosy or a skin disease which might be easily confused with leprosy. Your Appearance may be no higher than 2, and your flesh is marred by rashes, pale patches, festering sores, scars etc. Your skin disease whatever it actually is, is obvious to any who look upon you. Mortal authorities refuse you entry to any city, and you will be treated with fear and revulsion. Very likely (Storyteller’s discretion) your condition is still contagious, though being undead it cannot have any further effect on you. This Flaw is worth only 1 point to Nosferatu, and then only if the disease is contagious.

Monstrous (3pt Flaw)
There is something wholly monstrous about you, something that makes you even more hideous than a Nosferatu. You scarcely look human, but the manner in which you differ is up to you. Perhaps you have grown scales or warts all over your body, or perhaps the scream you issued when you died has been permanently frozen on your face. Not only is your Appearance a zero, but you make even the Nosferatu uneasy. Nosferatu may take this Flaw, but only gain one point for it.

One Arm (3pt Flaw)
You have only one arm - choose which, or determine randomly at character creation. This happened before the Embrace. It is assumed that you are accustomed to using your remaining hand, so you suffer no off-hand penalty. However, you do suffer a two-dice penalty to any Dice Pool where two hands would normally be needed to perform a task. A character may not take this Flaw with the Merit Ambidextrous.

One Eye (2 pt Flaw)
You have lost an eye, and cannot regenerate it. You have no peripheral vision on your blind side, and must roll two fewer dice for any feat requiring depth perception (including missile combat).

Open Wound (2-4pt 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 +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.

Paraplegic (6pt Flaw)
You can hardly move without the assistance, such as a pair of crutches or a wheelchair. Even then it can be painful and cumbersome to do so. The Storyteller and you should take care to roleplay this Flaw correctly, not matter how difficult it makes things. A character may not take this Flaw along with the Merit Double-Jointed.

Permanent Fangs (3pt 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 prosthetic, 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.

Permanent Wound (3pt Flaw)
You suffered injuries during the Embrace, which your sire did nothing to repair. You start each night at the Wounded Health Level. This can be healed like normal damage, but each evening, after sleep, your wounds always return.

Poor Digestion (5-pt. Flaw)
Your frail constitution has greater difficulty drawing nourishment from human or animal blood, requiring you to drink two blood points for every one added to your blood pool. This infirmity may be due to generations of royal inbreeding and minimal activity in your mortal life, though it also seen in elder vampires and possibly even those vampires who have committed diablerie. Cainite blood still affords full nourishment, which may well lead you to the forbidden hunger of the Amaranth.

Ragged Bite (2pt Flaw) Unlike most other Cainites, you lack the ability to lick the wounds of your feeding closed. Instead, you leave a raw puncture wounds in the flesh of your prey. These wounds also have a one-in-five change of becoming diseased. The Storyteller determines the precise nature of the infection.

Short (1pt Flaw)
You are 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.

Slow Healing (3pt 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.

Smell of the Grave (1pt Flaw)
You exude an odor of dampness and newly turned earth, which no amount of scents of perfumes will cover. Mortals in your immediate presence become uncomfortable, so difficulties of most Social rolls to affect mortals increase by one. Characters on the Road of Humanity with this Flaw subtract one from their aura rating (so a +1 becomes a 0, a -1 becomes a -2, etc.)

Stench (2 pt flaw)
Even for a society skeptical of bathing, you stink. No one willingly stands downwind of you, and even Nosferatu find you revolting. You lose two dice from most Social and Stealth rolls unless you are standing several yards downwind of your target. In addition, anyone within a yard of you must reflexively roll Stamina at diffculty 6. Those who fail lose one die from all actions due to overwhelming nausea until they withdraw from your immediate presence.

Stigmata (3 pt Flaw)
Some time after adopting the Road of Heaven, you awoke to find your form stricken by one the common sufferings associated with the Passion of Christ: a wreath of small holes around the crown of the skull, an inch wide hole through the palm of each hand, a vicious puncture wound in the side, or a stringing grid of lash marks on the back. You begin each night at the Bruised health level upon rising from slumber. Unlike the Flaw Permanent Wound, however, this wound may not be healed with blood. Barring some especially potent magics, the wound reappears each night when you rise. (Note: this Flaw may be taken twice, with the character adopting another one of Christ’s wounds. In so doing, you begin play each night at the hurt level, instead.)

Thirteenth Generation (2pt Flaw)
Your sire was of the 12th generation, long thought unable to sire. The fact that you rose from the dead may even have come as a chock to him, and it certainly concerns any elders who put stock in prophecy (on other worlds, most of them). You may be a clanless Caitiff or may carry your sire's clan , but you are likely seen as something less than proper among the high clans - if they know. Thirteenth-generation vampires must at least the Cannot Embrace Flaw, but almost all suffer from Weak Blood.

Unblinking Vigil (1-pt. Flaw)
Your eyes do not close — ever. Perhaps you stared too deeply into the Abyss or fleshcrafted away your eyelids for better alertness. Your quirk probably makes astute observers uncomfortable (+1 to the difficulty of friendly social interactions with anyone whose player makes a successful Perception + Alertness roll at difficulty 8 to notice).

Visage of Death (2-pt. Flaw)
You bear the stamp of death on your face and pallor, revealing the truth of your undead state for all to see. You cannot mimic the “flush of life” that other Cainites may evince, and your corpse-like mien adds one to the difficulty of all Social rolls not based on Intimidation. Cappadocians may not purchase this Flaw.
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Flaws: General Empty
PostSubject: Re: Flaws: General   Flaws: General EmptyFri Jun 12, 2009 10:13 am

Social Flaws

Adolescent (1pt Flaw)
You were chosen very early in your life. This age difference will cause people to react to you differently. The older Chosen may not take you seriously. ("You've got to be kidding. She's just a kid!") Increase the Difficulty of your Social rolls by 1 to 3 depending on the circumstances of your situation or the individual you are confronting.

Apostate (2pt Flaw)
You have publicly recanted one of the vampiric roads in order to step onto your current one. Changing roads is not uncommon in the early years of unlife, but you have done so in an especially spectacular way - perhaps accusing your former faith of being false or rediculing former teachers. You carry the stigma of a traitor among your former fellow-travelers, while your new co-religionists still wonder if you are truly committed to their faith. You must work twice as hard to receive half the recognition of others.

Beacon of the Unholy (2pt 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.

Blood Hunted (4-6pt Flaw)
You have been made the target of a blood hunt, and for you to return to your home city is death. For four points, this Flaw means that only your home city is off limits to you. For six, it means that the entire Camarilla is howling for your vitae.

Botched Presentation (1pt Flaw)
When your sire presented you to the prince of the city, you flubbed it. Now you’re convince 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.

Bound (2pt Flaw) *May only be taken for points if bound to an NPC*
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. The knowledge gnaws at you, even as you find yourself lost in devotion to your vampiric master.

Catspaw (2pt Flaw)
You’ve done dirty work for someone high up in the city’s hierarchy in the past - the sheriff, the primogen, or even the prince. However, instead of granting you a favor, your deeds have made you an embarrassment or a liability. For the moment, your former employer’s concern is to keep you quiet. In the long term, it’s to get rid of you.

Childe, Vengeful (2pt Flaw)
You have sired a childe who has grown to loathe you. Not only does your childe not aid you in your dealings with other Kindred, he actively works towards detriment. At time you feel your childe would commit diablerie upon you if given half a chance, and you could be right.

Clan Enmity (2 or 4pt Flaw)
For some reason something about you inspires contempt or hatred in members of a clan other than your own. There is a two dice penalty to all social rolls for social dealings with members of this other clan. Select the ‘enemy’ clan randomly or choose. For 4 points: One clan in particular wants you dead. You have offended the entire clan, from elders to neonates, and as a result every member from 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.

Dark Secret (1pt 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 Kindred community. This can be anything from having murdered an elder to having once been a member of the Sabbat. While this secret weighs on your mind at all times, it will only surface in occasional stories. Otherwise, it will being to lose its impact.

Diabolic Sire (2pt Flaw)
Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla. She could be wantonly breaking the Masquerade, or hunting down elders of the city and feasting on their blood. Archons are likely to come to you in order to discover your sire’s whereabouts, and they may not believe you if you tell them you don’t know.

Diablerist, Known (5pt Flaw)
You have committed diablerie at least once to achieve your current position of power. Although not all members of elder Kindred society known of your terrible flaw, at least some elders of import are aware of it. You are certain word of your proscribed behavior is slowly making its way though society. Other elders could easily discover this at any time and, at the very least, most of society knows that you are to be shunned. Adding to the danger, there is always the possibility of a Blood Hunt despite your elder status. If they haven’t already, certain elders can be expected to use their informations to force you to back their cause. You receive a +3 difficulty modifier on any Social roll involving elder Kindred who know your secret.

Diaberist, Secret (2pt Flaw)
You have committed diablerie at least once to achieve your current position of power, but no one yet knows your secret. Should the information ever be revealed, other elders may well refused you aid, shun you or, even worse, turn against you, perhaps even calling a Blood Hunt. It is imperative you keep this information hidden. Should your secret ever be reveled you will received a +3 difficulty modifier to any Social roll involving elder Kindred.

Disgrace to the Blood (2-pt. Flaw)
You were Embraced into the nobility of a High Clan. You were given power and prestige befitting your birthright — and you failed. You are now considered among the rabble of the Low Clans, when you are considered at all. You may eventually return to grace, but redemption won’t be easy. You must work twice as hard to atone for your prior failure. Note: Can also be taken for low clan members who have disgraced their clan.

Emotional Isolation (1pt Flaw)
You have seen too many friend and family, Kindred and kine alike, swept away on the river of time and cast into oblivion. The pain of seeing so many die while you continued to exist was horrible to bear, so horrible that you have now isolated yourself emotionally from all others. You often come across as cold and utterly without feeling, but what is that to you? You are now safe from pain. Due to your total emotional isolation, you receive a +1 difficulty modifier to any Social skill rolls involving emotions and cannot spend experience points on the Empathy Talent.

Enemy (1-5pt Flaw)
You have an enemy, or perhaps a group of enemies, who seek to harm you. The value of this flaw determines how powerful these enemies are. The most powerful enemies (Methuselahs or Archmages) would be five point Flaws, while someone nearer to your own power would be worth only one point. You must decide who your enemy is and how you became enemies in the first place.

Escaped Target (2pt Flaw)
The flip side of Rival Sires, Escaped Target means that 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 and irrational behavior is well-known and quite noticeable, and as a result you are at +1 difficult on all Charisma rolls until the situation is resolved.

Expendable (1pt Flaw)
Someone in power doesn’t want you around. Maybe she wants territory you possess, or is jealous of the attention you’re 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 Camarilla" and has not compunctions about doing so.

Eyes of the Shark (3pt Flaw)
No matter how humane you are when others look you in the eye they see you as an eating machine, emotionless and cruel. Whatever your Humanity, it is treated as a three when others make eye contact with you.

Failure (2pt Flaw)
You once held a title in the city, but failed catastrophically in your duties. Now you are branded incompetent, excluded from circles of power and responsibility and generally ostracized by those one their way up. Your exclusion may make you a target for recruitment by the Sabbat (or so the whispers run, making you even more distrusted). Conversely, the consequences of your error - a breach of the Masquerade, an unauthorized Embrace, a lawbreaker allowed to escape - might come back to haunt you.

Former Magus (2 pt merit or flaw)
In life you were a mage, able to reshape creation with the force of your will. That power is lost to you now, replaced with the curse of Caine. Yet you have not sundered all ties to your former Fellowship. If this trait is a merit, a few of your mystical associates still talk to you. The probably won’t give you access to their libraries or let you into their sanctums, but they pass along information form time to time and exchange favors when it suits them. If this trait is a Flaw, your former associates view you as a liability. They might not actively hunt you (unless you also take the enemy flaw), but they regard you as a monster and a traitor and treat you accordingly. This trait is extremely rare outside of clan Tremere.

Former Prince (3pt Flaw)
Once, you held near-absolute power in a city, but those nights are gone now. Perhaps you stepped down, perhaps you were deposed, or perhaps your city fell to the Sabbat; it matters little in your reduced state. What does matter is that the prince in the city where you now dwell is aware of your prior employment, and has concerns that you might be trying to make a comeback. The machinery of the Camarilla in the city where you now make your home is subtly stacked against you, and if the prince sees and opportunity to get rid of you he just might take it.

Hunted Like a Dog (3pt Flaw)
Another sect or group of vampires be it an independent clan or the Sabbat as a whole - has decided you’re a target for extermination, and pursue you relentlessly. On the bright side, the enemies of your enemy may well wish to help you out, potentially garnering your allies in this one instance.

Infamous Family (1pt Flaw) — You come from a family that is very well known, but not very well liked. You have a bad reputation, and have a particularly hard time losing it because it is seen as a family trait, not a personal one. You have trouble trusting others because others in your community have always acted against you (probably for no more reason than the blood in your veins).

Infamous Sire (1pt Flaw)
Your sire was, and perhaps still is, distrusted and disliked by many of the Kindred in the city. As a result, you are distrusted and disliked as well ,This is a heavy load, and one not easily shed.

Insane Sire (1pt Flaw)
Your sire has completely lost his grip on reality, and has become dangerously insane. Any wrong committed by your sire may affect your standing, and some of your sire’s dangerous schemes may somehow involve you. Because their sires are already assumed to be insane, Malkavians cannot take this Flaw.

Jaded (3 pt Flaw)
You are, in a word, jaded. You have seen it all and done it all at least twice – probably more than twice for the bits you really enjoyed – and virtually nothing makes you scream in delight anymore. Needless to say, getting a rise out of you takes more than a little doing, and your Beast is, unfortunately, just as weary of all the commonly available perversions as you are. Your internal monster is getting to be easily roused and difficult to put back down, and you’ve begin casting about for some diversion exotic enough to settle it back down consistently. Unfortunately, you haven’t found it yet. Fortunately, you’re actually beginning to have fun looking. Because your beast is so restless and irritable, your suffer a +2 difficulty modifier to any attempt to either resist frenzy or rise the frenzy once its occurred. Note that this flaw gives more points because, unlike short fuse, you also seek stimulation that could, if you are not careful, get in trouble.

Known to be Dead (2pt Flaw)
Communities are small, and deaths and disappearances are known to all. You originally lived in the area where the chronicle is set, and the locals know that you are dead. Perhaps they saw you die, or you were discovered in torpor and pronounced dead (perhaps even buried). At ht moment this causes you no problems - but if you use your real name or are spotted by people who knew you. Then you can expect problems. Exorcists, pious knights and others (perhaps even local Lupines) will seek to destroy you; demons, mages and others may come to offer you "assistance".

Laughingstock (5pt Flaw)
Somehow you’re draw the scorn of the local harpies, who make you their favorite and reflexive target. You are at +2 difficulty on all Social roll in Elysium and a +1 anywhere else in the city. In addition, you are at +2 difficulty to use Intimidation or any Dominate powers on anyone who has heard the stories mocking you.

Loathsome Regnant (4pt Flaw)
Not only are you blood bound, but you are also in thrall to a vampire who mistreats you hideously, perhaps you are publicly abused or humiliated; perhaps your master forces you to commit unspeakable acts for him, In any case, existence under the bond is a never-ending nightmare, with your regnant serving to conduct the symphony of malice.

Lord of the Flies (2pt Flaw)
Buzzing harbringers of decay swirl around you everywhere. Their constant presence makes it difficult for you to interact socially (+1 difficulty when appropriate) and nearly impossible to sneak up on someone or hide effectively. The buzzing of the files inevitably gives you away - all Stealth rolls are at +2 difficulty.

Matricide/Patricide (4pt Flaw)
You have committed diablerie upon your own sire. If this information becomes known among elder vampires you will be shunned, or perhaps even put to the sun. You are most certainly an easy target for blackmail, and you must always be alert to the signs of other Kindred searching for information about your sire and his untimely demise (or "disappearance").

Mistaken Identity (1pt Flaw)
You look similar to another Kindred, and are mistaken for her, much to your chagrin. This individual’s allies will approach you and tell you things you do not want to hear, her enemies will attempt to do away with you, and other will treat you in odd ways. Ultimately you might be able to sort out things, but it will take tremendous effort.
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PostSubject: Re: Flaws: General   Flaws: General EmptyFri Jun 12, 2009 10:14 am

(SOCIAL FLAWS, Cont)

Notoriety (3pt Flaw)
You have a bad reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire. There is a two-dice penalty to all dice rolls for social dealings with the city’s Kindred. A character with this Flaw may not take the Merit of Reputation.

Oathbreaker (4pt Flaw)
You are a known defector. You turned traitor to your former liege and you still have much to prove before you are accepted by the Cainites you have defected to. Elders, ancillae, and even neonates treaty you with distrust and even hostility, and your reputation might even sully those whom you regularly associate with.

Oath-Taker (2 pt Flaw, 3 pts for followers of the Road of Kings)
You have the unwise habit of swearing oaths too quickly or without due thought, and you feel obligated to fulfill those oaths, once rightfully sworn. This Flaw is particularly common among idealistic and passionate Cainite knights and Paladins of the Path of Chivalry, for whom thought and deed are as one. In practice, you can never simply agree to something, it must take the form of a sacred oath. If you have a task placed before you, then you swear on the blood that it shall be done. If you express an opinion, you swear for an oath to uphold it to the last. If you see the opportunity fir a noble quest, you must seize it, and follow it to the end. At the Storyteller’s discretion, you can spend a point of temporary Willpower to stave off this urge for one stance, when absolutely necessary.

Obsessed with the Hunt (2pt Flaw)
In conversation, you cannot help phrasing everything in terms of the hunt. You do not speak of rivals and enemies, you speak of prey. You do not speak of nations and coteries, you speak of territories and packs. This Flaw can be regarded as a quirk as first, but it quickly becomes annoying. This Flaw must be role-played and your Storyteller will impose penalties on Social rolls (normally at only +1 to difficulties, but possibly more depending on the circumstances) as he or she sees fit. Alternatively, you may speak little but always act as if you are hunting. You shift position, cock your head to listen, and then suddenly jump on a table, stalk slowly across a room, bare your teeth when angered and so forth.

Obvious Predator (2pt Flaw)
Either your face or your immediate disposition lets people know that you have nothing good in store for them. Mortals react poorly to people who exude such a blatant air of menace, and all your difficulties for Social rolls increase by two (with the exception of Intimidation- related rolls).

Old Flame (2pt Flaw)
Someone you once cared for deeply is now with the enemy. He still attempts to play on your sympathies "for old times’ sake" while working against you. Unless you succeed on a contested Manipulation + Expression roll against your former friend, you do not act against him unless the situation becomes life-threatening.

Onerous Vow (1 to 3 pt flaw)
You have sworn a particular vow in the past (perhaps against your better judgment, or even under false pretenses) that you feel you must honor, even though it is an inconvenience to you (perhaps even a serious one). The value of this Flaw is based on how much trouble your vow causes you. Fairly simple vows (like stopping to pray at every church you pass, refusing to feed on certain people) are worth only one point. Vows that require some risk (like always protecting children in danger, or always being the last to leave the field of battle) are worth two points, while vows that regularly place you in danger (feeding only on priests, attacking certain enemies on sight) are worth three points. Your character must feel obligated to follow their vow and if the character does not continue to follow it, the Onerous Vow flaw must be bought off.

Outlaw (4 pt) — You are an infamous criminal with a price on your head. Although no one might be devoted full-time to your capture, you can be sure that someone is sent after you whenever you come to the attention of the authorities. If you are caught, there may be a debate about whether to kill you outright or save you for public execution, but your death is assured.

Overextended (4pt Flaw)
You’ve got your fingers in too many pies, and people are starting to notice. You have too many ghouls, too many retainers and too many influences, which ,means that a lot of people have vested interest in trimming back your operations. These enemies take every opportunity to reduce your power and influence, and if that means lying, cheating or killing, so be it. Furthermore, your enemies block every attempt you make to move into new areas of control. You’re boxed in, and the box is getting smaller.

Paramour, Jilted (1-3pt Flaw)
You had a long-term relationship (minimum 50 years) with a fellow Kindred. Although the relationship proved useful and pleasant while it lasted, you grew weary of your former paramour and ended the long term tyst. Unfortunately, your former paramour did not take the ending of the affair well, and has apparently developed a strong antipathy for you. You both known many of each other’s secrets and this has caused a stalemate thus far, but you are concerned that your ex-paramour may interfere in your affairs at some time in the future. The cost of this Flaw depends on the relative power and position of your ex-paramour in Kindred society ( 1 for an ancilla, 2 for another elder of equal power, 3 for a more powerful elder).

Poverty (1pt Flaw)
You are very poor for an elder vampire. Either you never bothered to save anything over the years, or you throw away any accumulated wealth for your own, obscure reasons. You may not take nay Resources.

Prestation Debt (1-5pt Flaw)
You currently owe a boon to one or more other Kindred. This debt could have been incurred far in the past, or only last week, but the Kindred to whom you owe the debt is still extant. As such, she has gained some Status over you, and you are at a slight disadvantage in any dealings you have with her. It is also conceivable that your debt could be called in, and that you could be asked to perform some service or favor for any such vampire to whom you are indebted.

Prestigious Rival (1- to 5-pt. Flaw)
Your success has earned you the enmity of another noble Cainite. Your rival may outright hate you for some real or imagined grievance or simply enjoy the challenge of bringing you low. Treat this adversary as an Enemy (Dark Ages: Vampire p. 306), save that she has equal status among the Damned and never moves against you openly. As such, you cannot strike her directly without risking the wrath of your prince. This Flaw is worth a number of points equal to the Status rating of the character purchasing it. Characters without Status may not purchase this Flaw.

Recently Arisen (3pt Flaw)
You have been lying in a state of torpor until very recently. The years have left you in their wake and the world has been remade in your absence. The culture shock is very jarring, and you still find it difficult to make your way in this strange new environment. Only the general flow of Kindred politics and society remains reasonably familiar; the rest of the world is gibberish. You receive +2 difficulty level of rolls involving technology and social interactions with everyone save other Kindred.

Rival Sires (2pt Flaw)
Not one, but two vampires wanted to gift you with the Embrace. One succeeded, one failed - and she’s not happy about that failure. Either you, your actually sire or both of you have become the target of the failed suitor’s ire. Regardless, your persecutor is at +2 difficulty to refrain from frenzy in your presence. In addition, she may be working actively to discredit or destroy you.

Scapegoat (4pt Flaw)
Whenever anything goes wrong, you are the first suspect. Actual guilt is irrelevant; you are the local Cainite whipping boy and everyone knows it. You cannot ever gain the Status background unless you somehow change your reputation – and that will be a Herculean feat. Even if you move to another city, your tainted reputation follows you.

Second-Class Citizen (2pt Flaw)
The simple happenstance of birth has made you a second-class citizen in medieval Europe. This tends to come in two forms. First, you might simply be female. Mortal men may treat you as a natural inferior, and many male Cainites also discriminate against you. Furthermore, you must rationalize taking any combat-oriented skills (Brawl, Melee, or Archery) or certain Knowledges (Bureaucracy, Finance, Academics) during character creation. Being a woman usually precludes tuition in these exclusively male areas. Alternately, you might be a member of a disliked or persecuted social group, and your appearance, speech or local reputation marks you as a member of this group. You are excluded from local politics, and are distrusted and hated by most local mortal. (Remember too, that many Cainites retain prejudices of the societies which bore or sustain them.) You may be an Arab in Western Europe, or a Jew. Or perhaps you were convicted thief, with a brand on you face or forehead attesting to your conviction, or an infamous local prostitute. You also might be a member of a resented immigrant group (like a wealthy Norman from Wales). Either way you can be targeted by angry mobs needing a scapegoat…Bear in mind that you need not take this Flaw! A female vampire without this flaw is simply assumed to be able to overcome societal pressures and garner respect. Take this Flaw only if you want to roleplay a vampire at a social disadvantage.

Shy (1pt Flaw)
You are distinctly ill at ease when dealing with people, and try to avoid social situations whenever possible. The difficulties of all rolls concerned with social dealings are increased by one; the difficulties of any rolls made while you are the center of attention are increased by two. Don’t expect such a character to make a public speech.

Sire’s Resentment (1pt Flaw)
Your sire dislikes you and wishes you ill. Given the smallest opportunity, your sire will seek to do you harm, and may even attack you if provoked. Your sire’s friends will also work against you, and many elders will thus resent you.

Sleeping with the Enemy (3pt Flaw)
You have some sort of intimate connection with a member of an opposing sect or inimical clan. You may have a love, a childe, a friend or a contact working the other side of the fence, but regardless ofd 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.

Speech Impediment (1pt Flaw)
You have a stammer or some other speech impediment which hampers verbal communication. The difficulties of all relevant rolls are increased by two. Do not feel obliged to roleplay this impediment all the time but in time of duress, or when dealing with outsiders, you should attempt to simulate it.

Stereotype (2pt Flaw)
You buy heavily into all the vampire legendary 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.

Unconvinced (1pt Flaw)
You fail to see the need for the Silence of the Blood, and have gone on record as saying so. Taking your stand has made you suspect in the eyes of your elders.

Uncouth (1pt Flaw)
Even for a peasant or foreigner, you have extremely poor manners and an equally tarnished reputation. Depending on your Charisma, other lower-class individuals may spit as your pass or laugh at your bawdy humor, but aristocrats and Cainites of the High Clans are not amused. When interacting with your betters, you cannot have more dice in a Social pool than twice your Status Background. The Storyteller may waive this limit if crudeness serves your intent (such as Intimidation attempts). This flaw should be roleplayed.

Uppity (2pt Flaw)
You are proud of your new status and clan - so proud that you’ve shot your mouth off to other Kindred and made some 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 Storytellers discretion, you may also be required to make a Willpower roll (difficulty 6) to keep your mouth shut any time the opportunity presents itself for you to brag about your lineage, your clan or your status.

Used and Abused (2pt Flaw)
For some reason, you have incurred the wrath of those higher in station in your clan. These Cainites have the power o make your life miserable - injuring your reputation, spreading nasty gossip, slandering your lovers - and all for reasons that you can’t understand. However, just because you’re being abused doesn’t mean you necessarily have to endure it meekly. You may be able to find assistance from others who disbelieve the slander - but you may have to prove yourself several time over first.

Vainglorious (1-3pt Flaw)
You are boastful and know that you deserve any praise you receive. You are particularly found of Kindred who realize their lesser standing in the face of your obvious superiority, although you tend to view any who speak well of you as more intelligence and deserving than most. Due to your arrogance and love of sycophants, you receive an increase of one to three points on the difficulty level for resisting any attempts at Manipulation using flattery (the modifier is doubled if the flatter has a flattery specialty). The modifier is determined by the rating of this Flaw.

Village Idiot (3 pt Flaw)
You were regarded as a fool in life or have acquired that unfortunate reputation in unlife. Either way, no one takes you seriously. At the very least, you suffer a +2 difficulty on most Expression and Leadership rolls, and this penalty may apply to other Social rolls as decided by the Storyteller. It is possible to lose this Flaw in play, but it is not easy. Even if you come up with a brilliant plan, most people dismiss it – and you – on general principle, or assume that you stole the idea from someone else.

Ward (3pt Flaw)
You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. This character id often a friend or relative from your living days. Retainers do not count as wards, as they "pay their own way". Wards have a talent for getting caught up in the actions of stories, and are frequently target’s of a character’s enemies.
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PostSubject: Re: Flaws: General   Flaws: General EmptyFri Jun 12, 2009 10:14 am

Mental Flaws

Absent-Minded (3pt Flaw)
This Flaw may not be taken with the Merit Concentration. Though you do not forget such things as Knowledges or Skills, you do forget names, addresses, and when you last ate. In order to remember anything more than your own name and the location of your haven, you need to make a Wits roll or, as a last resort, spend a Willpower point.

Addiction (3pt 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.

Amnesia (2pt Flaw)
You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may someday come back to haunt you. (you can, if you wish, take up five points of other Flaws without specifying what they are, and leave it to the Storyteller to detail them. Over the course of the chronicle, you and your character will slowly discover them.

Atrophied Heart (4-pt. Flaw)
You have grown cold and aloof, emotionally detached from the ever-changing world around you. You certainly understand good and evil as philosophical concepts, but morality is no longer something you feel with any passion. As a result, you add 2 to the difficulty of any degeneration check and pay double the usual experience to raise Compassion/Conviction or Road. True Brujah may not purchase this Flaw.

Compulsion (1pt Flaw)
You have a psychological compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration or just talking. A compulsion can be temporarily avoided at the cost of a Willpower point, but is in effect at all other times.

Confused (2pt Flaw)
You are often confused, and the world seems to be a very disoriented and twisted place. Sometimes you are simply unable to make sense of things. You need to roleplay this behavior all the time to a small degree, but your confusion becomes especially strong whenever stimuli surround you (such as when a number of different people talk all at once, or you enter a nightclub with loud pounding music). You may spend Willpower to override the effects of your confusion, but only temporarily.

Curiosity (2 pt) — You are naturally curious and find mysteries of any sort irresistible. In most circumstances, you find that your curiosity easily overrides your common sense. To resist the temptation, make a Wits roll (Difficulty 5) for simple things like "I wonder what is in that cabinet!" Increase the Difficulty up to 9 for things like "I'll just peek into the dragons lair – no one will know. What could possibly go wrong?"

Cryptophage (2pt Flaw)
You have a particular fascination for what your deem the “mysteries of God” and you pursue such secrets with all the passion of your undead heart. You are convinced that the presence of the Faithful among the Damned childer of Caine is a sign that they figure prominently in His plan, and you’ve taken that responsibility personally. In short, you seek to gain a real and personal understanding of God’s plan on Earth.

To this end, you follow every lead, pursue every scrap or clue, and strive to read if not collect every holy writing or tablet you can find. What the Heretics are to Caine, you are to the Almighty – with a commensurate rise in the direction and drive – and you likely view the former as eternal time-wasters, fixating upon the effect rather than the source. When faces with a genuine opportunity to advance your understanding of either the Cainite condition or holy mysteries of any kind, you must roll Willpower (variable difficulty, depending on circumstances) to avoid jumping in head first, regardless of present situation or goals.

Death Wish (1-5pt Flaw)
You have an unconscious wish to die the True Death. The search for blood, the politics and pain, the constant knowledge of all eternity looming ahead of you, and perhaps your own cowardice, all have their effect on you. Although you never deliberately do anything to harm yourself, you do tend to hinder yourself at awkward times. At ant time during a story, the Storyteller may ask you to reroll a Skill check, The least successful of the two rolls is the actual result of your action. The Storyteller may do this a umber of time per story equal to the number of points taken in this Flaw.

Deep Sleeper (1pt Flaw)
When you sleep, it is very difficult for you to awaken. Raise the difficulty by two on any such rolls, and roleplay how you never seem to be on time when you have an appointment early in the evening.

Delusion (1pt Flaw)
You believe wholeheartedly in something that just isn't so. For example, you might believe that you are just a normal human (when you are, in fact, a vampire), that round rocks are extremely valuable, that you are the long-lost son of a Duke, or that your imaginary friend is actually real.

Deranged (2pt Flaw)
Either a pre-existing condition or the trauma of damnation has sown madness in you. You begin play with a serious derangement that dogs you in your undying existence. Malkavians may take this flaw to represent an additional derangement beyond the one endemic to their blood. See Derangements

Driving Goal (3pt Flaw)
You have personal goal, which sometimes compels and directs you in starting ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to eradicate the Sabbt or achieve Golconda. Because you must work towards your goal throughout the chronicle (thought you can avoid it for short periods by spending Willpower), it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.

Ennui (2pt Flaw)
You are world-weary. You have seen enough to know that nothing is ever truly new; the same events and so called passions are merely replayed again and again, with only the faces and names shifting as the many, many years go by. You rarely pay attention to those around you, assuming you know all there is to know of them once you have determined what part they play on the world stage (+1 difficulty to Perception rolls involving people you know). Due to your belief in the predictability of others, you also receive +1 difficulty to the difficulty level of the first action taken following a surprise (such as an ambush).

Enraptured by Beauty (3-pt. Flaw)
Your preternatural senses and aesthetics find beauty supernaturally enthralling. Whenever you encounter music, art or even a pretty face that appeals to your tastes, you fall into trancelike reverie until the object leaves your senses or the scene ends. You may not even break away to defend yourself, though an attack permits a new roll to resist. Characters with this Flaw may avoid or break free of rapture with a Self-Control or Instinct roll (difficulty 6). Toreador may not purchase this Flaw.

Fierce Bigot (2-pt. Flaw)
You hold particular hatred or disdain for a specific class or community of mortals, most likely the common rabble of serfs and servants. You make all frenzy checks at +2 difficulty around such individuals and always attack them first if you do succumb to frenzy.

Guilt-Wracked (4pt Flaw)
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) 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.

Hatred (3pt Flaw)
You have an unreasoning hatred of a certain thing. This hate is total and largely uncontrollable. You may hate a species of animal, a class of person, a color, a situation - anything. You must make a frenzy roll whenever faced wit the object of your hatred. You constantly pursue opportunities to harm the hated object or gain power over it.

Illiterate (1pt Flaw)
Through lack of education or as the result of a condition like dyslexia, you are unable to read or write. Note that characters with no Academics may not take this flaw, as they are already automatically illiterate.

Impatient (1pt Flaw)
You have no patience for standing around and waiting. You want to do everything now, and the Devil take the hindmost. Every time you are forced to wait around instead off acting, a Self-Control roll is required to see if you go haring off on your own instead.

Inept (5 pt Flaw)
You are not attuned to your natural aptitudes, and therefore have five fewer points to spend on your Talents (the most you could take on your Talents would be eight, and the least would be 0). Of course, you can still spend freebie points to take Talents. However, you cannot at the start of the game, have any Talents at 3 or higher.

Intolerance (1pt Flaw)
You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or just about anything at all. The difficulties of all dice tolls involving the subject are increased by two. Note that some dislikes may be too trivial to be reflect here - a dislike of White Wolf Magazine or tissue paper, for instance, will have little effect on play in most chronicles. The Storyteller is the final arbiter on what you can pick to dislike.

Moon Mad (2 pt flaw)
Your temper waxes and wanes with the phases of the moon. Under the crescent moon, difficulties to avoid frenzy increase by one. This difficulty modifier rises to two under a half or gibbous moon, and three under a full moon. There is no difficulty modifier during the new moon.

Lifesaver (3pt Flaw) You believe that human life is a sacred gift and will not take a person's life except in the most extreme of circumstances. You may not ever willingly endanger the lives of innocents or in any way participate in a killing. You have no problems with killing animals (for the right reasons), and will kill evil and inhuman creatures to protect others if necessary. (Be very careful, however, with your definition of "evil"?) Senseless death in all forms repulses you, and you feel that those who perform murder should be punished and stopped.

Lost Love (1pt Flaw) — You have lost your true love to death, distance, or marriage. You take little joy in life's pleasures and give up easily in the face of difficulty, since you've already lost the most important struggle. On those occasions when you forget yourself and have a good time, you inevitably feel sorrow afterwards as you think about how it could have been if your true love were with you. Still, time heals all wounds.

Low Self-Image (2pt Flaw)
You lack self-confidence and don’t believe in yourself. You have two fewer dice in situations where you don’t expect to succeed (at Storyteller’s discretion), though the penalty might be limited to one die if you help the Storyteller 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.
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PostSubject: Re: Flaws: General   Flaws: General EmptyFri Jun 12, 2009 10:15 am

(MENTAL FLAWS, Cont)

Lunacy (2pt Flaw)
You are affected by the phases of the moon, increasing your chances of 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.

Naive (1 pt) — You see world in rose-colored hues. Your privileged upbringing (or massive psychological repression of abuse) makes you all too ready to accept others as kind and caring. You are always the last to suspect foul play or bad intent on the part of another, and this can get you in real trouble. On the other hand, the Flaw often leads people of the Caregiver nature to take you under their wings with more fervor than usual.

Nightmares (1pt Flaw)
You experience horrendous nightmare (daymares?) 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. (Storyteller’s discretion). Some of the nightmare may be so intense that you mistake them for reality. A crafty Storyteller will be quick to take advantage of this.

Noble Arrogance (1-pt. Flaw)
You have never known an existence other than privilege and wealth, either in life or undeath. You fervently believe in your innate superiority over mere mortals and the riffraff of the Low Clans, perhaps too much. You cannot believe that your inferiors could ever pose a real threat. As such, you are prone to underestimating adversaries of lesser station and your haughty bearing adds 2 to the difficulty of all Social rolls to interact with those you perceive as beneath you. Characters must have at least two dots of Status to purchase this Flaw.

Obsession (2 pt) — There is something you like, love, or are fascinated by to the point where you often disregard common sense to cater to this drive. You react positively to anything related to your obsession, even if it's not in your best interests. For example, if you are obsessed with supernatural creatures, you will go out of your way to talk to and befriend vampires, werewolves and stranger things, and find out as much as you can about them, disregarding all warnings. There are many other obsessions, including women, men, guns, knives, sports, roleplaying games, you know the type.

Overconfident (1pt Flaw)
You are an exaggerated and unshakable opinion of your own worth and capabilities - you never hesitate to trust your abilities, even in situations where 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 infect others with you overconfidence.

Paranoia, Extreme (3pt Flaw)
You are certain the world is full of creatures and people who wish to see you destroyed. However, you do not worry about those individuals who loathe you from a distance. It is the ones you let get near you, the ones who profess some caring towards you, you are the real danger. Of course, not all your associates and so-called friends are actually enemies (at least they probably all aren’t). However, you know that no one ever does anything they don’t believe to be for their own benefit. You are constantly alert seeking to commit diablerie, stake you, or worst. Whenever someone you know performs an act that appears selfless, you must make a successful Self-Control roll to resist branding them a traitorous, implacable enemy bent on your destruction (and taking appropriate actions against such a monster!). The Storyteller may also decide that your companions’ actions are suspiciously altruistic and necessitate such a roll.

Phobia-Mild (1pt Flaw)
You have an overpowering 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 must make a Courage roll whenever you encounter the object you fear. The difficulty of this roll is determined by the Storyteller. IF you fail the roll, you must retreat from the object.

Phobia-Severe (3pt Flaw)
You have an overpowering fear of something. Common objects of fear include certain animals, insects, crows, open spaces, confined spaces, heights, and so on. You must make a Courage roll not to enter Rotschreck when faced with the object of your fear. The difficulty depends on the circumstances. If you fail the roll, you must retreat in terror from the object of fear. IF you score fewer than three successes, you will not approach it. The Storyteller has final say over which phobias are allowed in a chronicle.

Prey Exclusion (1pt Flaw)
You have an overpowering fear of something. For instance and animal-lover might decide to hunt only humans, or a character might decide to spare a class of person she particularly admires: police, teachers, medical professionals, clergy, peace activists and so on. You are disturbed when others feed from this type of prey, and could possibly enter a frenzy (Storyteller’s discretion). If you accidentally feed upon this class of prey yourself, you will automatically frenzy and will need to make a roll for Humanity (difficulty 8 or greater. Note: This is not as restrictive as the Ventrue limitation, which limits a vampire to a certain class of prey (therefore Ventrue cannot take this Flaw).

Privacy Obsession (3pt Flaw)
You carry the respect for privacy to extremes. You must make a Willpower roll (difficulty 6) to enter another being’s dwelling without being invited (though you will go to fiendishly clever lengths to garner an unwitting invitation). When disturbed in your manse by an uninvited guest, you must make a Self-Control or Instincts roll (difficulty 7) to avoid frenzy. This is the most common among Tzimisce.

Religious Prohibition (2-4pt Flaw)
Taken from Hebrew stock, you grew up strongly religious. Part of that religion, however, is a dietary restriction forbidding you to taste blood. Even animal blood is forbidden to you by this law, and you find yourself racked by pangs of conscience every time you feed - however you still may feed on them. You restrict yourself to feeding on animals or blood that has been drained by a ritual butcher.

Routine (2pt Flaw)
Through the ages you have settled into somewhat of a routine. You tend to go to the same places at the same times of year, and to proceed from haven to haven in a regular order. If others studied you behavior closely, they might be able to take advantage of it to do you harm. The Storyteller may lower the difficulty level for anyone attempting to surprise the character from 1-3 points depending on the specific nature of the situation.

Selective Thirst (4-pt. Flaw)
Your aristocratic palette prefers the taste of a particular “vintage” of mortal blood, even to the point of spurning all other flavors. You may favor the delicate nectar of youthful virgins, the robust draught of the Norse or the touch of piety in a priest’s veins. Whatever your tastes, you may drink only from mortals who meet your criteria. All other blood tastes foul and rancid to you, and you will immediately vomit it like mortal food even in the throes of frenzy. Even your exacting sensibilities find Cainite blood sweet to the taste, no matter its source. Ventrue may not purchase this Flaw.

Short Fuse (2pt Flaw)
You are easily angered. The difficulties of rolls to avoid freny are always two less, no matter how you were provoked. This is a dangerous Flaw; don’t choose it without careful thought.

Soft-Hearted (1pt Flaw)
You cannot stand to watch others suffer-not necessarily because you care about what happened to them, but simply because you dislike the intensity of emotion. 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. If you are the direct cause of the suffering, and you witness it, you will experience nights of nausea and days of sleepless grief. Whenever you must witness suffering, difficulties of all rolls are increased by two for the next hour.

Soul of Darkness (2 to 4 pt Flaw) *description adapted to all Roads by staff*
You have great difficulty in actually walking your Road as a means of controlling the Beast Within. Whatever the cause, your faith in your chosen morality is not as solid as it is for other Cainites. In addition, you find it harder to increase your understanding of your Road. If this Flaw is worth two points, then all Road rolls are made at a +1 difficulty and the experience cost goes up by one (i.e. it becomes current level x3). Likewise, if the Flaw is worth three points, these penalties go up by an additional one; thus, for four points, this Flaw causes all Road rolls to be made at a +3 difficulty and the cost of raising your Road becomes current level x5. This penalty follows those who forsake their starting road in favor of another moral code.

Suicidal Beast (6 pt Flaw)
Some part of your withered recognizes your damnation. Perhaps your Beast repents its hunger, or your self-destructive impulse overrides its instincts. Whenever you are in a position to check for Rotschreck, roll Courage as normal. However, failure does not lead to the Red Fear. Instead, you seek out the source of danger and embrace destruction – seizing a torch by the flames or dashing into the sunlight. It is possible for characters with this Flaw to develop “normal” survival instincts in play, but never easy.

Taste of the Kill (3 pt Flaw)
You refuse to consume blood that does not come from a kill that either you are your “pack” has made directly. You cannot have food brought to you and you cannot feed from the drugged, drunk, sleeping, or helpless. You draw sustenance as much from the act of stalking and slaying your terrified prey as from the vitae itself. This Flaw makes social situations difficult and it also means that you need hunt and kill your own prey every few nights.

Territorial (2pt Flaw)
You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory, 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 circumstance.

Thirst for Innocence (2pt Flaw)
The sight of innocence - of and sort - arouses in you a terrible bloodlust. Roll Self-Control, or else frenzy and attack the source of your hunger.

Twisted Upbringing (1pt Flaw)
Your sire was quite malevolent and taught you all the wrong things about Kindred society. All your beliefs about how vampires interact are wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start (the Storyteller will tell you when). But until then, you will continue to believe what you were first told, no matter how others try to "trick" you into thinking otherwise.

Twitch (1pt 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 point to refrain from engaging in your twitch.

Uneducated (5 pt Flaw)
You have received absolutely no education, and have five fewer points to spend on you Knowledge Abilities (with eight being the greatest you could have, and 0 being the least). You can still spend freebie points to take Knowledges. As part of this, you cannot have any Knowledge higher than 3 at the beginning of the game.

Unskilled (5 pt Flaw)
You have never trained extensively in any skill or craft, and therefore have five fewer points to spend on you Skills (with eight being the greatest you could have, and 0 being the least). While freebies can be spent to raise your Skills, no Skill may be higher than 3 at the beginning of the game.

Vengeful (2pt Flaw)
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 Willpower point.

Weak-Willed (2pt Flaw)
You are highly susceptible to Dominate and intimidation by others; you are, in fact unable to use your Willpower freely. You can employ your Willpower only when survival is at stake or it is appropriate to you Nature.
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Flaws: General Empty
PostSubject: Re: Flaws: General   Flaws: General EmptyFri Jun 12, 2009 10:15 am

Supernatural Flaws

Aura of the Wyrm (4pt Flaw)
You radiate corruption to such a degree that any Garou in the locale are drawn towards you. This is a serious Flaw, as your unlife is constantly threatened by frenzied attacks directed against you by enraged werewolves.

Beast in the Mirror (1 to 2 pt flaw)
Whenever you stare into a reflective surface, you see your Beast leering back at you. If this harrow is disavle to you alone, this Flaw is worth only one point. If mirrors betray your monstrous nature to everyone, this Flaw is worth two points. Even at the one-point intensity, magi and other gifted souls may occasionally glimpse your true nature for a moment. Even ordinary mortals can sense there is something faintly wrong with you, adding +1 to difficulty of most Social rolls if they have ever seen your reflection.

Bound to the Earth (4-pt. Flaw)
You feel a deep mystical connection with the earth and must rest amid two or more handfuls of soil from a place of personal significance. The dirt may come from your homeland or your empty grave, as befits your attachment. Every day of rest that you forgo such contact cumulatively halves all dice pools until all actions use a single die. This Flaw occasionally manifests among blood sorcerers as a result of botched magic, tying a vampire to a grave he violated for a ritual component or the tainted soil of Kupala’s domain. Tzimisce may not purchase this Flaw.

Cannot Cross Running Water (3pt Flaw)
You cannot cross running water unless you are at least 50 feet above it. "Running water" is any body of water more than two feet wide in any direction and not completely stagnant. A Kindred with this Flaw obviously believes too much in old wives’ tales.

Cannot Embrace (2pt Flaw)
Either due to your high generation or because of some other factor, you cannot pass on the Curse of Caine to another. No matter how much of your vitae you feed to a freshly drained mortal, she does not rise as one of the undying. Its altogether possible for a character not to know that she cannot Embrace until the moment of the truth, when a potential childe lies dead at her feet. This Flaw is common among the 12th generation. In fact, until recently, most thought that no 12th generation vampire could sure. You can still create ghouls and blood oaths, as normal.

Cast No Reflection (1pt 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 for them if you posses this).

Cold Breeze (1pt Flaw)
A chill wind follows you wherever you go. While it may make for dramatic entrances, this effect also discomforts mortals (+1 difficulty on all appropriate Social rolls) and also endangers the Masquerade. Cold winds sweeping through executive offices or crowed nightclubs can raise all sorts of questions.

Cursed (1-5pt Flaw)
You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed, it cannot be dispelled without extreme effort, and it can be life-threatening. Some examples follow: • If you pass on a secret that was told to you, your betrayal will later harm you in some way (1pt), • You stutter uncontrollably when you try to describe what you have seen or heard (2pt), • You are doomed to make enemies of those to whom you have become most attached (so whatever you do, don’t get too close to other characters!) (4pt), Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way. (5pt)

Dark Fate (5pt Flaw)
You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday, your struggles, and your dreams will come to naught. 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 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 occurs, or at least try to make sure that your friends are not destroyed as well. This is a difficult Flaw to roleplay; though it may seem as if it takes away all free will, we have found that ironically, it grants freedom.

Deathsight (2pt Flaw)
Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals look diseased, buildings seems 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.

Demon Hounded (1-4pt Flaw)
A demon has taken a special interest in your soul. She appears to you occasionally, using threats, bribes and honeyed words to win you to her cause. Sometimes she just asks you to perform innocuous favors for her. Sometimes she just asks you to sell your soul. Sometimes she offers you favors or information without any apparent catch. In any case, it is not your interests she serves, but those of her diabolical masters. All of her plots are ultimately designed to ensnare you and win your soul. A minor demon (1pt Flaw) may be an annoying imp, incapable of no more than distracting you, thieving small items and pleading for your soul; its plans are unimpressive, but can be frustrating. A greater creature (4pt Flaw) is your physical equal and can concoct horrible devious plans to win your soul. In either case the Storyteller creates the character for the demon, and keeps track of its plots.

Disease Carrier (4pt 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 being manifesting symptoms of the disease (increased chance to frenzy for rabies, reduced soak rolls for HIV, etc.)

Discipline Inept (5pt Flaw)
For some unknown reason you are particularly inept with one of your clan disciplines. You pay out-of-clan costs to raise it.

Eerie Presence (2pt Flaw)
Mortals have an unconscious awareness of your undead nature, which makes them anxious and ill at ease in your presence. Because of this, difficulties of all dice rolls relating to social interaction with mortals are increased by two.

False Amaranth (3 pt Flaw)
Your halo always shows the blackened marks of Amaranth, even if you have never committed diablerie. Perhaps your sire was a habitual diablerist, or perhaps in the throes of frenzy, you almost committed the foul act yourself. Assamites of the warrior caste cannot take this Flaw.

Face of the Beast (5 pt Flaw)
Like the Gangrel, you gain animal features when you frenzy as the Beast leaves its mark on your body. Each time you frenzy, you gain an animal feature. Every five such features permanently reduce one of your social attributes by one. Gangrel cannot take this flaw.

Haunted (3pt 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.

Hand of Hades (5-pt. Flaw)
You exude the spiritual blight of death. Insects die if they fly too near you, while most small plants shrivel and die within a foot of your presence. Evenlarge trees take on blight in the places you touch. Larger animals, including humans, suffer one level of lethal damage for every hour they spend in close proximity to you. Such damage has no outward sign, manifesting as inexplicable weakness. This nepenthe also sets mortals and even vampires ill at ease, adding 1 to the difficulty of all Social rolls not involving Intimidation. Unlike the Flaw Touch of Frost (Dark Ages: Vampire p. 309), you really do leave a swath of desiccated grass and leaves as you pass. Cappadocians may take this Flaw in place of their normal clan curse, in which case they receive only two points and suffer their usual social difficulties, but may vainly show a “flush of life” if they so desire. Cappadocians who take this Flaw in addition to their clan curse receive the usual number of bonus points and cumulatively sum their Social penalties, adding +2 to the difficulty of all Social rolls not involving Intimidation.

Geasa (1- to 5-pt. Flaw)
A powerful magical being — a mage, a fae noble or perhaps an ancient blood sorcerer — has placed you under a pact as binding as the blood oath. Rather than commanding your adoration, your geasa compels you to fulfill or avoid certain actions lest some calamity befall you. The severity of the consequence and the ease of keeping the terms of the pact determine the rating of the Flaw. At one point, you must not feed on the members of a particular noble family or else wear the marks of your treachery as boils on your immortal face. For five points, you must remain within a remote forest or the sun will find you wherever you sleep no matter how deep or darkened your lair. As always, the Storyteller has the final say on any Geasa, including the unlikely possibility of its removal. Players should work closely with the Storyteller to develop Geasa that create story hooks rather than being obscure quirks chosen for a couple extra bonus points.

Hunted (4pt Flaw)
You have come to the attention of a witch-hunter, or some similar individual who now seeks your destruction. 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 or later, this Flaw will result in a confrontation. The resolution should not be an easy one, and until then you are in for one hellish time.

Light Sensitive (5pt Flaw)
You are even more sensitive to sunlight than other vampires are. Sunlight causes double damage, and even moonlight (which is, after all, the reflected light of the sun) harms you. Indeed, even bright lights can be painful, but the pain can be mitigated by wearing sunglasses. When the moon is shining, the light it casts will cause wounds in the same way sunlight does for normal individuals. However, the wounds caused by the moon are not aggravated, and can be healed normally. Remember, even on nights when the moon is full, it may have already set when you venture outside, or be obscured by the clouds.

Killed by Staking (5 pt Flaw)
Like vampires of legend, a wooden stake through your heart can destroy you outright. Vampires with this Flaw do not know of their vulnerability.

Magic Susceptibility (2pt Flaw)
You are susceptible to the magical rituals of the Tremere, as well as to spells of mages of other creeds an orders. The difficulty to cast a spell upon you is two less, and all spells cast have twice normal effect on you.

Mystical Aura (2 pt Flaw)
You radiate unnatural power. Perhaps you were a magus in life, unwisely fed from one of the Fair Folk, or studies the twisted sorcery of the Tremere. All attempts to sense magic on and around you are at -2 difficulty. You halo always shows the shimmer of magic use to Soulsight and similar powers, provided that the observer rolls at least one success. Assamites of the sorcerer caste cannot take this Flaw.

Repelled by Crosses (3pt Flaw)
You are repelled by the sight of ordinary crosses (just as if they were holy). Kindred who were of the Church prior to their Embrace are the ones most likely to possess this Flaw; they perceive that their new form is a judgment from God.

Repulsed By Garlic (1pt Flaw)

Repulsive to Animals (1pt Flaw)
With this Flaw, every natural animal you encounter is automatically and severely upset by her presence. This is much more severe than the unease that almost all Cainites cause in animals: Creatures panic and flee, and some rare few attack. You cannot calm creatures down with Animal Ken. It requires either the use of Animalsim or a taste of vampire blood (which makes the creature a ghoul) to settle the beast down.

Restricted Diet (1 pt Flaw)
Unlike other Cainites, you derive no nourishment from the stale blood of animals. Only the blood of mortals and other vampires can sustain your unlife. This Flaw eventually manifests in most vampires as they age, a prelude to the cannibalistic Thirst of Caine.

Soul Eater (4pt Flaw)
You Beast hungers for more than blood. Whenever you feed, you steel one Willpower point from your victum for every three blood points taken. Unfortunately, your parasitic soul cannot replenish itself by any other means. You cannot regain Willpower by fulfilling your Nature, resting, or any other natural method. Worse still, you must spend one Willpower point each night upon awakening or lose a dot of permenant Willpower. If your permanent Willpower ever drops to zero, you suffer Final Death, your body crumbling away to ash as the parasitic soul feeds upon itself. Characters with this Flaw do not have to spend Willpower in Torpor.

Touch of Frost/Taint of Corruption (1pt Flaw)
Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you are made of ice.

Uncanny (1 to 5 pt Flaw)
The very opposite of Arcane, you are too strange or disturbing to forget. You may have distinguishing features or a mystical aura, but the effect is the same: Anyone trying to locate you through Investigation receives one extra die per point invested in this Flaw. Fortunately, Uncanny does not interfere with active Stealth attempts. However, you always stand out from a crowd and cannot hide through anonymity. Even characters with Obfuscate must contend with their noticeable mein, although extra successes on obfuscate rolls can temporarily cancel uncanny dice on a one-for-one basis.

Weak Blood (5pt Flaw)
Your blood carries only a fraction of the power that is the unholy legacy of Caine. You may be a member of the despised 13th generation, a Caitiff or suffering from some other affliction, but your vitae does a poor job of powering your unliving form. All blood point costs are doubled (e.g., using blood-related Disciplines or healing damage), and you can never learn a Discipline above four dots. It also takes six drinks for a thrall to become oath bound to you, and you are incapable of creating ghouls or progeny. You cannot take the Cannot Embrace Flaw, as iit is already incorporated into Weak Blood.
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