Flaws
Negative traits to give your character more depth and flavor. This is how you GAIN freebie points.
- 14th Generation (2 pt): You were embraced as a childe of the 14th generation. You have a blood-pool of 10 but may only use 8 of it before suffering negative effects. characters with this flaw may not take the Generation or Status backgrounds. Thin blooded flaw often accompanies this flaw.
- Absent Minded (3 pt): Concentration is almost impossible for you. While you may not forget skills, everyday knowledges such as names, dates, and addresses are almost always lost on you.
- Allergy (1-3 pt): You are allergic to a substance. Both similar to and different than mortal allergies, you do not sneeze or get teary eyed, but ingesting, either through blood or the substance itself is enough to incapacitate you. The more common the substance is the more points it is worth. Where plastic or metal may be worth 3, an uncommonly used hair product may be a 1. Discuss this flaw with your Storyteller.
- Amnesia (2 pt): The embrace left you a blank slate with no memory of your mortal life. This prior life pay come back to haunt you in many ways, and as the story goes on, you will learn of your past existence often to your dismay.
- Anachronism (2 pt): You have been Kindred for some time (often more than 50 years or so) and you cannot (or will not) keep up with the changing times. You like your way and will simply refuse to modernize or update anything.
- Ancestral Soil Dependence (2 pt): When the Tzimisce fled Eastern Europe, their clan weakness made it very difficult to sire, as the childe would be born with a dependence on soil from a homeland they had never known. Obtaining soil from this European homeland is often taxing, and gained at great difficulty. Your dependence on this precious soil should only be known to those who absolutely must know as it could one day be used against you. Characters living in Eastern Europe may not take this flaw as the limited resource is not limited in this area.
- Anosmia (2 pt): You have no sense of smell. All rolls involving smell are automatic failures.
- Bad Sight (1 or 2 pt): You are partially blind. This condition is incorrectable by any means. Sight related difficulties are increased by 2. You may not take Acute Vision as a merit. When taken as a 1 point flaw your vision is correctable with glasses or contacts but should that prosthetic be lost you incur the penalty.
- Beacon of the Unholy (2 pt): You radiate an aura of evil that is felt by all. Kindred are put off, and mortals just know how evil you are. Holy places are barred to you as well.
- Blind (6 pt): You are totally blind. Light and color are lost to you. All rolls involving sight are automatic failures.
- Blood Hunted (4 or 6 pt): The Blood Hunt has been enacted upon you. As a 4 point flaw your home city is lost to you as setting foot there means certain death. When taken as a 6 point flaw, the whole of the Camarilla has called for your head.
- Blunt Fangs (1 pt): Your fangs are blunt and blocky. You must literally chew your food, and as such, inflict 1 level of damage per 2 blood taken.
- Botched Presentation (1 pt): When you were first brought before the prince, you flubbed the entire thing. Now you believe that the prince (whether true or not) disfavors you. Standing before the prince or any holder of office for that matter, requires willpower to simply speak properly or even stay in their presence without shying away.
- Bound (2 pt): You are blood bound to another. While not necessarily treated poorly by your master, your will is not only yours. This gnaws at you and you know you have little to do about it.
- Bound to the Council (3 pt): For one reason or another, through suspicion or your own blundering ways, you character was bound to the council of 7. While not without goals of your own, the council and clan come first at all times. Should a member of the 7 (or any of their duly appointed representatives, or simply a higher ranking Tremere) command that you jump, you will jump, hoping to float, and praying that it was high enough. Succeeding in removing the bond (or even attempting to, for that matter) through any means available will mean an immediate call for your destruction. Should the bond be found incapable of keeping you in line, your destruction will be called for as well.
- Cannot Cross Running Water (3 pt): You cannot cross running water unless you are 50 feet above it. Running water qualifies as any body of water 2 feet in width that is not completely stagnate.
- Cast no Reflection (1 pt): You cast absolutely no reflection just as clan Lasombra. You are also often mistaken as a member of Clan Lasombra for better or worse. Clan Lasombra characters may not take this flaw as it is their clan weakness already.
- Catspaw (2 pt): You have done dirty work for a ranking officer of your sect. Instead of leaving you in favor of the superior, you have been deemed an embarrassment or liability. You are safe for now, but you know that as time goes on you may become a target.
- Child (3 pt): You were embraced as a child between the ages of 7 and 10. Although you un-lifetime may have changed your outlook, your body has remained that of a child. You have the Short flaw automatically, and have a hard time having adults take you seriously as they see only a child. The thirst is also a bit difficult for you as you have never undergone any transformative period (puberty) in your life. Also, gaining access to restricted areas such as bars and night clubs may pose issue as you are "underage"
- Clan Enemy (2 pt): For some reason, something about you instills hostility or contempt in another clan. Select the clan that holds this grudge against you.
- Clan Weakness (2 pt): You possess your own clans weakness along with that of another. Randomly choose another clan weakness.
- Cold Breeze (3 pt): You carry with you a chill wind. While it may make for a dramatic entrance once or twice, mortals find it completely off putting and is a constant endangerment to the masquerade. Cold breezes sweeping in places there should be none is sure to pose unwanted questions.
- Color Blindness (1 pt): Unlike the mortal disability, you see only in shades of black and grey. Level 2 Auspex: Aura Perception is lost to you.
- Compulsion (1 pt): You have a compulsion which causes you issue. This could be for cleaning, bragging, stealing, or chewing gum. A successful willpower roll will allow you to ignore the compulsion for a few moments, but it will return.
- Confusion ( 2 pt): To you, the world around you is a confusing place. A series of unknown twists and turns that boggle your mind at all times. This flaw must be roleplayed well for great effect. This flaw becomes worse when presented with stimuli such as multiple people talking at once, or loud music is being blared.
- Consumption (5 pt): Your blood is wrought with a flesh eating bacteria that is literally eating you from the inside out. When you awake each evening, you suffer 1 cumulative unsoakable bashing damage that cannot be healed with blood. In order to keep your rotting corpse from falling to pieces on you, you must consume 1/10th of your body weight in human flesh per level of damage suffered. How you acquire this flesh is up to you, but bear in mind, that the longer you let it go, the more your appearance suffers, the weaker you become, and that without the flesh to regenerate you, final death will take you.
- Contagious (5 pt): You carry with you a deadly bacteria, fungi, or contagion. You can never interact with mortals you don't intend to kill as, within one week of even touching you, they will contract the disease, develop symptoms and surely die. This poses a huge threat to the masquerade, and most princes would rather have your head than have a pandemic to deal with. Most other supernatural creatures can deal with the disease in their own way so you pose little threat to them.
- Cursed (1-5 pt): You have been supernaturally cursed. This curse is both dangerous, specific, and can be life threatening. The number of points taken into this flaw determines how specific, debilitating, or dangerous this curse is. Getting rid of the curse is no small matter and should be looked upon as such.
- Dark Fate (5 pt): You are doomed to possibly the worst of all fates. This may come as final death or eternal agony, and is guaranteed to come to pass without fail. You have visions of the fate ahead of you that may cause discomfort or depression at times. What you do with your un-life prior is still up to you, but you know that no matter what you do you will end up in the worst of places. Players often find this flaw freeing as they know that ultimately it will end bad for their character anyway. Imagine having terminal cancer...is skydiving really that scary now?
- Dark Secret (1 pt): You have a dark secret, that if uncovered, would make you a pariah in the kindred community. This brings you great shame, embarrassment, or both. You will do anything to keep your secret...anything.
- Deaf (4 pt): You are Deaf. All rolls involving hearing are automatic failures.
- Death's Reflection (3 pt): You cast a reflection (even as a Lasombra) that depicts you in the state that your body would be in had it continued to decompose. Young kindred with this flaw appear as dark eyed corpses, whereas elders may appear as shambling skeletons.
- Deathsight (2 pt): The world appears to you as a corpse in mid-decomposition. Mortals appear as walking diseased skeletons, buildings seem decrepit, and other kindred appear as walking cadavers. Everything dies, and you see that in everything. This makes it easier to resist appearance based powers, but rolls that involve you being social are harder.
- Deep Sleeper (1 pt): You sleep very deeply and are hard to awaken. You never set appointments for the early evening and may be late to those you had no hand in setting.
- Deformity (3 pt): You are deformed or misshapen in some manner. A hunch back, clubbed foot, whatever. This deformity causes you great social anxiety and may affect you physically.
- Diabolic Sire (2 pt): Your sire has taken part in some horrific act which has stirred uproar in the sect to which you belong. Killing elders, or wantonly breaking the masquerade may be on the list of your sires crimes, and this reflects poorly upon you causing you to be outcast or questioned, or accused of co-conspiracy even though this may be untrue.
- Disease Carrier (3 pt): You carry an infectious disease in you blood such as HIV, or Rabies. Kindred who drink of your blood have a 10% to become carriers as well. You must spend a blood each night to avoid the symptoms of your disease.
- Disfigured (2 pt): You have a horrible disfigurement which makes you stand out and easy to identify. Your appearance score is 0 much like the Nosferatu who cannot take this flaw.
- Disgrace (3 pt): Your sire considers your embrace a titanic mistake and is not shy about telling anyone how they feel in this regard. You are frowned upon in most of your sires social circles, degraded by their friends, and even when you do succeed, you efforts are often discredited.
- Double Betrayer (4 pt): At some point in the past your character undertook the Vaulderie. You more than likely tried to join the Sabbat, and now bear the mark of the betrayer. You have since repented and have been welcomed back into the ranks of the Tremere, but to those who do not know you, you are a betrayer who heeds over-watch. As such others are almost always watching your every move, ready to report your slightest misgiving to the authorities. Should you fail in your reporting, or have a relapse in bad behavior your character will surely be hunted down and tried for your crimes.
- Driving Goal (3 pt): You have personal goal that sometimes compels and drives you in mysterious ways. The goal is always limitless in depth and you can never truly achieve it. Your goal could be to eradicate the Sabbat or Camarilla entirely, or to unify all faiths into one. Because you must always be working toward you goal, this may get you into trouble, as if it came down to following orders or your goal you will most assuredly choose your goal. Choose your goal wisely as it will dictate how you play your character from start to finish.
- Enemy of Office (4 pt): You have made an enemy of a superior kindred who holds office or power in your sect. This enemy does anything they can to make your existence miserable. Giving you the most demeaning of duty, or the most dangerous mission possible in the hope that you will not return, this enemy will stop at nothing. You may seek a way to make amends for your grievance, but this is never an easy task, as kindred can be petty and they can make you suffer for eternity should they wish it.
- Dulled Bite (2 pt): Your fangs did not develop properly during the embrace and are conicle and round at the tip. You must find a different way to make blood flow lest you risk seriously injuring your prey.
- Enemy (1-5 pt): You have an enemy or group of enemies who wish to do you harm. The severity and power of the grudge is decided by how many points are taken into this flaw. A 5 may be a powerful prince and his Camarilla legion, and a 1 is most likely a single individual near your own power.
- Enemy Brood (3 pt): Although a Nosferatu yourself, you have done something to anger another brood of Nosferatu. They will do anything they can to make your un-life a living hell. You may run, but hiding is equally as difficult. Should you flee your city, the enemy brood will use their influence to make your ugly mug known to the sewer dwellers of the new city and they will treat you with the same disrespect.
- Escaped Target (2 pt): You spent a significant time watching a mortal you had intended to embrace, and for one reason or another, someone else beat you to the punch. You are enraged at the fact that you were cheated out of your prize and will lash out (sometimes irrationally) at the thieving sire, or the new fledgling. Among kindred your disfavor of the thieving sire is well known and your temper is not looked upon well.
- Expendable (1 pt): Someone of power in your sect does not like the fact that you are around and will do anything they can to put you in precarious situations that may look bad, or that you may not make it out of at all. The aggressor has no remorse for trying to off you, and often chalks the danger they put you in as "for the good of the group"
- Failure (2 pt): During your first nights, you screwed up and broke the masquerade, and were caught doing so. You were however, saved, by another who now holds that failure over you. You, concerned with having your dirty secret revealed are at the mercy of your "savior"
- Fangless (2 pt): When you were embraced, you did not develop fangs. Instead, your mortal smile remained. Obviously, you now cannot use your fangs as a weapon, must find other ways to draw blood from prey lest you cause severe damage to them, and suffer a massive social stigma. After all "what kind of vampire doesn't have fangs?!"
- Flashbacks (6 pt): You have suffered some traumatic event that you survived. This may have been a huge accident or a near death experience. Whatever the cause, your mind is wrought with flashbacks to the time when it happened. These flashbacks are incapacitating, and leave you vulnerable, especially when confronted with a situation that is even close to what had happened to you in the past. During a flashback you are left to its mercy, and that of those around you. You will often shake, scream, or even lash out at others during the attack. Flashbacks can happen at anytime, anywhere, and storytellers are encouraged to use them for dramatic effect.
- Flesh of the Corpse (5 pt): Although you may heal your wounds, you flesh bears permanent marks from every wound you have ever had. This causes social interactions to become more and more difficult as time goes on.
- Former Prince (3 pt): You were once the prince of your home city, and for one reason or another you vacated the throne. Since then a new prince has come to power and, as is common in kindred society, is concerned with you. They may see you as a threat to their position of power as you may try to make a come back and usurp their throne. For this reason, the new prince may do anything in their power to rid themselves of you.
- Glowing Eyes (3 pt): Your eyes glow like the vampire legends in mortal fiction. Although this makes it much easier to intimidate mortals, it does little to affect other supernatural beings. You are also a walking breech in the masquerade, and must always disguise your eyes with thick glasses or a face shield. We know what you're thinking...no contacts don't work that way.
- Guilt Wracked (4 pt): You feel tremendous guilt that you must take blood to survive, and will avoid doing so to the best of your ability. As a result, you often have very little blood in your system which leaves you vulnerable to attack and if not careful, frenzy.
- Hard of Hearing (1 pt): Although not completely deaf, your hearing is indeed defective. The use of hearing aides will circumvent this flaw, but is frowned upon as a sign of weakness. All hearing related rolls without any prosthetic are increased by 2 difficulty.
- Hatred (3 pt): You have a passionate and unwavering hatred of something. This hate burns bright and is total in its depth. This could be a hatred of a species of animal, class of person, or clan of kindred. You will go out of your way to harm or even kill your hated thing, and gaining dower over the hated subject is the least you will accept.
- Haunted (3 pt): You have been haunted by a spirit that only you (and mediums) can see. This spirit actively dislikes you and does anything it can to make your life hell, especially when you need to keep your cool. It degrades, and belittles almost constantly, and has a limited number of minor tricks it can preform to make others be uncomfortable around you. These minor tricks can only be used 1 time per session, but storytellers are encouraged to use them to screw with the player as that is the intention. These tricks include, Hide a small object, bring a chill wind about you, create a loud buzzing noise that can be heard by all, that appears to emanate from the player, Move small objects like a pen or knife, Break fragile items like bottles or mirrors, trip the character, and make audible eerie noises like wailing, or rattling chains. Yelling at the ghost may drive it away for a while, but it may make you look quite stupid, yelling at thin air and all.
- Hunted (4 pt): You are being hunted by a powerful vampire hunter. This hunter believes you to be an immoral and dangerous monster (maybe you are) who need no longer taint the Earth with your filthy existence. They may even hunt those that associate with you, but you are always priority 1. Something about you just burns them to the core. Storytellers are encouraged to give this mortal some power (often True Faith) to make them more of a threat to the PCs but is not always required.
- Hunted Like a Dog (3 pt): Whether is be the Blood Hunt, Wild Hunt, or another sects equivalent, you are a wanted person! This sect has called for your head, and will stop at nothing to take it from you. There may be a silver lining to this flaw though, as characters representing other sects may attempt to help you to their gain, and this leaves opportunity to gain new allies.
- Illiterate (1 pt): You are totally illiterate, and have no ability to read or write.
- Incoherent (5 pt): The power of speech is lost to you. Whether born that way or through an irreparable injury, gestures and wheezing are the extent of the "speech" you can produce. The only exception is speaking to animals or telepathy, as your mind knows the words your mouth and throat cannot produce.
- Incomplete Understanding (1 pt): This whole Camarilla/Sabbat/Masquerade thing has been explained to you, on more than one occasion. But for some reason you still cant seem to wrap your head around it, and as such are bound to make a mistake that will get you into trouble...its only a matter of time.
- Inept (5 pt): You are a bumbling fool, when it comes to either Talents, Skills, or Knowledges. You possess the knowledge, or know how to utilize these abilities, but when it comes right down to it, you almost always mess it up. Select either, Talents, Skills, or Knowledges, all rolls that utilize any of these abilities are rolled at +2 Difficulty, and to fail is treated as though the character botched the roll.
- Infamous Autarkis (1 pt): Something about you, be it your past, reputation, or even your sires background, has caused both the Camarilla and the Sabbat to reject you. You may never gain membership in either sect. This marks you as automatic prey for both sides, and shelter is out of the question with either. They simply wont have you.
- Infamous Sire (1 pt): Your sire was (or still is) distrusted by the kindred society, and as such you bear the weight of that burden as well. This is not easily transcended but it can be done through loyalty and hard work.
- Infectious Bite (2 pt): You cannot heal the wounds inflicted during feeding, and have a 1 in 5 chance of causing serious illness in your prey.
- Infertile Blood (5 pt): Your blood does not carry with it the mystical properties required to pass along disciplines, or the ability to sire. Aside from the obvious problems this could cause, the social stigma is worse yet. An impotent kindred, who ever heard of such a thing? a secret best kept closely guarded. You will never live it down and kindred live forever.
- Insane Sire (1 pt): Your sire is totally out of their mind in the eyes of kindred society. This affects your standing, and some of your sires insane schemes may involve you as well. Malkavian characters may not take this flaw as their sires are already considered insane.
- Intolerance (1 pt): You have a strong intolerance for something. This may be a color, a class of person, an animal, insect or just about anything. Try to select something reasonable that is not trivial like a magazine or tissue paper.
- Lame (3 pt): Your legs are injured or deformed and do not work properly. Walking is always a challenge and a slow process. Running is out of the question. You may not take the merit Double Jointed with this flaw.
- Laughingstock (5 pt): The local Harpies of Elysium have made you their favorite default target for ridicule, and your reputation is in the toilet as a result. It is harder to deal with and use dominate on those who have heard the stories mocking you.
- Light Sensitive (5 pt): You are hypersensitive to light from just about all sources. The Sun deals double damage to you. Direct (not obscured by clouds or surrounding buildings) moonlight (which is after all, reflected sunlight) deals you soakable lethal damage which may be healed with blood. Even bright artificial light is unbearable to your sensitive eyes, although this can be mitigated by wearing dark sunglasses.
- Loathsome Regnant (4 pt): Not only are you blood bound, but you are the thrall of a kindred who treats you horribly! They may abuse you, sexually assault you, or have you commit the most unspeakable of acts. Existence under this bond is a true waking nightmare, and your Regnant serves only to make it worse and worse as time goes on.
- Lord of the Flies (2 pt): Flies, and other insects who feed on decay swarm around you at all times. Their constant presence make it very hard to sneak up on anyone, and for obvious reasons is very off putting in social situations.
- Low self Image (2 pt): You lack any self confidence and do not believe in your abilities. Although you may be completely capable of performing admirably, there will always be that hint of doubt, and taking any initiative is almost always impossible for you.
- Magic Susceptibility (2 pt): You are particularly vulnerable to magic of any kind. Thaumaturgy, Sorcery, the Spheres, all are exceptionally dangerous to you. Magic users attempting to effect you in any way roll at a -1 Difficulty on all rolls involving their magic, and on any successful rolls, the effect is always doubled, be it damage, duration, whatever.
- Masquerade Breaker (2 pt): In your early nights, you were caught breaking on or more rules of the masquerade. Since then you have (most likely) repented for your mistakes and have stayed in line, but the stigma still follows you to this very night. You are always looked at with suspicion and the trust you have earned is still not enough for elders to totally trust you.
- Mistaken Identity (1 pt): You are the spitting image of another kindred. Their allies may approach you and tell you things you do not wish to hear, and their enemies may try to do you harm by mistake. Ultimately you may be able to sort out this error, but it will take tremendous effort.
- Monstrous (3 pt): Something about your appearance makes you look wholly monstrous. Maybe you have scales, or worts all over your body. Perhaps the scream you let out during the embrace is permanently frozen on your face, it is up to you. This flaw automatically makes your appearance 0. Even Nosferatu are put off by your appearance. Nosferatu may take this flaw for 1 point, as in their case, it can only get so much worse.
- Narc (3 pt): You have been branded a snitch. Someone in the pocket of the local Sheriff. Those from whom you gain your information may attempt to feed you false info in the attempt to discredit you. Others may make mischief on you as well.
- Necrophile (3 pt): No, you do not have sex with the dead (necessarily) but you most certainly do enjoy their company. Your domain may be tastefully decorated with your "friends", and pieces of mutilated bodies can be seen in just about every inch of your decorum. You speak to, dance with, and often entertain your "friends" and often entertain them by inviting others over to enjoy their company. Kindred of particularly refined taste may need to make a courage roll to even enter your domain. Toreador go apeshit, Tor Anti applaud. Ed Gein eat your heart out.
- New Arrival (1 pt): You are new to the city. Others may attempt to recruit you, or kill you, harpies take measure of you, and you know nobody. You may be unfamiliar with customs of this new city, and as such are very susceptible to make a costly error.
- New Kid (1 pt): You were the last embrace made in your city, and everybody knows it. This places you 1 rank above the local Caitiff in the eyes of most other kindred, and schoolyard rules are a thing. You are often picked on by those embraced before you, and they will do anything they can to make themselves appear superior to you. Even when another is embraced after you, you will still be seen as a geek for some time to come. Shaking this identity takes time.
- Nightmares (1 pt): You suffer from horrible nightmares (Daymares?) that are so terrifying that they haunt you into your waking hours. Sometimes they are so vivid and real,that you mistake them for reality.
- Notoriety (3 pt): You have an absolute horrid reputation among the kindred of the city. Be it self earned, or a price you pay for your sires mistakes, you are not trusted or valued very highly by the others. Harpies are sure to tell everyone about you. Characters may not take the Reputation merit as a result.
- Obvious Predator (2 pt): Either your face or immediate disposition immediately lets others know that there is nothing good in store for them when near you. Mortals will go out of their way to avoid you at all costs.
- Odd Eye (1 or 2 pt): Your Salubri 3rd eye is different in some way. As a 1 pt flaw it may be a different color while as a 2 pt flaw, your eye looks strikingly different. This may come as a very odd color such as red or black, or a different shape such as slitted like a cat or orbicular like a goat. Either way this is not going to bode well for your reputation.
- Old Flame (2 pt): You have an old flame, who you still care for, who now works for the enemy. They may attempt to play with you saying things like "for old times sake" as they work against you. You are not likely to take any aggressive action against your old flame unless the situation becomes life threatening.
- One Arm (3 pt): You only have 1 arm. You choose which is missing. This is assumed to have happened before embrace, and that by now are completely self sufficient using just your one arm. For obvious reasons, the Ambidextrous merit is off the table for you.
- One Eye (3 pt): You only have 1 eye. You choose which is missing. This is assumed to have happened before embrace, and that by now are completely self sufficient using just your one eye. You have no peripheral vision on the side or you body that has the missing eye.
- Open Wound ( 2 or 4 pt): You have one or more open wounds that refuse to heal. These wounds constantly seep blood, and cost you one additional blood point per night along with making you stand out. As a 4 point flaw the wounds work as stated above but also have the features of the Permanent Wound Flaw as well.
- Overconfident (1 pt): You have an unshakable belief in your own capabilities and self worth. Such boldness can be dangerous, as in the case that your abilities are not enough, and you charge in headlong with no thought, things are bound to go amiss. In the case that you do fail, you are quick to find something or someone else on which to lay the blame. If you are confident and convincing enough, you may even infect those around you with your arrogance. (Think Vegeta from Dragonball Z for this one.)
- Overextended (4 pt): You simply have your fingers in too many pies at once. You have too many Ghouls, too many retainers, to many deals working at once, and too much power. Others have taken notice, and will do anything they can to trim your power, through any means necessary, even killing. Enemies block any attempt you make to move into other areas. Put simply, you are boxed in and the box is getting smaller.
- Paraplegic (6 pt): You are unable to make use of your lower extremities, and are (most likely) confined to a wheel chair, or the use of walking crutches.
- Parasitic Infestation (2 pt): Your corpse is infested with all manner or parasitic insects, and possibly even some fungi. Your skin literally writhes as these many creatures move about in, and under your flesh. They burrow and breed in your every fold, and the foul stench they produce permeates the air around you. Despite your best (and ingenious) efforts to discourage them, they always come back, often stronger than before. You cannot control these vermin in any way, and additionally they have stronger bodies, minds and wills from having sipped of your tainted vitae. Each night they collectively steal 1 point of blood. Their constant buzzing, and moving about puts you on edge, and social interactions obviously can be a challenge.
- Pelagic Condition (2 pt): You become more and more agitated the longer you stay on land. This is a visible agitation and becomes worse after 24 hours away from the sea.
- Permanent Fangs (3 pt): Your fangs do not retract. As such you are a walking breech of the masquerade. While you may be able to convince mortals that you have had them filed or are wearing prosthetics, other kindred simply find that you are a walking liability. Because of this, kindred of higher office may take steps to make sure that you do not step out of line. Your appearance score may not be higher than a 3.
- Permanent Wound (3 pt): When you were embraced, you suffered a severe wound that never healed properly. Because of this you awake each night at the wounded health level. This damage can be healed normally with blood, but the wound will return each night again and again forever.
- Phobia (1 or 2 pt): You have an irrational fear of something (animal, insect, crowds, open or closed spaces, etc) and when confronted with the source of your phobia you must roll courage Difficulty 8 to stay in the presence of the fear. Failure indicates you must attempt to flee in any direction away from the source. If unable to flee, you simply drop and cower in the fetal position until the source leaves or you are removed. As a 2 point Flaw a simple roll will not suffice, instead you must spend a willpower point. Failure to expend the point results in immediate fleeing, or cowardice.
- Poseidon's Call (1 pt): Your mood fluctuates with the weather. During severe weather like a thunderstorm, or tornado, you become increasingly unreasonable. All rolls to resist frenzy are increased by 2 during this time. This effect does stack with the Brujah clan weakness, and will make the difficulty 10!
- Prey Exclusion (1 pt): You refuse to feed on a particular class of prey. This could range from a broad spectrum of classes such as, animals, police, red heads, men, women, gay, straight, clergy, clerk, the list goes on and on. Even when you see others feed from your chosen class you will are visibly disgusted. Should you accidentally feed from your chosen class, you automatically frenzy. Ventrue cannot take this flaw as it is their clan weakness.
- Privacy Obsession (3 pt): You take the Tzimisce obsession for privacy to extreme measures. It takes special effort for you to enter another's domain uninvited. To have someone enter your domain uninvited will cause you to frenzy automatically.
- Putrescent (4 pt): After the embrace, your body continued to rot and decay into a state that makes you look like a zombie out of a B grade horror movie. To be jarred too much will cause your putrid flesh to fall right from your bones, and to be hit could cause a limb to fall off. Once the wound is healed, the missing body part will grow back. You also carry with you the stench of a rotting corpse left in the heat of the sun.
- Recruitment Target (1 pt): One sect has targeted you for recruitment. They are quite adamant, to your dismay.
- Red Listed (7 pt): You have been made a member of the Camarilla's Red List, a list of kindred who's heads are wanted by the organization. Camarilla members will attack you on sight, and will most likely call for a great deal of backup in doing so.
- Repelled by Crosses (3 pt): You are repelled by ordinary crosses (as though they were holy). This flaw is often taken by kindred who were members of the church who see their fate as a vampire a judgment from god.
- Repulsed by Garlic (1 pt): You are repulsed by the pungent odor of garlic. One whiff is enough to drive you from a room, and to ingest the awful substance would cause you to wretch uncontrollably.
- Rival Sire (2 pt): Two kindred had targeted you for the gift of embrace. Once succeeded, the other did not. The one who did not feels totally slighted as they were robbed of their prize. Merely being in your presence can make that kindred fly off the handle with emotion or even frenzy. They will actively go out of their way to discredit you, or even attempt your destruction, as you are a walking symbol of their failure.
- Scarface (2, 3, or 4 pt): Your body is a mess of awful scar tissue that cannot be repaired. Every time you are wounded, your cainite body will heal with all of its natural efficiency, but the flesh returns as thick and dark masses of scar tissue like that of a mortal. Even the flesh-shaping capabilities of Vicissitude will only make the situation worse, as the tissue will manifest as stretch marks or cicatrices everywhere your flesh breaks. 2 points in this flaw simply increases all social difficulties by 1. As a 3 point flaw you gain the disadvantages of 2 points and your appearance cannot be higher than a 2. As a 4 point flaw you gain all disadvantages of the other two levels, and your dexterity cannot be above a 2 as the thick scar tissue has gotten so bad it has begun to hamper your body's natural movement.
- Selective Digestion (2 pt): Your kindred body will only tolerate one kind of blood. This may be cold blood (the blood of the dead), blood laced with fear (blood taken in a state of terror), or even as simple as A, B, or O types. Taking blood outside of this selection by accident will cause you to automatically frenzy. Ventrue Cannot take this flaw as they already possess something similar with their clan weakness.
- Short (1 pt): You are short. Well below the average height, and have trouble seeing over high objects or reaching objects above you. In some circumstances you may be able to fit into certain places or hide better than others but this is mostly a hindrance to you.
- Short Fuse (2 pt): You fly off the handle very easily, and anger just as quickly. This is a dangerous flaw, take it with caution.
- Shy (1 pt): You are distinctly not at ease in the presence of others. You will go out of your way to avoid any unnecessary social interaction.
- Sire's Resentment (1 pt): Your sire openly dislikes you, and will go out of their way to discredit you. Given the opportunity, your sire may even wish your destruction, and even make attempts to destroy you. Your sires allies may also make the same attempts when it is convenient for them to do so.
- Sleeping with the Enemy (3 pt): You are in a very close (often intimate) relationship with a member of a rival sect. This could be a lover, a childe, friend, or contact that has deep roots in this rival group. Despite the danger, the two of you keep in contact to the best of your ability and do the best you can to hide your connection. To be found out will most likely be seen as treason, and will most likely lead to a torturous questioning followed by death.
- Slow Healing (3 pt): You heal all wounds very slowly. Your wounds require double the blood expenditure, and healing aggravated wounds takes five days.
- Smell of the Grave (1 pt): You smell of freshly turned Earth. This makes mortals a bit uncomfortable around you.
- Soft Hearted (1 pt): You cannot stand to see others suffer. Not simply because you care about what happens to them, but because you do not like the intensity of the emotion. To be forced to cause this kind of suffering will cause you great discomfort that will leave you guilt wracked and in great grief. You will go out of your way to avoid causing this kind of suffering on others and will do anything you can to protect them from it.
- Speech Impediment (1 pt): You possess a stutter, lisp, or other impediment to your speech. This flaw need not be role-played all the time, but when under stress, or in danger, it should be simulated to the best of the players ability.
- Stench (1 pt): You smell absolutely revolting. Even a Nosferatu would plug his nose when near you. You automatically fail all stealth related rolls, as it is quite difficult to sneak up on someone who can smell you coming a mile away. Being upwind may allow you a roll. Those possessing heightened sense of smell, like those with Auspex, or Lupines must make a willpower roll to stay near you without protection from your awful fumes. Hey, a silver lining!
- Stereotype (2 pt): You buy heavily into the vampire stereotypes in the mortal tales. You wear a cape, speak with an accent, and act in an almost cartoonish fashion. You are an embarrassment to both your kind and yourself, but you care not. This behavior makes you stand out to hunters, and you endanger the masquerade every time you step foot out your door.
- Stubborn (1 pt): You fall dead smack into the "Stubborn as a mule" stereotype. Once your mind is made up, that's it. Nothing short of absolute catastrophe will change your mind.
- Superstitious (2 pt): When not in the presence of your sire, you suffer heavily from "Hollywood-itus" and believe that you are susceptible to the limitations of the several movie vampires.
- Sympathizer (1 pt): You have publicly expressed sympathy for the viewpoints of another sect. By doing so, you have placed yourself in a dangerous place where others of your sect do not trust you, and may attempt to capture and try you for treason.
- Taint of Corruption (1 pt): Plants wither in your presence and die at your touch. It is rumored that Caine himself possessed this flaw.
- Territorial (2 pt): You are extremely territorial. So much so that you rarely leave your territory, and will not tolerate trespassers there. If you leave your territory, you become disoriented, and may frenzy. likewise should trespassers come onto your territory uninvited you risk frenzy as well.
- Thaumaturgically Inept (5 pt): Blood magic, and all of it subtle nuances do not come easily to you. You spend XP at a rate of current rating times 8 for Thaumaturgical paths. Having this limitation will make you seem slow by Tremere standards.
- Thin Blood (4 pt): Your blood is thin and does not sustain you well. All blood point costs are doubled when using them to fuel disciplines, heal wounds and increase attributes. You cannot create a blood bond, and attempts to sire only succeed 20% of the time.
- Thirst for Innocence (2 pt): Innocence in almost any form particularly arouses the beast within you. When confronted by this innocence, rolls to resist frenzy are 2 higher, and you may even lash out and attack your target.
- Touch of frost (1 pt): Plants wither in your presence, and rot at your touch. You seem to sap heat from living things as though you were made of ice. Should you walk (or run) through a park, or Forrest, you do not leave a swath of death in your wake. Rather just patches of dead leaves and gnarled limbs. This makes you very easy to track in these areas.
- Traitor (4 pt): Oh you're a regular bastard alright! And if your sect ever finds out, your dead! You have been feeding vital information to the other side for some time now, and are doing everything shy of getting yourself caught doing so. Ultimately your goal is to leave your sect for another by why not do all the damage you can before you depart?
- Twisted Upbringing (1 pt): Your sire was quite twisted, and everything they taught you about kindred society from your earliest nights was just totally wrong! Your faulty beliefs are sure to get you into trouble when you try to integrate into normal society. Through many bumps in the road, you may yet transcend this ignorance, but in the meantime you refuse to believe any "lies" you may be told about the true workings of the night.
- Twitch (1 pt): You possess a nervous tick that manifests itself in times of stress. This could be a twitchy eye, a nervous cough, wringing your hands, or slapping your thigh. Whatever the tick, it is a dead giveaway as to your identity, and requires a willpower point to refrain from engaging your twitch.
- Unblooded (5 pt): You never underwent the blooding ritual as a warrior Salubri. Because of this, your training is at a standstill. You may not progress Valeren past its second level without this mystical ritual. Only warrior class Salubri may take this flaw.
- Uncontrollable (5 pt): Whether because you were already unstable prior to embrace, or that the rage of clan Brujah simply took a more potent hold of you; you are more prone to frenzy than your clanmates. All difficulties to resist frenzy are +3. Only Brujah may take this flaw.
- Uncontrollable Night Sight (2 pt): This flaw works exactly like the "Controllable Night Sight" merit, with a few noteworthy exceptions. First being that it is not controllable, and is active at all times, this is a determent as things may be easier to see in the dark but detail is obscured and when it comes to seeing in the light, it can be very difficult. Secondly, The merit allows you to see through Obtenebration. This flaw does not. it is simply inky WHITE darkness to you. This is a very difficult flaw to play. Be sure you know what your are getting yourself into.
- Unconvinced (1 pt): You have voiced the opinion that you do not see need for the masquerade, and have gone on record doing so. Elders mistrust you and others watch you with a close eye. The Sabbat may have even taken notice of you as well.
- Uppity (2 pt): You are very proud of your clan and all of it's accomplishments. So much so that you have shot your mouth off to members of other clans and made enemies. Wiser kindred laugh off your arrogance as a byproduct of youth, while others found you completely insulting. These kindred may seek to discredit you or even do you harm.
- Vengeful (2 pt): You have a score to settle. Be it a grudge from your mortal days, or an enemy from tonight, you will have your revenge. You must go out of your way to seek this vengeance, and it should take precedence over just about everything else.
- Victim of the Masquerade (2 pt): The Camarilla's propaganda machine did too good a job on you. As such you do not believe you are what you are. You think you are still a mortal with a medical condition. You seek a cure at all times, and even on occasion try to eat food, as your lust for blood becomes worse. This leaves you at risk for frenzy. Your utterly optimistic approach to finding this cure makes you very displeasurable company to most other kindred, although some younger cainites may pass the time by picking on you. This flaw must be roleplayed at all times.
- Visible Eye (5 pt): Your third eye simply refuses to close. It remains open even while you slumber. You can cover the eye, but think of wrapping a cloth over your normal open eye. It creates discomfort and even pain. You can spend a willpower point to close the eye, but this lasts only 10 minutes and snaps open right after.
- Ward (3 pt): You are devoted to the protection of a mortal. This could be someone from your mortal days, or simply another you have come to admire. Wards often have ways of working their ways into stories and are frequent targets of our enemies.
- Weak Willed (2 pt): You are especially vulnerable to Dominate and intimidation from others. All rolls made to resist these effects are made at a +2 difficulty.
- Withered Leg (2 pt): For whatever reason, One of your legs does not function properly. You move at half of the normal speed, and may require crutches, or a cane to get around.