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Physical:
Acute Sense (1pt. merit)
One of your senses is exceptionally sharp, be it sight,
hearing, smell, touch, or taste. The difficulties for all
tasks involving the use of this particular sense are reduced
by two. This merit can be combined with the
Discipline of Auspex to produce superhuman sensory
acuity.
Ambidextrous (1pt. merit)
You have a high degree of off-hand dexterity and
can perform tasks with the “wrong” hand at no penalty.
The rules for taking multiple actions still apply,
but you do not suffer a difficulty penalty if you use two
weapons or are forced to use your off hand.
Bruiser (1pt. merit)
Your appearance is sufficiently thug-like to inspire
fear (or at least disquiet) in those who see you. While
you’re not necessarily ugly, you do radiate a quiet menace,
to the point where people cross the street to avoid
passing near you. All Intimidation rolls against those
who have not demonstrated their physical superiority
to you are at -1 difficulty.
Catlike Balance (1pt. merit)
You possess an innately perfect sense of balance.
Characters with this merit reduce difficulties of all balance-
related rolls (e.g., Dexterity + Athletics to walk
along a narrow ledge) by two.
Early Riser (1pt. merit)
No one can explain it, but you seem to have the ability
to work on less rest than your fellow vampires. You
always seem to be the first to rise and the last to go to
bed even if you’re been out until dawn. Your Humanity
or Path score is considered to be 10 for purposes of
deciding when you rise each evening. Vampires with
this merit cannot take the Deep Sleeper Flaw.
Eat Food (1pt. merit)
You have the capacity to eat food and even savor its
taste. While you cannot derive any nourishment from
eating regular foods, this ability will serve you well in
pretending to be human. Of course, you can’t digest
what you eat, and there will be some point during the
evening when you have to heave it back up.
Friendly Face (1pt. merit)
You have a face that reminds everyone of someone,
to the point where strangers are inclined to be wellinclined
toward you because of it. The effect doesn’t
fade even if you explain the “mistake,” leaving you at
-1 difficulty on all appropriate Social-based rolls (yes
for Seduction, no for Intimidation, for example) when
a stranger is involved. This merit only functions on a
first meeting.
Blush of Health (2pt. merit)
You look more hale and healthy in appearance than
other vampires, allowing you to blend with human society
much more easily. You still retain the color of a
living mortal, and your skin feels only slightly cool to
the touch.
Enchanting Voice (2pt. merit)
There is something about your voice that others
cannot ignore. When you command, they are cowed.
When you seduce, they swoon. Whether thundering,
soothing, persuading, or simply talking, your voice commands
attention. The difficulties of all rolls involving
the use of the voice to persuade, charm, or command
are reduced by two.
Daredevil (3pt. merit)
You are good at taking risks, and even better at surviving
them. When attempting exceptionally risky
non-combat actions (such as leaping from one moving
car to another), characters with this merit add an additional
three dice to their rolls, and negate a single
botch die that may result from such a roll. Generally,
such actions must be at least difficulty 8 and have the
potential to inflict at least three health levels of damage
if failed.
Efficient Digestion (3pt. merit)
You are able to draw more than the usual amount
of nourishment from blood. When feeding, you gain
an additional point to your blood pool for every two
points of blood you consume. This does not allow you
to exceed your blood pool maximum.
Huge Size (4pt. merit)
You are abnormally large in size, at least 6’10” and
300 pounds in weight (well over two meters tall and
over 130 kgs). Aside from making you extremely noticeable
in public, this extra mass bestows an additional
Bruised health level. Characters with this merit may
also gain bonuses to push objects, open barred doors,
avoid being knocked down, etc.
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Mental
Coldly Logical (1pt. merit)
While some might refer to you as a “cold fish,” you
have a knack for separating factual reporting from emotional
or hysterical coloration. You may or may not be
emotional yourself, but you can see clearly when others
are clouding the facts with their feelings (-1 difficulty
on all related rolls).
Common Sense (1pt. merit)
You have a significant amount of practical, everyday
wisdom. Whenever you are about to act in a way
contrary to common sense, the Storyteller can make
suggestions or warnings about the implications of said
action. This is a very useful merit for beginning players
unfamiliar with the game.
Concentration (1pt. merit)
You have the ability to focus your mind and shut out
any distractions or annoyances. Characters with this
merit are unaffected by any penalties stemming from
distracting circumstances (e.g., loud noises, strobe
lights, or hanging upside down).
Introspection (1pt. merit)
You have keen insight into the ulterior motives of all
your actions. Through this nightly exercise, you also
have incredible insight into the underlying motives of
others’ actions. Add two dice to your Perception dice
pool when you must take an action against someone
with the same Nature or Demeanor as you.
Language (1pt. merit)
You know a language in addition to your native one.
You can take this merit multiple times, each reflecting
a different language.
Time Sense (1pt. merit)
You have an innate sense of time and are able to estimate
the passage of time accurately without using a
watch or other mechanical device.
Useful Knowledge (1pt. merit)
You have expertise in a specific field that makes your
conversation intriguing to an older Kindred. So long
as your knowledge holds the other vampire’s attention,
he has a vested interest in keeping you around. Then
again, once he’s pumped you for every iota of information
you possess, that patronage may suddenly vanish.
(Note: This merit should be played like a 1-dot Mentor
with a specific interest. However, unlike a Mentor,
Useful Knowledge does not imply a permanent relationship.)
Code of Honor (2pt. merit)
You have a personal code of ethics to which you adhere.
The specifics of this code must be worked out with
the Storyteller prior to play, and the character must
follow it strictly. Characters with this merit gain two
additional dice to all Willpower or Virtue rolls when
acting in accordance with their code (e.g., defending
the helpless) or when attempting to avoid situations
that might force them to violate their code.
Computer Aptitude (2pt. merit)
You are familiar with and talented in the uses of
computer equipment. Other Kindred may not understand
computers, but to you they are intuitive. All rolls
involving computers are at -2 difficulty for you.
Eidetic Memory (2pt. merit)
You remember, with perfect detail, things you see and
hear. Documents, photographs, conversations, etc.,
can be committed to memory with only minor concentration.
Under stressful conditions involving numerous
distractions, you must make a Perception + Alertness
roll (difficulty 6) to summon enough concentration to
absorb what your senses detect.
Light Sleeper (2pt. merit)
You can awaken instantly at any sign of trouble or
danger, and do so without any sleepiness or hesitation.
You may ignore rules regarding how Humanity or your
morality Path restricts the number of dice available
during the day.
Natural Linguist (2pt. merit)
You have a flair for languages. You may add three dice
to any dice pool involving written or spoken languages,
and each purchase of the Language merit (previous
page) gives you two languages instead of just one.
Calm Heart (3pt. merit)
You are naturally calm and do not easily fly off the
handle. You receive two extra dice when attempting to
resist a frenzy. Brujah may not take this merit.
Iron Will (3pt. merit)
When you are determined and your mind is set, nothing
can thwart you from your goals. Characters using
Dementation, Dominate, or any other mind-altering
magic, spell, or Thaumaturgy path against your character
are at +3 difficulty.
Elder levels of powers like Dementation and Dominate
may overwhelm even this resistance. Against
Level Six powers, the expenditure of a Willpower point
through Iron Will only raises the difficulty of the Discipline
roll by two. Against Level Seven powers, the difficulty
is increased by only one. Level Eight and higher
powers cannot be resisted with Iron Will.
This merit does not affect Presence or other powers
dealing with the emotions. Characters will Willpower
scores below 8 cannot take this merit.
Precocious (3pt. merit)
You learn quickly. The time for you to pick up a particular
Ability (or Abilities, at Storyteller discretion) is
cut in half, as is the experience cost.
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Social
Elysium Regular (1pt. merit)
You spend an unusual amount of time in Elysium.
You see and are seen to such an extent that all of the
movers and shakers of Elysium at least know who you
are. Extended time spent in Elysium also gives you extended
opportunities to interact with the Harpies and
other Kindred of that stature — and they’ll know your
name when you approach them. This merit is generally
taken by vampires that respect and attend Elysium
on a regular basis.
Former Ghoul (1pt. merit)
You were introduced to the Blood long before you
were made Kindred. Your long experience as a ghoul
gives you insight into and comfort with vampiric society.
You are at -1 difficulty on all Social rolls when in
the presence of other neonates (particularly those who
haven’t been educated by their sires), and have a -1
difficulty on all rolls relating to vampiric knowledge.
Harmless (1pt. merit)
Everyone in the city knows you, and knows that
you’re no threat to their plans. While that sort of estimation
may seem insulting, it’s also what’s kept you
from being killed. No one considers you worth their
time to deal with, and that low opinion keeps you safe.
If you start acting in a way that demonstrates that you
are no longer harmless, others’ reactions to you will
likely change as a result.
Natural Leader (1pt. merit)
You are gifted with a certain magnetism to which
others naturally defer. You receive two extra dice when
making Leadership rolls. You must have a Charisma
rating of 3 or greater to purchase this merit.
Prestigious Sire (1pt. merit)
Your sire has or had great status in her Sect or Clan,
and this has accorded you a certain amount of prestige.
Though your sire may no longer have any dealings
with you, the simple fact of your ancestry has marked
you forever. This prestige might aid you greatly in dealings
with other vampires, or it might engender jealousy
or contempt.
Protégé (1pt. merit)
Your sire watched you for some time before Embracing
you, and spoke glowingly of you to acquaintances.
These vampires may be inclined to look favorably on
you by dint of your sire’s recommendation; you are at
-1 difficulty on Social rolls with all those who’ve heard
good things about you.
Rep (1pt. merit)
Your fame has exceeded the bounds of your Sect. Everyone
knows who you are, what you’ve done and what
you’re supposed to have done (which might not be the
same thing). The publicity can be good or bad; what
matters is that everybody knows your name. Whether
individuals outside of your immediate social circle
know enough to match your face to your name is a different
matter.
Sabbat Survivor (1pt. merit)
You’ve lived through at least one Sabbat attack or
attempted recruitment. Your experience helps you
anticipate situations where you might potentially
be endangered by the Sabbat once again. You are at
-1 difficulty on all Perception rolls when it comes to
Sabbat-based matters. This merit is generally taken by
groups in conflict with the Sabbat, and comes into play
most frequently as a means of avoiding ambushes.
Boon (1-6pt. merit)
Someone owes you a favor. The vampire in your debt
might be the lowliest neonate in the city or might be
the Prince herself; it all depends on how many points
the merit costs. You only have that single favor owed
you (unless you take the merit multiple times), so using
it properly is of paramount importance. Depending
on status and other factors, the vampire who owes you
a favor may well resent his debt, and might go out of
his way to “settle” it early — even going so far as to
create situations from which he must “rescue” you and
thus clear the slate.
Bullyboy (2pt. merit)
You’re part of the brute squad the local Sheriff or
Bishop calls on when he needs some muscle. As a
result, you get in on action that others miss entirely,
score points with those in power, and occasionally get
a chance to act outside of the law. How far outside
the law you can go depends on circumstance and how
much the vampire you report to likes you.
Old Pal (2pt. merit)
An acquaintance from your breathing days was Embraced
at the same time you were. Fortunately, your
friendship has endured even death and unlife, and you
find a constant source of support and aid in your old
friend. She expects the same of you, which isn’t always
convenient, but at least you each have someone to
hang onto who remembers the good old nights — and
days. The Storyteller should play the Old Pal as a very
loyal Ally.
Lawman’s Friend (2pt. merit)
For whatever reason (maybe your winning smile or
perhaps just your superb groveling technique), the local
Sheriff or Bishop in charge of discipline likes you.
He’s inclined to overlook your minor trespasses and let
you in on things you’re not supposed to know about.
He even gives you warnings about occasional crackdowns
and times when the higher-ups aren’t feeling
generous. Of course, abusing this connection might
well turn a friendly vampire into an enemy — and the
change might not be apparent until it’s too late.
Open Road (2pt. merit)
Unlike many Kindred, you like to travel. You have
a solid knowledge of safe travel routes and methodologies,
not to mention haven space available in any number
of destinations. Unless someone out there knows
your exact route and is specifically looking for you, you
can move between cities unimpeded by random encounters
with Lupines, overzealous state troopers, and
the like.
Sanctity (2pt. merit)
This merit is sometimes called the halo effect; everyone
considers you pure and innocent, though not
necessarily naïve. You have a saint-like quality that is
hard to pinpoint but cannot be denied. You are trusted,
even if you are not trustworthy. At the Storyteller’s
discretion, you tend to receive lesser punishments for
wrongdoing, and you are liked by most.
Scholar of Enemies (2pt. merit)
You have taken the time to learn about and specialize
in one particular enemy of your Sect. You are aware
of at least some of the group’s customs, strategies, abilities,
and long-term goals, and can put that knowledge
to good use. This merit is worth a -2 difficulty for all
non-combat rolls pertaining specifically to the subject
of your specialization. On the other hand, you are at a
+1 difficulty when it comes to dealing with other enemies,
simply because you’re so thoroughly focused on
your field.
Scholar of Others (2pt. merit)
This merit functions identically to Scholar of Enemies,
except that it applies to a group that is not necessarily
inimical to your Sect.
Friend of the Underground (3pt. merit)
While you’re not a Nosferatu, you know your way
around the sewers, tunnels, ducts, subway tubes, and
other subterranean passages of your hometown. The local
Nosferatu (and any other creatures dwelling down
in the muck) may not actually like you, but they’re not
inclined to kill you on sight when they see you in their
territory. You are at -1 difficulty on any rolls involving
the subterranean world (sneaking from place to place
underground, finding routes into sub-basements, and
so on). Nosferatu cannot purchase this merit.
Mole (3pt. merit)
You have an informer buried in one of your Sect’s
enemy organizations who funnels you all sorts of information
as to what her peers are up to. What you
do with the information is up to you, but abusing the
knowledge might be a good way to get your informer
killed. The other side has spies too….
Rising Star (3pt. merit)
You’re one of the up-and-comers in the city, a rising
star in your Sect. Everyone wants to know you and be
your friend, even as those in power groom you for positions
of greater responsibility. You are at -1 difficulty
on all Social rolls against any vampires in your Sect
who aren’t actively opposing your ascent.
Broken Bond (4pt. merit)
You were once blood-bound but have secretly slipped
the leash, and you are free to act as you will once more.
Your regnant has no idea that you are not in fact bound,
and continues to treat you as if you were. At Storyteller
discretion, the experience of having been bound once
may render you immune to ever being enthralled again.
Sabbat vampires cannot take this merit.
Clan Friendship (4pt. merit)
One particular Clan (not your own) has a special liking
for you. You might have done the Clan as a whole a
favor at some point, or perhaps you’re just a loud voice
in support of their aims. Whatever the case, you’re at
-2 difficulty on all friendly Social rolls involving members
of the Clan in question. Of course, the reaction
your cozy relationship with another Clan is likely to
draw from your own Clan leaders is an entirely different
can of worms.
Primogen/Bishop Friendship (4pt. merit)
The ruling vampires of the city value you and your
opinions. You are called in to consult on decisions, and
your recommendations carry great weight. Your position
may not be an official one, but it’s powerful nonetheless.
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Supernatural
Deceptive Aura (1pt. merit)
Your aura is unnaturally bright and colorful for a
vampire. You register as a mortal on all attempts to
read your aura.
Healing Touch (1pt. merit)
Normally vampires can only seal the wounds they
inflict from feeding by licking them. With but a touch,
you can achieve the same effect, closing the puncture
wounds left by drinking blood.
Inoffensive to Animals (1pt. merit)
With rare exceptions, animals usually despise the
Kindred. Some flee, others attack, but all dislike being
in the presence of a vampire. You have no such problem.
Animals may not enjoy being in your company,
but they don’t actively flee from you.
Medium (2pt. merit)
You possess the natural affinity to sense and hear spirits,
ghosts, and shades. Though you cannot see them,
you can sense them, speak to them and, through pleading
or cajoling, draw them to your presence. You may
call upon them for aid or advice, but there will always
be a price. Also, your difficulty is reduced by two for all
Awareness rolls involving the spirits of the dead.
Magic Resistance (2pt. merit)
You have an inherent resistance to the rituals of the
Tremere and the spells of the mages of other Clans.
The difficulty of all such magic, both malicious and beneficent,
is two higher when directed at you. You may
never learn magical Disciplines such as Thaumaturgy
and Necromancy.
Hidden Diablerie (3pt. merit)
The tell-tale black streaks of diablerie do not manifest
in your aura.
Lucky (3pt. merit)
You were born lucky — or else the Devil looks after
his own. Either way, you may repeat any three failed
rolls per story, including botches, but you may try only
once per failed roll.
Oracular Ability (3pt. merit)
You can see and interpret signs and omens. You are
able to draw advice from these omens, for they provide
hints of the future and warnings of the present.
When the Storyteller feels that you are in position to
see an omen, you will be required to make a Perception
+ Awareness roll, with the difficulty relative to how
well the omen is concealed. If successful, you may then
roll Intelligence + Occult to interpret what you have
seen; the difficulty is again relative to the complexity
of the omen.
Spirit Mentor (3pt. merit)
You have a ghostly companion and guide. The identity
and exact powers of this spirit are up to the Storyteller,
but it can be called upon in difficult situations
for help and guidance.
True Love (4pt. merit)
You have discovered, perhaps too late, a true love.
He or she is mortal, but is the center of your existence,
and inspires you to keep going in a world of darkness
and despair. Whenever you suffer, the thought of your
true love gives you the strength to persevere. This Mer-
it grants you one automatic success on all Willpower
rolls, which can be negated only by a botch die. This
can be a great gift but also a hindrance, for your true
love may require protection and occasionally rescue.
Additional Discipline (5pt. merit)
You can take one additional Discipline (Storyteller
discretion) as if it were a Clan Discipline. All costs
to learn that Discipline are paid out as if it were native
to your Clan. A character cannot take this merit
more than once, and Caitiff vampires cannot take this
merit.
Unbondable (5pt. merit)
You are immune to being blood bound. Tremere cannot
take this merit.
Nine Lives (6pt. merit)
Fate has granted you the opportunity to come as
close to Final Death as anyone can get and still survive.
When a roll occurs that would result in your death, the
roll is made again. If the next roll succeeds, then you
live — and one of your nine lives is used up. If that
subsequent roll fails, then another reroll is made, until
either a successful roll occurs or your nine lives are used
up. The Storyteller should keep careful count of how
many lives the character has remaining.
True Faith (7pt. merit)
You have a deep-seated faith in and love for God, or
whatever name you choose to call the Almighty. You
begin the game with one point of True Faith (see the
sidebar on p. 372); this Trait adds one die per point to
all Willpower and Virtue rolls. You must have a Humanity
of 9 or higher to choose this merit, and if you
lose even a single point, all your Faith points are lost
and may be regained only when the lost Humanity is
recovered. Individuals with True Faith are capable of
performing magical acts akin to miracles, but the exact
nature of those acts are up to the Storyteller.


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Physical
Hard of Hearing (1pt. Flaw)
Your hearing is defective. The difficulties of any rolls
involving the use of hearing are increased by two.
Short (1pt. Flaw)
You are well below average height — four and a half
feet (1.5 meters) tall or less. You have difficulty reaching
or manipulating objects designed for normal adult
size, and your running speed is one-half that of an average
human.
Smell of the Grave (1pt. Flaw)
You exude an odor of dampness and newly turned
earth, which no amount of scents or perfumes will
cover. Mortals in your immediate presence become
uncomfortable, so the difficulties of all Social rolls to
affect mortals increase by one.
Tic/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 to refrain from engaging
in your tic.
Bad Sight (1 or 3pt. Flaw)
Your sight is defective. The difficulties of any die
rolls involving the use of your eyesight are increased by
two. As a one-point Flaw, this condition can be corrected
with glasses or contacts; as a three-point Flaw,
the condition is too severe to be corrected.
Fourteenth Generation (2pt. Flaw)
You were created five or fewer years ago by a member
of the Thirteenth Generation. Though you have
10 blood points in your body, only eight of them may
be used to heal wounds, power Disciplines, raise Attributes,
etc. You can still use the final two blood points
for other purposes, though. The blood point costs of
nightly rising, creating and sustaining ghouls, and creating
blood bonds remains the same as for other vampires.
You cannot raise any Discipline above four dots.
Taking this Flaw precludes you from taking the Generation
Background, and you may not start with Status,
either. You are likely a Clanless Caitiff, for your blood
is probably too thin to pass down the distinguishing
characteristics of a Clan. Most Fourteenth-Generation
vampires should also take the Thin Blood Flaw
(p. 483).
Fifteenth Generation (4pt. Flaw)
Your vitae is so weak that only six of your 10 blood
points can be used for Disciplines, healing or raising
Attributes. For these functions, you must expend two
blood points to obtain the effect a normal vampire
would achieve with one. (The cost for nightly rising
remains a single blood point.) What’s more, you cannot
create or sustain ghouls, create a blood bond, or
sire a vampiric childe. You can use the remaining four
blood points to survive through the day and wake up
each night, nothing more.
You cannot raise any Discipline above three dots.
The weakening of the Curse of Caine has compensations,
though (which distinguish this Flaw from the
Thin Blood Flaw itself). Sunlight does lethal damage
to you, instead of aggravated damage as it does to other
vampires. You can hold down mortal food and drink
for an hour or so; other vampires vomit immediately if
they try (unless they have the Eat Food Merit). Strangest
of all, once in a while you might actually have a
child the normal, human way... though it will hardly
be a normal, human child.
Disfigured (2pt. Flaw)
A hideous disfigurement makes your appearance disturbing
and memorable. The difficulties of all die rolls
relating to social interaction are increased by two. You
may not have an Appearance rating greater than 2.
Dulled Bite (2pt. Flaw)
For some reason your fangs never developed fully,
or they may not have manifested at all. When feeding,
you need to find some other method of making
the blood flow. Failing that, you must achieve double
the normal number of successes in order to make your
bite penetrate properly. A number of Caitiff and high-
Generation vampires often manifest this Flaw.
Infectious Bite (2pt. Flaw)
You may not automatically lick the wounds of your
feeding closed. In fact, your bites have a one in five
chance of becoming infected and causing mortal victims
to become seriously ill. The precise nature of the
infection is determined by the Storyteller.
One Eye (2pt. Flaw)
You have only one eye — which eye is missing is up
to you. The difficulties of all Perception rolls involving
eyesight are increased by two, and the difficulties of all
die rolls requiring depth perception are increased by
one (this includes ranged combat).
Vulnerability to Silver (2pt. Flaw)
To you, silver is as painful and as deadly as the rays of
the sun. You suffer aggravated wounds from any silver
weapons (bullets, knives, etc.), and the mere touch of
silver objects discomfits you.
Open Wound (2 or 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 at + 1 difficulty for
all Social-based rolls. For two points, the Flaw is simply
unsightly and has the basic effect mentioned above; for
four points the seeping wound is serious or disfiguring
and includes the effects of the Flaw Permanent Wound
(below).
Addiction (3pt. Flaw)
You suffer from an addiction to a substance, which
must now be present in the blood you drink (or you
automatically frenzy, as per the Prey Exclusion Flaw).
This can be alcohol, nicotine, hard drugs, or simply
adrenaline. This substance always impairs you in some
fashion (see “Poisons and Drugs,” p. 301, for particulars).
Child (3pt. Flaw)
You were a small child (between five and 10 years
old) at the time of your Embrace, leaving your Physical
Attributes underdeveloped and making it difficult to
interact with some aspects of mortal society. You may
not have more than two dots in Strength or Stamina
at character creation, except when raising Physical Attributes
with blood points, and the difficulties of all die
rolls when attempting to direct or lead mortal adults
are increased by two. Characters with this Flaw should
also take the Short Flaw.
Deformity (3pt. Flaw)
You have some kind of deformity — a misshapen
limb, hunchback, or clubfoot, for example — which
affects your physical abilities and interactions with
others. A hunchback, for instance, would lower a character’s
Dexterity by two dots and increase the difficulty
of die rolls relating to social skills by one. It is the responsibility
of the Storyteller to determine the specific
effects of the deformity chosen.
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 must constantly disguise your
condition (no, contacts don’t cut it); the glow impairs
your vision and puts you at +1 difficulty on all sightbased
rolls (including the use of ranged weapons); and
the radiance emanating from your eye sockets makes
it difficult to hide (+2 difficulty to Stealth rolls) in the
dark.
Lame (3pt. Flaw)
Your legs are damaged, which prevents you from running
or walking easily. You are forced to walk with a
cane or possibly leg braces, and you have a pronounced
limp to your stride. Your walking speed is one-quarter
that of a normal human, and running is impossible.
Lazy (3pt. Flaw)
You are simply lazy, avoiding anything that requires
effort on your part. Preferring to let others do the hard
work, you lounge around. For any action that requires
preparation, there’s a good chance you didn’t properly
prepare. Difficulty rolls for spontaneous Physical actions
(including combat, unless it’s part of a planned
offensive) increase by one.
Monstrous (3pt. Flaw)
Your physical form was twisted during the Embrace,
and now reflects the Beast that rages inside you. Characters
with this Flaw appear to be savage monsters and
have Appearance ratings of zero. Nosferatu and other
bloodlines whose weaknesses cause them to start off
with Appearance zero cannot take this Flaw.
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 prosthetics,
sooner or later you’re going to run into someone
who knows what you truly are. You are also limited
to a maximum Appearance rating of 3.
Permanent Wound (3pt. Flaw)
You suffered injuries during your Embrace which your
transformation somehow failed to repair. At the beginning
of each night, you rise from sleep at the Wounded
health level, though this may be healed by spending
blood points.
Slow Healing (3pt. Flaw)
You have difficulty healing wounds. It requires two
blood points to heal one health level of bashing or lethal
damage, and you heal one health level of aggravated
damage every five days (plus the usual five blood
points and Willpower expenditure).
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% chance
of becoming a carrier as well. You must spend an extra
blood point each night on awakening, or you will begin
manifesting symptoms of the disease (increased chance
to frenzy for rabies, reduced soak rolls for HIV, etc.).
Deaf (4pt. Flaw)
You cannot hear. While you may be more resistant
to some applications of Dominate, you also may not
listen to electronic or vocal media, and the difficulties
of many Perception rolls are increased by three.
Mute (4pt. Flaw)
You cannot speak. You may communicate with the
Storyteller and describe your actions, but cannot talk
to player or Storyteller characters unless everyone
concerned purchases a commonly understood sign
language (via the Language Merit) or you write down
what you wish to say.
Thin Blood (4pt. Flaw)
Your blood is thin, weak, and does not sustain you
well. All blood point costs are doubled (e.g., using
blood-related Disciplines or healing damage), although
you only lose one blood upon rising in the evening.
Furthermore, you are unable to create a blood bond,
and efforts to sire other vampires succeed only one in
five times.
Flesh of the Corpse (5pt. Flaw)
Your flesh does not fully regenerate itself once it is
damaged. While you are able to heal yourself to the
point of regaining full functionality, your skin still
retains the cuts, tears, bullet holes, and other visible
damage that you have incurred. Depending on the nature
of the damage, this Flaw will make social dealings
exceedingly difficult, and may decrease your Appearance
dots over time (even to 0).
Infertile Vitae (5pt. Flaw)
During your Embrace, something went horribly
wrong, causing your blood to mutate under the stress
of dying and rising again. All those you try to Embrace
die. No matter what you do, you may not create any
childer. However, your blood can still be used in blood
rituals like Thaumaturgy and the Vaulderie, or for any
other vampiric needs like making ghouls.
Blind (6pt. Flaw)
You cannot see. Characters can compensate for the
loss of vision by becoming more attuned to other sensory
input, but visual cues and images are lost to them.
Difficulties of all Dexterity-based rolls are increased by
two. Oddly, vampires with Aura Perception (Auspex
2) are still able to use this ability, thought the information
is interpreted via the other senses. On the other
hand, vampires who need make eye contact to enact
powers like Dominate against you are only at a penalty
to do so (see the sidebar on p. 152).
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Mental
Deep Sleeper (1pt. Flaw)
When you sleep, it is very difficult for you to awaken.
The difficulty of any roll to awaken during the day is
increased by two.
Impatient (1pt. Flaw)
You have no patience for standing around and waiting.
You want to do things now — fuck those slowpokes
trying to hold you back. Every time you are forced to
wait around instead of acting, a Self-Control roll is required
to see if you go tearing off on your own instead.
Nightmares (1pt. Flaw)
You experience horrendous nightmares every time
you sleep, and memories of them haunt you during
your waking hours. Upon awakening, you must make
a Willpower roll (difficulty 7) or lose a die on all actions
for that night. A botched Willpower roll indicates
that, even when awake, you still believe that you
are locked in a nightmare.
Prey Exclusion (1pt. Flaw)
You refuse to hunt a certain class of prey. You might
refuse to feed on drug dealers, policemen, accountants,
or rich people — if you accidentally feed upon such
an individual, you automatically frenzy and must make
a roll to prevent Humanity or Path loss (difficulty 7).
Witnessing other Kindred feeding on the object of
your exclusion might also provoke a frenzy, at the Storyteller’s
discretion. Ventrue, owing to the limitations
already imposed on their feeding by their Clan weakness,
may not take this Flaw.
Shy (1pt. Flaw)
You are distinctly ill at ease when dealing with people
and try to avoid social situations whenever possible.
Difficulties for all rolls involving social interaction
with strangers are increased by two. If the character
becomes the center of attention in a large group, difficulties
are increased by three.
Soft-Hearted (1pt. Flaw)
You cannot stand to watch others suffer. You avoid
any situation that involves causing someone physical
or emotional pain, unless you make a Willpower roll
(difficulty 8). You must have a Humanity rating of 7
or above to take this Flaw — vampires on Paths of Enlightenment
can only take this Flaw with Storyteller
approval.
Speech Impediment (1pt. Flaw)
You have a stammer or other speech impediment
that hampers verbal communication. The difficulties
of all die rolls involving verbal communication are increased
by two. This Flaw must be roleplayed whenever
possible.
Unconvinced (1pt. Flaw)
You fail to see the need for the core ideologies of
your Sect or Clan, and have gone on record as saying
so. Taking your stand has made you suspect in the eyes
of your superiors, and may have attracted the attention
of your enemies as well.
Amnesia (2pt. Flaw)
You are unable to remember anything about your
past, yourself, or your family (whether mortal or vampiric),
though your past might well come back to haunt
you. Your origins and the circumstances behind your
amnesia are for the Storyteller to determine, and she is
encouraged to make it as interesting as possible.
Lunacy (2pt. Flaw)
You are affected by the phases of the moon, increasing
your chances to frenzy. Under the crescent moon,
difficulties to avoid frenzy increase by one. Under the
half or gibbous moon, difficulties rise by two. When
the moon is full, difficulties increase by three.
Phobia (2pt. Flaw)
You have an overpowering fear of something. Spiders,
snakes, crowds, and heights are examples of common
phobias. You must make a Courage roll every time
you encounter the object of your fear. The difficulty of
the roll is determined by the Storyteller. If you fail the
roll, you must retreat from the object.
Short Fuse (2pt. Flaw)
You are easily angered. Difficulties to avoid frenzy are
two greater. Brujah vampires cannot take this Flaw, as
they already suffer from a similar weakness.
Stereotype (2pt. Flaw)
You buy heavily into all of the vampire stories you’ve
read and heard. You wear a cape or body glitter, speak
with an accent, and otherwise act in a cartoonish fashion.
Such behavior is embarrassing in the extreme to
other Kindred, who are likely to ostracize or mock you
(+2 difficulty to Social rolls with other vampires who
don’t share your habits). You also stand out to hunters.
Territorial (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
uninvited, you must make a frenzy roll. If you fail, you
immediately attack the interloper and continue attacking
until the intruder is dead or has left your hunting
grounds. You are reluctant to leave your territory
except in desperate circumstances.
Thirst for Innocence (2pt. Flaw)
The sight of innocence — of any sort — arouses in
you a terrible bloodlust. Roll Self-Control or Instincts,
or else frenzy and attack the source of your hunger.
Vengeful (2pt. Flaw)
You have a score to settle, incurred either during
your mortal days or after the Embrace. You are obsessed
with taking your revenge on an individual or group,
and it is your overriding priority in any situation where
you encounter the object of your revenge. You may
temporarily resist your need for vengeance by spending
a Willpower point.
Victim of the Masquerade (2pt. Flaw)
The Camarilla’s propaganda machine did too good a
job on you. Even after your Embrace you refused to believe
you were a vampire. You remain convinced that
there is some logical explanation for your condition,
and spend as much time as you can searching for it.
You also have problems feeding, and may insist on trying
to eat regular food. None of these habits makes you
particularly pleasant company for other Kindred. This
Flaw must be roleplayed at all times, and is generally
taken by Camarilla vampires.
Weak-Willed (3pt. Flaw)
You are highly susceptible to Dominate and intimidation
by others; Dominate attempts automatically affect
you unless the Discipline wielder is of higher Generation,
and your difficulties to resist Social abilities such
as Intimidation or Leadership, as well as mind-altering
spells or magic, are increased by two. Your Willpower
Trait may never rise above 4.
Conspicuous Consumption (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 other blood-rich
tissue. Of course, this will necessitate the deaths of all
of your victims (unless you are extremely creative),
which might lead to numerous problems with maintaining
Humanity (and a low profile). Characters with
this Flaw should additionally purchase the Eat Food
Merit.
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 — characters
with the Conviction Virtue cannot take this Flaw) and
try to avoid doing so as much as possible. This means
that you rarely have much blood in your system, leaving
you vulnerable to both attacks and hunger-based
frenzies.
Flashbacks (6pt. Flaw)
You managed to make it through the Creation Rites or
other similarly traumatic experience, but not wholly intact.
The most insignificant thing can throw you into a
different mood or state of mind, and as such your behavior
is extremely unpredictable. Because of your precarious
emotional state, your Willpower fluctuates. At the beginning
of each story, make a Willpower roll (you may not
spend Willpower for an automatic success). If you succeed,
you may participate in the story as normal. If you fail, however,
your Willpower score is considered to be 1 for the
duration of that session, and you only have one Willpower
point to spend. You may roll again at the beginning of the
next session to see if you regain your Willpower.
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Social
Botched Presentation (1pt. Flaw)
When your sire presented you to the Prince of the
city, you flubbed it. Now you’re convinced His Majesty
hates you (whether he does or not). You need to succeed
on a Willpower roll (difficulty 7) just to stand in
front of the Prince or one of his duly authorized representatives
without running, blubbering, or otherwise
making a fool of yourself. This Flaw can only be taken
by Camarilla vampires.
Dark Secret (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 local Kindred community.
This could be anything from having murdered an elder
to being a member of the Anarchs.
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 Sect,” and has no compunctions
about doing so.
Incomplete Understanding (1pt. Flaw)
The whole matter has been explained to you, but
you’re still not quite sure how things in your Sect work.
Your imperfect understanding of the rules and regulations
of your new existence means that sooner or later,
you’re going to make a mistake. It’s only a matter of
time….
Infamous Sire (1pt. Flaw)
Your sire was, and perhaps still is, distrusted and disliked
by many of the city’s Kindred. As a result, you are
distrusted and disliked as well.
Mistaken Identity (1pt. Flaw)
You look similar to descriptions of another Kindred,
which cause cases of mistaken identity. This can
prompt numerous awkward or even dangerous situations,
especially if your “twin” has a terrible reputation
or is wanted for some crime.
New Arrival (1pt. Flaw)
You’ve just arrived in your new city of residence, and
don’t know anyone in the place. Existing factions may
try to recruit or eliminate you, while vampires in positions
of authority size you up and take your measure.
Meanwhile, your ignorance of the city’s current events,
history, and politics (not to mention the personality
quirks of the vampires already in place) may cause you
to make a serious blunder.
New Kid (1pt. Flaw)
You’re the latest in the city to be Embraced or have
yet to prove yourself to your Sect, and everyone knows
it. That automatically puts you at the bottom of the
social totem pole. Other neonates take every opportunity
to demonstrate your inferiority, or rival packs
constantly test your worthiness to the Sabbat. Even
if someone else is added to the ranks of the unliving,
you’re still regarded as something as a bit of a geek by
your peers — a distinction that can have dangerous
consequences if bullets start flying. All Social-related
rolls are at +1 difficulty when you are dealing with other
neonates. (Ancillae and elders lump you in with all
the other neonates under their general disdain.)
Recruitment Target (1pt. Flaw)
Someone in one of your Sect’s enemy organizations
wants you, and they want you bad. Every effort is being
made to recruit you, willing or no, and the press gangs
usually show up at the worst possible time.
Sire’s Resentment (1pt. Flaw)
Your sire dislikes you and wishes you ill. Given the
smallest opportunity, she will actively seek to do you
harm. Your sire’s allies also work against you, and many
elders may resent you.
Special Responsibility (1pt. Flaw)
Shortly after your Embrace, you volunteered for
some task in order to gain respect and approval from
the vampires around you. Now, you wish you had never
opened your damn mouth! While you are not given
any special credit for performing this duty, you would
lose a lot of respect if you were to stop. The nature
and the details of your duty should be worked out with
the Storyteller in advance. Ideas can range from lending
money to other Kindred to acting as a messenger
or possibly gathering victims for ritae (such as Blood
Feasts).
Sympathizer (1pt. Flaw)
You have publicly expressed sympathy for some of
the goals and policies of the enemies of your Sect. Your
outspoken views on the subject have made you suspect
in the eyes of the city’s hierarchy, and you may be suspected
of (or arrested for) treason.
Enemy (1-5pt. Flaw)
You have an enemy, or perhaps a group of enemies,
who seek to harm you. The power of the enemy depends
upon how many points the player wishes to
spend (five points indicate the wrath of a Methuselah
or other potent supernatural foe).
Bound (2pt. Flaw)
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. Sabbat vampires
cannot take this Flaw.
Catspaw (2pt. Flaw)
You’ve done dirty work for someone high up in the
city’s hierarchy in the past — the Sheriff, the Bishop,
or even someone higher. However, instead of granting
you favor, your deeds have made you an embarrassment
or a liability. For the moment, your former employer’s
concern is to keep you quiet. In the long term, it’s to
get rid of you.
Escaped Target (2pt. Flaw)
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 difficulty on all Charisma
rolls until the situation is resolved.
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 on their way up. Your
exclusion may make you a target for recruitment by
the Sect’s enemies (or so the whispers run, making you
even more distrusted). Conversely, the consequences
of your error might come back to haunt you.
Masquerade Breaker (2pt. Flaw)
In your first nights as a vampire, you accidentally
broke the Masquerade — and were spotted doing so.
Someone else covered for your mistake, but holds the
favor over you. Now you exist in fear that your error
will be revealed. In the meantime, your “savior” takes
pitiless advantage of you. This Flaw can only be taken
by vampires in Sects or Clans that respect the Masquerade.
Hunted (4pt. Flaw)
You are pursued by a fanatical witch-hunter who
believes (perhaps correctly) that you are a danger to
humanity. All those with whom you associate, be they
mortal or Kindred, may be hunted as well.
Old Flame (2pt. Flaw)
Someone you once cared deeply for 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 cannot act against
him unless the situation becomes life-threatening.
Rival Sires (2pt. Flaw)
The flip side of Escaped Target, two vampires wanted
to gift you with the Embrace. One succeeded, one
failed — and she’s not happy about that failure. You,
your actual 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 well be working actively to discredit
or destroy you.
Uppity (2pt. Flaw)
You are proud of your new status in the Sect — 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 find
you arrogant and insulting. These enemies will take action
to embarrass or harm you. Furthermore, you are
at +2 difficulty on all Social rolls against any vampires
you have alienated through your yammering — and
you may not know who they are.
At Storyteller discretion, you may also be required
to make a Willpower roll (difficulty 6) to keep your
mouth shut any time the opportunity presents itself for
you to brag about your pack, your Clan, or your status.
Disgrace to the Blood (3pt. Flaw)
Your sire regards the fact that he Embraced you to
be a titanic mistake, and has let everyone know it. You
are mocked at gatherings, taunted by your peers, and
actively despised by the one who should be giving you
guidance. Any request or petition you make is likely to
be looked down upon by friends of your sire, and your
achievements are likely to be discounted.
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 an opportunity to get rid of you
he just might take it. This Flaw can only be taken by
Camarilla vampires.
Hunted Like a Dog (3pt. Flaw)
Another Sect or group of vampires has decided that
you’re a target for extermination, and pursues you relentlessly.
On the bright side, the enemies of your enemy
may well wish to help you out, potentially garnering
you allies.
Narc (3pt. Flaw)
You are known to be a snitch, an informer firmly
planted in the pocket of the vampires in charge. Those
on whom you might yet inform loathe you as a result,
feeding you misinformation when they can in an attempt
to discredit you. Given the opportunity, they might do
you mischief. Regardless, your reputation as a weasel precedes
you, putting you at +1 difficulty on all Social rolls
against those who don’t agree with your politics.
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 lover, a childe, a friend, or a contact working
the other side of the fence, but regardless of politics
you retain a friendly (or more than friendly) relationship
with your putative foe. Your close ties to someone
on the other side would be regarded as treason by your
superiors within the Sect, and if you are discovered,
the penalty will surely be death.
Clan Enmity (4pt. Flaw)
One Clan in particular wants you dead. You have offended
the entire Clan, from elders to neonates, and as a
result every member of that bloodline wants your head on
a plate. The effects of the Flaw may manifest as anything
from very public snubs and insults to actual attempts on
your unlife. You are also at +2 difficulty on all Social
rolls relating to members of the Clan in question.
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 neverending
nightmare, with your regnant serving to conduct
the symphony of malice. Sabbat vampires cannot
take this Flaw.
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, or too much influence, which means
that a lot of people have a 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.
Probationary Sect Member (4pt. Flaw)
You are a defector. You turned traitor to the Camarilla,
Sabbat, or other Sect, and you still have much to
prove before you are accepted by the Kindred you have
defected to. Other vampires treat you with distrust and
even hostility, and your reputation might even sully
those whom you regularly associate with.
Blood Hunted (4 or 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 offlimits
to you. For six, it means that the entire Camarilla
is howling for your vitae. This Flaw can only be
taken by Camarilla vampires.
Laughingstock (5pt. Flaw)
Somehow you’ve drawn the scorn of the local Harpies,
who make you their favorite target. You are at
a +2 difficulty on all Social rolls 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.
This Flaw can only be taken by Camarilla vampires.
Red List (7pt. Flaw)
You are either being considered for or are already on
the dreaded Red List, the registry of those vampires the
Camarilla most wants extinguished. Any Camarilla
vampire will either attack you on sight or, more likely,
call in for a great deal of help.
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Supernatural
Cast No Reflection (1pt. Flaw)
You actually cast no reflection, just like the vampires
of legend. This can have a detrimental effect when trying
to pass as a human. Vampires of Clan Lasombra automatically
have this Flaw (and you may be mistaken
for one of them if you possess this).
Cold Breeze (1pt. Flaw)
A chill wind follows you everywhere you go. While
it may make for dramatic entrances, this effect also discomfits
mortals (+1 difficulty on all appropriate Social
rolls) and marks you as obviously supernatural. Cold
winds sweeping through executive offices or crowded
nightclubs can raise all sorts of questions.
Repulsed by Garlic (1pt. Flaw)
You cannot abide garlic, and the smallest whiff of its
scent will drive you from a room unless you make a successful
Willpower roll (difficulty based on the strength
of the odor).
Touch of Frost (1pt. Flaw)
Plants wither as you approach and die at your touch.
Your touch leeches heat from living beings, as though
you were made of ice.
Cursed (1-5pt. Flaw)
You are the recipient of a supernatural curse. The
strength and pervasiveness of the curse depend upon
how many points you wish to incur. Examples follow:
• If you pass on a secret you were entrusted with,
your betrayal will come back to harm you in some way.
(1 pt.)
• You stutter uncontrollably when you try to describe
what you have seen or heard. (2 pts.)
• Tools break or malfunction when you try to use
them. (3 pts.)
• You are doomed to make enemies of those whom
you most love or admire. (4 pts.)
• Every one of your accomplishments or triumphs
will eventually become soiled or fail in some way. (5
pts.)
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.
Deathsight (2pt. Flaw)
Everything appears rotted and decayed to you. The
world appears to you as a corpse; mortals look diseased
or skeletal, buildings seem decrepit, and your fellow
Kindred seem to be walking, moldering cadavers. You
are at -2 difficulty to resist all rolls based on Appearance,
but by the same token you are at +2 difficulty
on all Perception-based rolls. In addition, you find social
interaction difficult and are at +1 difficulty on all
Social-based rolls.
Eerie Presence (2pt. Flaw)
Mortals have an unconscious awareness of your undead
nature, which makes then anxious and ill at ease
in your presence. Because of this, difficulties of all rolls
relating to social interaction with mortals are increased
by two.
Lord of the Flies (2pt. Flaw)
Buzzing harbingers 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 flies inevitably
gives you away — all Stealth rolls are at +2 difficulty.
Can’t Cross Running Water (3pt. Flaw)
You believe in the old folklore, and cannot cross running
water unless you are at least 50 feet (15 meters)
above it. Running water is considered to be any body of
water at least two feet (half a meter) wide in any direction
and not completely stagnant.
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.
Repelled by Crosses (3pt. Flaw)
You are repelled by the sight of ordinary crosses,
believing them to be symbols of holy might. When
confronted by a cross, you must make a Willpower roll
(difficulty 9) or flee from the symbol for the duration
of the scene. If you botch the roll, not only must you
attempt to flee, but the touch of the cross can cause aggravated
damage (one health level of damage per turn
that the cross touches your skin). This damage cannot
be soaked, even if the vampire possesses Fortitude.
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 while 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. Giovanni cannot take this Flaw.
Dark Fate (5pt. Flaw)
You are doomed to experience Final Death or, worse,
suffer eternal agony. No matter what you do, you cannot
avoid this terrible fate. At some point during the
chronicle, your Dark Fate will come upon you. Even
more ghastly is the fact that you occasionally have visions
of this fate, and the malaise these images inspire
requires an expenditure of a temporary Willpower
point to avoid, or else you lose a die from all of your actions
for the remainder of the night. It is up to the Storyteller
to determine the exact nature of this fate, and
when it will occur. This is a difficult Flaw to roleplay;
ironically, though it may seem as though it removes
all free will, the knowledge of one’s death can be quite
liberating.
Light-Sensitive (5pt. Flaw)
You are even more sensitive to sunlight than other
vampires are. Sunlight causes double normal damage,
and the light of the moon can cause lethal damage in a
manner similar to the sun, though it must shine directly
upon you. Even bright lights hurt your eyes, requiring
the use of sunglasses. Followers of Set and related
bloodlines cannot take this Flaw, as they already have
a worse version of it.

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