Flaws

## Communal Flaws

These flaws can be taken by anyone in the setting regardless of the book the character comes from.

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### **Mental**

**Deep Sleeper (1pt.)** 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.)** 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.)** 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.

**Shy (1pt.)** 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.

**Speech Impediment (1pt.)** 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.

**Phobia (2pt.)** 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.

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### **Physical**

**Short (1pt)** 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.

**Twitch (1pt.)** 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.)** 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.

**Disfigured (2pt.)** 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.

**One Eye (2pt.)** 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).

**Deformity (3pt.)** 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

**Lame (3pt.)** 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.)** 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.

**Deaf (4pt.)** You cannot hear. While you may be more resistant to some applications of some powers (like Dominate), you also may not listen to electronic or vocal media, and the difficulties of many Perception rolls are increased by three.

**Mute (4pt.)** 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.

**Blind (6pt.)** 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, though the information is interpreted via the other senses. On the other hand, vampires who need to make eye contact to enact powers like Dominate against you are only at a penalty to do so.

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## Changeling Flaws

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## Demon Flaws

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## Ghoul Flaws

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## Mortal Flaws

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## Hunter Flaws

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## Mage Flaws

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## Mummy Flaws

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## Vampire Flaws

For specific Clan based Merit please look here: [pending]

### **Homebrew**

**Rose Poison (1pt Supernatural):** Connected to your core is a forgotten lore of the Kindred. You cannot abide the smell of roses, and the smallest taint of its scent will drive you from a room. If in contact your skin feels irritated like a painful allergic reaction but does no damage.

**Broken Food Chain (3 Pt Mental):** You fall victim to the use of Dominate even by those of a worse generation than you. Any ability that revolves around you being mentally controlled are at lower difficulty depending on the situation. Direct eye contact is a -2 difficulty where everything else is -1.

**Mage Embraced (2 Pt Social Flaw - J embraces only):** When a Nephandi wants to bring death to the table, they do it by creating a spawn of the Wyrm. You have a pretty bad start and even though everyone is doing what they can to help, you didn't get a good handout like others. It could be because of your clan but be honest, you're probably not worth giving attention too.

This flaw hinders social interactions not only with your clan, but older Kindred of the city. You are not anyone special and you need to work twice as hard to get others to accept you.

**Blood Donor (1-3pt Social Flaw - Approval only):** Your blood was stolen by a Nephandi mage and their minions. You don’t know how, and you don’t know why they chose you, but it happened. This gained the attention of the Tremere within the city which lead many of the circle to wonder if you were trying to disguise a proper embrace. Once word got out you had a childe via a mage embrace, people started to wonder if it was really you.

* 1 Points: You know your blood was taken; but nothing has shown up yet.
* 3 Points: Your blood was used to sire a childe, there is a slight stigma surrounding you.

(Game wise, this also allows people to bring in new characters if desired. Being contacted that you were a blood donor in a way to sire and allows for the option of getting a foot quickly in the door for interactions. )

**Across The Threshold (2-4pt Supernatural Flaw):** Whether by quirk of your blood, or a psychometric condition from old mythology, you are unable to enter a private property without an invitation. This does not include public properties, and once invited into a property (by anybody in the property at the time, whether the owner of the property, a guest there or even a fellow kindred breaking in), the invitation stands for every subsequent visit.

* At 2 points you can still attempt to enter by passing a willpower check (failure means you cannot cross the threshold a botch causes a aggravated damage and crippling pain to the vampire).
* At 4pts you cannot enter uninvited no matter what, and being forced into an uninvited property causes aggravated damage and intense pain to the vampire.

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### **Mental**

**Prey Exclusion (1pt.)** 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.

**Soft-Hearted (1pt.)** 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.

**Unconvinced (1pt.)** 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.

**Short Fuse (2pt.)** 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.)** 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.)** 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.)** 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.)** 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.)** 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.)** 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.)** 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.)** 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.)** 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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### **Physical**

**Smell of the Grave (1pt.)** 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.

**Dulled Bite (2pt.)** 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 highGeneration vampires often manifest this Flaw.

**Vulnerability to Silver (2pt.)** 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.)** 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.

**Child (3pt.)** 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 bloodpoints, 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.

**Glowing Eyes (3pt.)** 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 sight based rolls (including the use of ranged weapons); and the radiance emanating from your eye sockets makes it difficult to hide (+2 difficulty to Stealth rolls) in the dark.

**Monstrous (3pt.)** 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.)** 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.

**Slow Healing (3pt.)** 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.)** 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.).

**Thin Blood (4pt.)** 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.)** 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.)** 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.

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### **Anarch**

**Expiration Date (2pt.):** Your personal motto is simple: I do what I want. This has, as might be expected, caused you trouble more than once. You are wanted in several domains for various minor crimes, such as exsanguinating the Seneschal’s favorite ghoul. You haven’t been bloodhunted just yet, but the writing is on the wall. You’ve just about run out of time and no one wants you to take them with you when everything turns sideways. One more mistake and you sign your Final Death warrant. All social-based rolls to acquire help are at +2 difficulty, except those involving Intimidation.

**Black Sheep (5pt.)** You belong to a prestigious lineage that is considered to be paragon of another sect, or at least it did before you joined the Anarch Movement. You have embarrassed your sire, grandsire, and perhaps even farther back up the line; now the time has come to pay. Your erstwhile broodmates want to bring you back into the fold, if only to clean the stain from your reputation, and are unwilling to recognize your independence. Your sire and grandsire spare no effort to make things uncomfortable for you and any Anarchs who shelter you. This flaw combines the effects of Sire’s Resentment and Hunted Like a Dog, so those flaws may not be taken in conjunction with Black Sheep. (For more information on those Flaws, see p. 490 and 492 of V20, respectively.)

In addition, many members of the Anarch Movement actively distrust you solely based on your lineage, believing that you are a double-agent. All social rolls involving your fellow Anarchs incur a +2 difficulty.

## Werewolf Flaws

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## Wraith Flaws

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### **Supernatural**

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 **Rules** | Backgrounds • **Flaws** • Merits