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 cor- rected 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 mem- ber 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 Gen- eration 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.


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


Lame (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).


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 peo- ple 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 En- lightenment 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 in- creased 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, increas- ing 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. Spi- ders, 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.


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 regula- tions 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 reg- nant 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 catastroph- ically 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 Cama- rilla, 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.


Expiration Date (2-pt. Flaw)

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 everythingturns 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 (5-pt. Flaw)

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.


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 mor- tals 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 un- dead 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, requir- ing the use of sunglasses. Followers of Set and related bloodlines cannot take this Flaw, as they already have a worse version of it.


Clan Specific

Outcast (2pt. Flaw) - Assamite Only

Your have rejected the ethos of the caste into which you were Embraced. Perhaps you are one of the few viziers or sorcerers to support the Web of Knives or pursue the Path of Blood. Perhaps you are a warrior who has little stomach for combat, preferring instead to be a diplomat or a student of the occult. Perhaps you made some kind of public spectacle that revealed your disdain for your fellow caste members. Your sire now rejects you, as do the other members of your caste. The difficulty of all Social rolls against members of your caste is at +2.


Broken Antitribu (3pt. Flaw) - Assamite Only

You are one of those most pitiful things — an Assamite antitribu who still labors under the Tremere Curse. You have pledged yourself to the Sabbat, but you cannot perform diablerie and can only partake of Kindred vitae already transubstantiated through the Vaulderie. As a result, the difficulty of all Social rolls against other Sabbat members is at +2.


Multiple Curses (3pt. Flaw) - Assamite Only

In addition to the normal curse imposed upon you by your caste or sect, you suffer one additional one associated with the Assamite Clan. Most likely, you are a rare vizier or sorcerer within the Sabbat who suffers the Baali Curse in addition to your normal caste-imposed curse, but at the Storyteller’s discretion, other combinations may be possible.


Obvious Predator (2pt. Flaw) - Brujah Only

Your innate Brujah rage always percolates below the surface no matter how hard you try to project an image of calm. Mortals find you intrinsically menacing, and instinctively fear you for the violence you promise to unleash.


System: The difficulty of all Social rolls made against mortals other than Intimidation rolls increases by 2.


Scales (1-3pt. Flaw) - Followers of Set Only

Set blessed you upon your Embrace, and you bear his mark. A portion of your skin is covered in scales. As a one-point Flaw, a small, easily hidden area of skin is covered. As a two-point Flaw, a whole limb is covered, while having a scaled, lipless face is a three-point Flaw. Kine are frightened and disturbed by the obviously unnatural scales, and Kindred have their own prejudices against the Setites. All social rolls receive a +2 difficulty when the scales are visible. This penalty does not apply to social interactions with other Setites.


Venomous Bite (2pt. Flaw) - Followers of Set Only

You have developed venom glands in the roof of your mouth. The venom is a virulent neurotoxin, fatal to mortals, although Kindred and other supernatural creatures are unaffected by it. You, of course, are immune. The problem is you have no control over your poison glands. When you bite, you always inject this venom, usually killing your human victims. You must learn to feed in other ways, perhaps drawing the blood you need with a syringe or razor, if you do not wish to kill every time you feed.


Forked Tongue (2pt. Flaw) - Followers of Set Only

Your tongue is forked, flickering, and inhumanly reptilian. Upholding the Masquerade becomes difficult for you. Note that this tongue does not inflict aggravated damage, nor draw blood.


Heartless (4pt. Flaw) - Followers of Set Only

You have lost your heart. Either you removed it via The Heart of Darkness (see V20, p. 210), or an elder did it to you, but either way you no longer have easy access to it. The heart might be in the possession of a foe, or simply missing. If it turns out that a Cainite possesses the heart (say a Setite elder, or your sire) you must obey their every command. If it’s merely missing, the anxiety and obsession to find it interferes with your nightly existence, and may increase the difficulty of Willpower rolls by +1 at Storyteller discretion.


Aura of the Typhon (5pt. Flaw) - Followers of Set Only

Something slithers beneath your skin, coiled in your very essence — something that causes the Lupines to stalk you for some dread purpose you do not understand. Their howls follow in your wake. You catch glimpses of blurred motion and the gleam of eyes and teeth in the dark. They get closer every night. What do they want from you?


Member of the Pack (2pt. Flaw) - Gangrel Only

You can only summon, speak to, and command a specific type of animal — ravens, rats, and so forth — with Animalism. Your Storyteller is the best adjudicator of what types of animal are appropriate for this Flaw, but the choice should be fairly limiting. Other animals do not respond to your uses of Animalism at all.


Rat in a Cage (2pt. Flaw) - Gangrel Only

Anytime you are penned in or physically restrained (such as by a cage, or with handcuffs), you suffer acute anxiety. The difficulties of any rolls made under such circumstances are increased by two.


Inbred (1-5pt. Flaw) - Giovanni Only

Inbreeding, a common occurrence among the incestuous Giovanni Clan, can take many forms. The Inbred Flaw covers all manner of physical, mental, and emotional defects. A one-point Inbreeding is something simple and unobtrusive, such as eyes too close together or an underbite (+1 difficulty on Appearance rolls). A three-point Inbreeding is more severe: a congenital health condition (for mortals) or a crippling physical deformity (+2 difficulty on appropriate Strength, Dexterity, or Stamina rolls). Five-point Inbreedings are grossly disabling or emotionally crippling — everything from uselessly atrophied legs to a permanent Derangement — decided on mutually by the player and Storyteller. Inbred conditions may or may not be immediately discernible, though their point cost should be relative to their magnitude, as decided by the Storyteller.


Shadow Walker (6pt. Flaw) - Giovanni Only

The Giovanni Clan is by its nature inexorably tied to the realm beyond the sudario. Giovanni suffering from this Flaw are so tied to the Shadowlands that even in the lands of the living they must interact with the world of the dead on a nightly basis. To shadow walkers, objects in the Underworld are as real as anything found in the physical world. Such vampires find that the ghosts of walls may impeded their flight, ghostly objects may strike them, and wraiths’ powers work as if the Kindred were on the far side of the Shroud. This Flaw is similar to the Ash Path power Dead Hand (V20, p. 163), except that Shadow Walker is always on and it in no way allows the character possessing it to perceive beyond the Shroud.


The Storyteller may determine that certain Shadowlands topography interferes with you. Unless you have some ability to do so, you can’t see into the Shadowlands, so you have to be careful in feeling your way about — essentially, a blind man subject to the Underworld landscape. At the Storyteller’s discretion, immaterial walls or environmental effects may restrict you.


Uncontrollable Night Sight (2pt. Flaw) - Lasombra Only

Your night vision is good, but you can’t turn it off. While you can see easily into the deepest shadows, any light is almost blinding to you. You suffer penalties the brighter the area you are in is lit, inversely proportional to the standard penalties for darkness. Even just standing in a well-lit room is uncomfortable to you.


Insubordinate (3pt. Flaw) - Lasombra Only

You like to be in charge so much you have a hard time following anyone else’s orders. When given a plan or told to do something, you tend to do the opposite on principle. Whenever you are ordered to do something, you must make a Willpower roll with a difficulty depending on the importance of the superior and the danger of the task (difficulty 7 is typical for someone directly above the vampire assigning them a moderately dangerous task). If you fail, you will do anything except what you’ve been told to do.


Unproven (3pt. Flaw) - Lasombra Only

Somehow, you have failed to prove yourself worthy of the name Lasombra. Maybe your sire did not test you well enough, or an opportunity to prove yourself has not come up. Whatever the reason, you are not truly considered part of the Clan. All social dealings with other Lasombra suffer a -3 dice penalty. You may also not be chosen to sit in judgment in the Courts of Blood.


Paper Trail (2pt. Flaw) - Malkavian Only

You’ve spent some time in state institutions like prisons or asylums, likely before your Embrace. Most people have some sort of information that relays date of birth and other bits of fact. This information is hard to eliminate, and may endanger the Masquerade. Enemies with the right influence may be able to track down the information and use it against you. It may lead to vulnerable targets or clue hunters to where your haven is located.


Stigmata (2 or 4pt. Flaw) - Malkavian Only

Oracles are often marked as messengers of the gods. Your markings come in the forms of phantom wounds that seep blood. The bleeding is slight but incessant, costing you an extra blood point every day just before you wake at dusk.


The 2-point version of this Flaw means wounds that can be easily hidden from prying eyes, such as on the hands or the side. You gain a +1 difficulty to all Social rolls when dealing with someone aware of your condition.


The 4-point version can’t be easily hidden, like bleeding eyes. The Social penalty increases to +2, and one of your Attributes also gains a +1 difficulty to all rolls because of the constant seeping blood.


Infectious (3pt. Flaw) - Malkavian Only

Madness flows within your blood, but your bite carries a taint as well. Mortals take a temporary derangement for every three points of blood you take from them. The derangements stay until the mortal restores the lost blood.


Overstimulated (3pt. Flaw) - Malkavian Only

Malkavians notice things that many others do not. That means keeping their eyes and ears open far longer than anyone else does. That makes you easily distracted when trying to focus. Take a +2 penalty to all rolls involving Perception.


Dead Inside (4pt. Flaw) - Malkavian Only

You feel nothing but pain and numbness. While others find ways to make their lives worth living, you sometimes don’t get that thrill. Once per session, the Storyteller may cancel any gain of Willpower you made by playing to your Nature or Demeanor.


Stench (1pt. Flaw) - Nosferatu Only

Most Nosferatu pick up a certain odor, but you stink so bad even your Clan-mates find you hard to be close to. Your presence is preceded by your stench, removing two die from all Stealth rolls.


Dangerous Secret (1-5pt. Flaw) - Nosferatu Only

You have come to know something you really wish you hadn’t discovered. Worse yet, the people you have the dirt on know that you know. It might be that you have discovered the Prince’s haven, or that there are infernalists hiding in the diocese. Whatever it is, you are not sure whom you can tell, and if you do, you will only make the subjects of the secret more enthusiastic about getting rid of you. You may even be implicated in the secret and risk going down with them. The more potent the Flaw, the more powerful the people in question are, and the more they want it silenced.


Anosmia (2pt. Flaw) - Nosferatu Only

Your life in the sewer has removed your sense of smell and taste. This means you are unperturbed by even the worst stench or most disgusting flavor. However, it also means you cannot ever succeed at any Perception rolls that rely of taste or smell. It also does not make you immune in any way to gas attacks or poisons; you just won’t be able to tell they are there.


Parasitic Infestation (2pt. Flaw) - Nosferatu Only

Living in the dark has made you a home to all manner of creepy crawlies and bloodsuckers. Your skin is crawling with ticks, lice, and leeches of all descriptions. They constantly bite and burrow, and having fed on your vitae, they have become very hard to kill. Not only can you not command them, you have tried everything to get rid of them and still they persist. Whatever the reason, they find you so succulent they reduce your blood pool by the result of one die divided by 3 (round down) each time you rise. The constant itch also keeps you on edge, increasing the difficulty of any Self-Control or Instinct rolls by 1.


Bestial (3pt. Flaw) - Nosferatu Only

You are closer to animals than humans, and it shows. In addition to the Nosferatu Clan weakness, you have an additional weakness: whenever you frenzy, you gain an animal feature, similar to the Gangrel Clan weakness (V20, p. 55).


With Storyteller permission, permanently acquired animal features may be justification to acquire certain Merits after character creation, such as Lizard Limbs (p. 160) or Monstrous Maw (pp. 160-161). If so, the Storyteller can simply award them, or require an experience point expenditure (such as two times the Merit point value). Similar Flaws can also be taken, but cannot grant additional freebie or experience points.


Enemy Brood (3pt. Flaw) - Nosferatu Only

You have made an enemy of another group of Nosferatu. Unlike your usual enemies, they know the places you like to go and aren’t too squeamish about following you there. They keep you on the move, hunting you from sanctuary to sanctuary. The sewers themselves might not even be safe for you anymore. If you move to a new city, they use their contacts to pass on the word to their allies to keep hounding you. Sooner or later, you are going to have to take them down to rid yourself of them.


Putrescent (4pt. Flaw) - Nosferatu Only

The supernatural process that usually keeps a vampire’s form from rotting after death has failed to work on you. Your body has become putrescent and fragile as it gradually decays. All soak rolls you make have their dice pool reduced by 1. You may even lose body parts if you suffer a solid enough blow. Should this happen, make a Stamina roll (difficulty 6) and lose a part of your body (Storyteller’s choice) if you fail. Should you botch, you also receive a level of aggravated damage. These missing parts may regrow, but your body continues to rot.


Contagious (5pt. Flaw) - Nosferatu Only

Your body has died on the inside, filling you with noxious bacteria, spores, and even fungi. Mortals that touch you or on whom you feed must make a Stamina roll (difficulty 9) not to fall ill. The illness puts them in bed with fever and sickness, and each week they may attempt the Stamina roll again. The Storyteller might reduce the difficulty if the target is receiving proper medical attention. On a success they recover, but if they fail, they remain feverish. At the end of each month the victim remains ill, they lose a point of Stamina; if they are reduced to zero Stamina they die. If the Nosferatu knows of their contagion and infects someone maliciously, the Storyteller might call for a Humanity (or appropriate Path of Morality) degeneration roll if they die. Supernatural creatures generally have the ability to heal or cure such sickness in themselves, and vampires are immune to these germs of the dead.


Incoherent (5pt. Flaw) - Nosferatu Only

Human speech is impossible for you. It might be that your mouth is too misshapen after the Embrace, or that years of living in the sewers have made you forget how to communicate. While you can understand what is being said to you, you cannot respond. Telepathy works on you as normal, and you have no problem communicating with animals, but human speech is barred to you.


Chandala (1pt. Flaw) - Ravnos Only

Being a member of the lowest jati, the Chandala, is a mixed bag. You are responsible for the disposal of corpses, as well as many other foul tasks, but at the same time, you are often ignored. Your Social rolls against other Ravnos are made at a +2 difficulty.


You do not have to take this Flaw to be a member of the Chandala jati, but only members of the Chandala jati may have this Flaw.


Flawed Reality (2pt. Flaw) - Ravnos Only

Your illusions always contain a notable flaw, and as such, are easier to disbelieve. The difficulties of all rolls to disbelieve your illusions are reduced by two.


Oathbreaker (2pt. Flaw) - Ravnos Only

Making an oath ties one person’s svadharma to another, linking the two spirits until the oath can be fulfilled. With this in mind, a Ravnos never breaks her word once given in good faith, and so long as it was done with proper ceremony. If the Ravnos spits into her palm and shakes on her word, then the oath cannot be broken without negatively impacting the vampire’s svadharma (or so Ravnos superstition dictates).


The oathbreaker will lose her way, falling into vice and worthlessness, until the broken oath can be redeemed. Anyone who looks at your aura can see a sickly red slash indicating the broken oath. You may not spend Willpower to ignore your Ravnos vice, and you do not gain Willpower from fulfilling your Nature.


Lost Svadharma (3pt. Flaw) - Ravnos Only

You once knew your svadharma, but when the time came to fulfill it, you failed. Now that destiny has passed you by, and there may never be another chance to make it right. Other Ravnos know the tale, and hold your failure against you. You are scorned, and your confidence has been thrown into doubt. Your total Willpower score is permanently reduced by one and you may not spend Willpower when performing actions where other Ravnos are directly involved.


Tortured Artist (1pt. Flaw) - Toreador Only

Nothing is ever good enough for your work. No matter how much praise is lavished upon you, you can only see the flaws and mistakes. This leads to long periods of ennui, which makes your artistic work irregular at best. Further, you throw yourself into business arrangements and social situations with intensity, which often leads to heartbreak, which leads to the pain and passion that fuels your next work. You are at +1 difficulty on Social rolls in which you are being praised, complimented, or treated with respect.


Private Life (3pt. Flaw) - Toreador Only

You have a completely separate life that no other Kindred know about. It may be your mortal family that you have turned into ghouls, or a YouTube channel that you use to talk in metaphor about your frustrations with Kindred society. If discovered, this could risk other vampires accusing you of breaching the Masquerade (if Camarilla), consorting with humanity instead of being a superior vampire (if Sabbat), or just overall paranoia and suspicion on why you’re keeping such deep secrets.


Arcane Curse (1-5pt. Flaw) - Tremere Only

Because of either your studies or someone else’s, you suffer from a magical curse. It might be an aversion or allergy, or even a strange magical effect. The level of the flaw depends on how debilitating the curse is. Curing the affliction may be impossible, or require some sort of quest or advanced research. Some examples are below:


1 point A minor oddity, such as an animal feature or strange eye color


2 point A noticeable problem, such as your magic having a strange taint or pattern that makes it instantly recognizable, or that plants wither in your presence.


3 point Something problematic, such as people sickening in your presence or animals attacking you.


4 point Concerning handicap, such as developing another Clan’s weakness.


5 points Potentially deadly, such as moonlight being as dangerous to you as sunlight.


Cloistered (2pt. Flaw) - Tremere Only

You have spent almost all of your undead existence in the halls of the chantry, making Kindred society rather new and confusing for you. You suffer a -2 dice penalty to any social interactions with those outside the Tremere.


Betrayer’s Mark (3pt. Flaw) - Tremere Only

Even though you are loyal to House and Clan Tremere, for some reason you are branded with the mark of the antitribu (see the sidebar on p. 216). It might be that you have returned to the Clan after leaving the Sabbat or that you unwittingly or as part of an undercover operation took part in the Vaulderie. Whatever the reason, the mark makes other Tremere wary of you. You will have to go that extra mile to prove yourself, and few among the Clan will trust you with positions of power and responsibility.


Bound to the Clan (3pt. Flaw) - Tremere Only

You have done more than just drink from the blood of the elders. Whether as punishment or by choice, you have become fully blood bound to Clan Tremere. You cannot act against the Clan, and find everything you do works in the service of the Tremere. You might not like it, but you can’t help yourself doing it. Of course, now you are bound to the Clan, you cannot be bound to another individual. Many older Tremere have this Flaw, as it has been common in the past to completely blood bind new Tremere.


Mage Blood (5pt. Flaw) - Tremere Only

Your blood is so tied to magic that you find you are unable to use any Discipline apart from Thaumaturgy (and for Kindred who are not Tremere, it is still paid for at out-of-Clan rates). While no path or ritual is barred to you, you may not gain any dots in any other Discipline


Thaumaturgically Inept (5pt. Flaw) - Tremere Only

Something about you refuses to respond to Thaumaturgy. Magic just doesn’t work for you. You cannot take any ability in the Thaumaturgy Discipline or any of its paths or rituals. For a Tremere this is doubly difficult, as skill in Thaumaturgy is often the key to position within the Clan. While some willingly choose to ignore their thaumatugical studies and serve in other ways, ineptitude is never excused. Only Tremere can take this Flaw.


Unblinking (1pt. Flaw) - Tzimisce Only

Your eyes do not close. Ever. Perhaps you have left your humanity too far behind to upkeep such habits, or perhaps you fleshcrafted some form of transparent eye-scale or nictitating membrane. Your quirk probably makes astute observers uncomfortable, adding +1 to the difficulty of friendly social interactions with humans, Kindred on Humanity, and others with mortal sensibilities.


Ancestral Soil Dependence (2pt. Flaw) - Tzimisce Only

Your flesh yearns for a homeland you have never seen. The voice of Kupala punishes your day sleep if this yearning is not met. The soil from a place important to you as a mortal will not suffice; in addition, you require two handfuls of the tainted Eastern European soil of the ancestral Tzimisce homeland. This Trait mostly commonly manifests in the childer of koldun and the branch of the Clan thought to be descended from Yorak. It can even manifest in childer sired generations after their ancestors relocated. Characters Embraced in Eastern Europe can’t take this Flaw (they’re already dependent on the local soil).


Faceless (3pt. Flaw) - Tzimisce Only

You have escaped the tyranny of physical self-identity. Call no face your own. Every sunset, you awaken to a new visage, an amalgam pieced together from memory and dream. Your features, ethnicity, even gender become fluid things while you sleep. While this Flaw exemplifies the extreme ideals of Azi Dahaka (and should impress most Metamorphosists), it can cause complications for vampire concerned with maintaining recognition, reputation, or a mortal alias.


Every sundown, the player rolls one die and is subject to the results on the following table:


1 No change.


2-3 Minor changes, somewhat recognizable.


4-8 Unrecognizable by even those closest to the character (such as her packmates or sire). Ethnicity and gender may change.


9-10 Total metamorphosis. Tentacles, bone spikes, or other inhuman features may appear.


This Flaw affects some Backgrounds (V20, p. 110). Without a stable face, Alternate Identity and Fame cannot be maintained. Backgrounds like Allies, Contacts, Influence, and Status might be complicated by the lack of a solid identity as well. The vampire can use Malleable Visage and a mirror to reconstruct her true face from memory, but this requires at least three successes at difficulty 8 to make her recognizable, and five successes for a flawless copy


The Mistaken Identity Flaw (V20, p. 450) cannot be taken. Other Merits/Flaws may be affected, at the Storyteller’s discretion. Characters must have at least one dot of Vicissitude to take this Flaw.


Privacy Obsession (3pt. Flaw) - Tzimisce Only

Perhaps it is a trait carried in the blood. Perhaps your strict sire carved this lesson into your mind and flesh. Either way, you carry the Tzimisce respect for privacy to extremes. You must make a Willpower roll (difficulty 6) to enter another being’s dwelling without being invited, though you can go to fiendishly clever lengths to garner an unwitting invitation. When disturbed in your haven by an uninvited guest, you must make a Self-Control or Instincts roll (difficulty 7) to avoid frenzy.


Revenant Weakness (3pt. Flaw) - Tzimisce Only

You were once part of a revenant family. Following the Embrace, you suffered both your Clan’s weakness and your revenant family’s limitation (V20, pp. 503-506). The Storyteller might let you manifest a weakness from a lost or destroyed revenant line. This could add mystery to your background and allow for a bit of genealogical detective work, certainly making you a curiosity to the Romanian Legacy Foundation.


Consumption (5pt. Flaw) - Tzimisce Only

There is something hungry inside of you. But what is it? Portions of the Antediluvian? Your Vicissitude gone horribly wrong? Whatever it is, it is active, acting like a cancer, devouring you from the inside out. Your very blood is wrought with corrosive, flesh-eating bacteria. At the beginning of each evening, you suffer one health level of lethal damage that cannot be soaked nor healed with blood. The only way to counteract the effect is by ingesting one-tenth of your body-weight in flesh to supplement your depleted carcass. Whether you kill and devour the skin from humans or raid the biohazard containers of liposuction clinics for siphoned fat, you need your ration of human flesh in order to survive. If you try and ingest this macabre meal before damage is done, you’ll simply vomit it out like any other food — this does not impart the benefits of the Eat Food Merit.


Uncommon Vitae Preference (2pt. Flaw) - Ventrue Only

Your preferred source for vitae is rarified even by the standards of your Clan, such as “only Korean War vets,” “only Federal Court Judges,” or “only virgins over the age of 40.” The difficulty of all hunting rolls for your character is increased by +2, to a maximum of 9.


Clan Weakness (2pt. Flaw) - Caitiff Only

Despite your failure to adopt your original Clan’s other abilities, you did inherit their weakness. While this can be deadly to the unprepared vampire, a canny Caitiff might turn this to their advantage to better blend among the parent Clan. Some Nosferatu, for example, would likely never notice, and might even stand up for the Caitiff even amidst accusations from outsiders.


Fangless (2pt. Flaw) - Caitiff Only

Considered the mark of a true mongrel, you never developed your fangs, or you lacked teeth before the Embrace. Either way, you have to use a knife or otherwise drink from bleeding wounds. You have no natural way beyond Disciplines to inflict aggravated damage.


Ignorance (2pt. Flaw) - Caitiff Only

Many sires abandon their Caitiff progeny without a word of instruction or warning about their new nature. For most Princes, ignorance is no excuse for a breach of the Masquerade, and Sabbat packs are quick to notice weakness. The character starts with no knowledge of the abilities, customs, or politics of the undead, and must learn from their mistakes or find a mentor. Of course, any vampire willing to take on a Caitiff will most likely blood bond the poor wretch, leading to a completely new set of problems. Ignorance is deadly for a vampire, and doubly so for the Clanless.


Bulimia (4pt. Flaw) - Caitiff Only

You hunger for blood, and like all vampires, you will eventually feed, but the thought of it still makes you sick. Maybe you’re just not cut out for an eternity of bloodsucking, or you had an eating disorder in life that has followed you to the other side of mortality. Whatever the reason, you can’t hold your blood. Whenever you feed, make a Stamina roll with a difficulty 8. If you fail, you vomit out the fresh blood before it can be absorbed into your body, spraying it everywhere (embarrassing at best, a breach of the Masquerade at worst). Note that blood taken in frenzy is absorbed normally, though this carries its own risks.


Carrion Presence (2pt. Flaw) - Baali Only

This affliction represents the Baali’s true connection to the decrepitude their bloodline commands. Pestilence is attracted to the Baali; flies leave their delicious carcasses to circle around the vampire, rats crawl along their limbs and squeak their praises, and vultures can be seen circling them at almost all times. The degree to which they are afflicted differs from character to character, but there is no getting rid of their swarm. Swatting their flies simply calls others to take their place. While quite disgusting to most, these vampires wear such a thing with pride. It does, however, make dealing in non-Baali circles quite difficult.


Dark Aura (3pt. Flaw) - Baali Only

Even without the use of Auspex, the Baali seems somehow wrong to anyone they interact with, emitting a terrifying aura of sickness and power. The character is always at a slight disadvantage when dealing with other vampires or those touched by the divine, as they sense the depravity of the Baali’s soul. Baali with this Flaw suffer a +2 difficulty to all Social rolls, unless they are using Intimidation. To those who use Auspex to view the Baali’s aura, it appears as a thin, red mist surrounding the character with the occasional watchful eyes appearing within.


Plague of Demons (4pt. Flaw) - Baali Only

No matter what, demons are constantly drawn to the Baali. Once in a while, this can be a benefit (Baali with this Flaw are at -1 difficult to summon a particular demon), but most of the time these nefarious spirits are distractions. They scream in the Baali’s ear, tug at her clothes, or screw with her possessions... and always at the worst possible moment. The character is at +1 difficulty for any rolls involving Perception. Further, once per session, the Storyteller can convert one of the Baali’s dice rolls into a botch.


#Banshee-in-Waiting (5pt. Flaw) - Daughters of Cacophony only

The Fugue is gradually driving you towards madness. If your temporary Willpower ever reaches 0, you automatically gain a derangement which can never be removed. You may remove other derangements you gain in other ways as usual. You may gain a maximum of three of these permanent derangements from losing your Willpower before being consumed by it. Should it happen a fourth time, you immediately lose yourself to the Fugue and become a character under the control of the Storyteller, walking in whatever direction the music takes you and killing anything you come across.


Stone Tongue (3pt. Flaw) - Gargoyles only

The transformation of the Embrace didn’t just affect your appearance. It made it physically difficult for you to speak properly and clearly. It may be because of a clumsy tongue, some nasty looking tusks, or a raptor-type beak. No matter the cause, you suffer a +2 difficulty to any Social rolls requiring you to speak.


Blood Weakness (4 or 7pt. Flaw) - Gargoyles only

The bloodline began as an experiment in manufacturing a Kindred from diverse bloodlines. They perfected the alchemical process, but somewhere along the way, a weakness in an ancestor caught hold. It manifested in your Embrace. In addition to the weaknesses you possess, you also possess either the Gangrel (V20, p. 55) or the Tzimisce weakness (V20, p. 71). For four points, choose one of the two weaknesses. For seven points, you possess both. Warrior Gargoyles with the Gangrel weakness version of Blood Weakness may gain both animal features and stone features from one frenzy.


Additionally, choose one of the four Disciplines available to the Gargoyles. For you, this Discipline is considered out of Clan and costs the higher amount of experience points to advance.


Unsanctioned Embrace (2pt. Flaw) - Harbingers of Skulls only

Lazarus decreed no Harbingers should Embrace, but your sire failed to listen. You’re hopelessly green and unworthy of the vitae in your veins. Until you perform acts befitting the nobility of your blood, your existence is shunned as a bad omen. Increase difficulties of all Social actions involving your bloodline by two.


#Shadow Scarred (3pt. Flaw) - Harbingers of Skulls only

Since escaping the Shadowlands, you’ve struggled to reacclimatize to the world of the living. You see ravenous Spectres in every shadow. You must roll your Courage (difficulty 7) or spend a point of Willpower whenever using Necromancy, as you fear the repercussions of touching the Underworld.


Lightweight (1pt. Flaw) - Kiasyd only

Shamefully, you cannot imbibe the blood of any creatures other than mortals, ghouls, and vampires. Whenever you attempt to drink from another entity, you’re forced to purge the contents immediately after and gain no sustenance from it.


Illiterate (1-2pt. Flaw) - Kiasyd only

Perhaps you communicate best through illustration, dance, or impassioned speech; but you can’t read or write. This is either a temporary Flaw (1pt.) that can be rectified with a patient teacher, or permanent (2pt.) due to a disability inhibiting your understanding. This Flaw is enough to get you ostracized by others of your bloodline if you do not conceal it.


Refined Palate (1-3pt. Flaw) - Kiasyd only

Many Kiasyd self-impose feeding restrictions: refusing to feed from the poor and diseased, or even those still wearing skin, or over a certain age. This manifests akin to the Ventrue Clan weakness (V20, p. 73), due to conditioning making any blood outside of the Kiasyd’s preference unpalatable. The severity of the Flaw depends on how narrow the restriction is.


Dreadful Mara (4pt. Flaw) - Kiasyd only

You drank something that still lives within you and hates you, exerting alarming control over your thoughts and actions. Each night, the Storyteller may convert a single rolled success into a 1, potentially leading to a botch. At the Storyteller’s discretion, the entity may also whisper advice or insults, which can lead to increased difficulty during attempts to concentrate.


The Largest Maw (2pt. Flaw) - Nagaraja only

Due to the size of the Nagaraja’s shark-like rows of teeth, they find it hard to communicate verbally. Instead, she speaks through pools of spit and sometimes bites her own teeth in the process. This makes them quieter than other Nagaraja, but can also affect situations where clear speech is mandatory, such as when giving speeches or reciting delicate rituals. All difficulties for rolls where speech is a factor are raised by +2.


Body Trail (4pt. Flaw) - Nagaraja only

Whether the Nagaraja is just too sloppy and prone to overlooking details during her kills or she is especially fond of leaving a signature for every kill to send a message to others, others can use this to track her down. Each time there are items at a scene of a crime that could link directly back the Nagaraja, causing her to always look over her shoulder. The police are always one step away from busting her, or the Camarilla’s assassins have her in their sights. In any case, leaving a trail is a terrible thing. For every person they kill during a single story, the difficulty to Survival checks for tracking are reduced by 1. This penalty resets at the beginning of a new story... if they survive to the next story, that is.


The Eighth (6pt. Flaw) - Salubri only

Your sire is one of the Seven, the diablerist Golconda- seekers, trying to ensure the spiritual wealth of salvation would never be lost with their Final Death. They sought you as a successor, and proudly prepared you for your sacred duty. You, on the other hand, smiled at their lies, listened to their bullshit, and ran for the hills the first chance you got. You’re constantly hunted, not only by the Tremere, but by your sire, the other Seven, and their various hangers-on. You must be at least Ninth Generation to take this Flaw.


Permanent Third Eye (2 or 4pt. Flaw; Salubri and Tremere only)

While most sealed third eyes are visible as a slight scar, yours remains permanently open on your forehead. For 2 points, the eye is merely open, and may be closed for a scene on a successful Willpower roll (difficulty 6). For 4 points, the eye sheds light, increasing all Stealth difficulties by 2.


Brittle Body (2 or 4pt. Flaw) - Samedi only

Your already disfigured corpse doesn’t handle the physical demands of being a Kindred as well as it should. Your bones break at inopportune times, your skin tears if you move too quickly, and you have to be careful on a nightly basis. The 2-point version of this flaw gives you a +2 difficulty to all Physical rolls because of the delicate nature of your body. The 4-point version means that you also hang onto physical damage longer than other Kindred. You may still heal health levels as normal, but any dice penalties remain until the next evening when you awaken. This is in addition to the penalty to Physical rolls.


Mortal Flashbacks (5pt. Flaw) - Samedi only

Your body remembers your death. Every night when you awaken, you vividly remember the pain of your death wound. The wound reopens during the night and closes itself shortly before you rise. This traumatic reminder of your mortality starts your night off in a bad way. You lose a point of Willpower each night when you awaken, because of the trauma of dying again.


Out of Phase (2pt. Flaw) - True Brujah only

The character is a little too aware of time and the possibilities surrounding them. People often seem to be in slightly different places, and speech frequently echoes in their ears. They see layers of alternate timelines in too much detail. Any perception rolls they make are at +2 difficulty, as they try to see past the unreal.


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