Flaws
Vampire the Masquerade (Revised)
Modern Days
Merits and flaws are divided into four categories: physical, mental, social and supernatural. The physical category describes merits or flaws that deal with a character's physical makeup or abilities, while the mental category addresses intellectual abilities or patterns of behavior. The social category comprises relationships and individual status in Kindred or mortal society, while supernatural merits and flaws concern the paranormal abilities of vampires and the way they interact with the physical world.
| Physical | Mental | Social | Super Natural | Hard of Hearing (1-pt) Smell of the Grave (1-pt) Short (1-pt) Bad Sight (1- or 3-pt) 14th Generation (2-pt) Disfigured (2-pt) Infectious Bite (2-pt) One Eye (2-pt) Child (3-pt) Deformity (3-pt) Lame (3-pt) Monstrous (3-pt) Permanent Wound (3-pt) Slow Healing (3-pt) Addiction (3-pt) Deaf (4-pt) Disease Carrier (4-pt) Mute (4-pt) Thin-Blood (4-pt) Flesh of the Corpse (5-pt) Blind (6-pt) |
Deep Sleeper (1-pt) Nightmares (1-pt) Prey Exclusion (1-pt) Shy (1-pt) Soft Hearted (1-pt) Speech Impediment (1-pt) Amnesia (2-pt) Lunacy (2-pt) Phobia (2-pt) Short Fuse (2-pt) Territorial (2-pt) Vengeful (2-pt) Weak-Willed (3-pt) Conspicuous Consumption (4-pt) |
Sire’s Resentment (1-pt) Enemy (1-5-pt) Hunted (4-pt) Probationary Sect Member (4-pt) |
Cast No Reflection (1-pt) Repulsed by Garlic (1-pt) Touch of Frost (1-pt) Cursed (1-5-pt) Eerie Presence (2-pt) Haunted (3-pt) Repelled by Crosses (3-pt) Can’t Cross Running Water (3-pt) Grip of the Damned (4-pt) Dark Fate (5-pt Flaw) Light-Sensitive (5-pt) |
Physical Back to Top
Hard of Hearing (1-pt Flaw)
Your hearing is defective. The difficulties of any die rolls involving the use of hearing are increased by two.
Short (1-pt Flaw)
You
are well below average height – four and a half feet tall or less. You
have difficulty reaching or manipulating objects designed for normal
adult size, and your running speed is one-half that of a normally
proportioned human.
Smell of the Grave (1-pt 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.
Bad Sight (1- or 3-pt Flaw)
Your
sight is defective. The difficulties of any die rolls involving the use
of your eyesight are increased by two. As a one point Flaw, this
condition can be corrected with glasses or contacts; as a three-point
Flaw, the condition is too severe to be corrected.
14th Generation (2-pt Flaw)
You
were created five or fewer years ago by a member of the 13th
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. Obviously, taking this Flaw precludes you from taking
the Generation Background, and you may not start with Status, either.
You are likely a clanless Caitiff, for your blood is probably too thin
to pass down the distinguishing characteristics of a clan. Most
14th-generation vampires should also take the Thin Blood Flaw.
Disfigured (2-pt 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.
Infectious Bite (2-pt Flaw)
You
lack the enzymes that allow most Kindred to seal the wounds caused by
their feeding. You may not automatically lick the wounds of your
feeding closed. In fact, your bites have a one in five chance of
becoming infected and causing the mortal victims to become seriously
ill. The precise nature of the infection is determined by the
Storyteller.
One Eye (2-pt 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).
Child (3-pt 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, 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 must also purchase the Short Flaw.
Deformity (3-pt Flaw)
You
have some kind of deformity – a misshapen limb, hunchback, clubfoot,
etc. – 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 (3-pt 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 have a
pronounced limp to your stride. Your walking speed is one-quarter that
of a normal human, and running is impossible.
Monstrous (3-pt 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. Even Nosferatu
have difficulty interacting with such individuals.
Permanent Wound (3-pt 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 (3-pt Flaw)
You
have difficulty healing wounds. It requires two blood points to heal
one health level of normal damage, and you heal one health level of
aggravated damage every five days (plus the usual five blood points and
Willpower expenditure).
Addiction (3-pt Flaw)
You
suffer from an addiction to a substance, which must now be present in
the blood you drink. This can be alcohol, nicotine, hard drugs or
simply adrenaline. This substance always impairs you in some fashion
(see “Poisons and Drugs, p. 231, for particulars).
Deaf (4-pt Flaw)
You
cannot hear. While you may ignore some applications of Dominate, you
may not listen to electronic or vocal media, and the difficulties of
many Alertness rolls are increased by three.
Disease Carrier (4-pt Flaw)
Your
blood carries a lethal and highly contagious disease. The disease can
be anything from rabies to HIV, and Kindred who drink your blood have a
10 percent chance of becoming a carrier as well. You must spend an
extra blood point each night on awakening, or you will begin
manifesting symptoms of the disease (increased chance to frenzy from
rabies, reduced soak rolls for HIV, etc.).
Mute (4-pt 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 uses Linguistics dots to purchase a commonly
understood sign language or you write down what you wish to say.
Thin-Blood (4-pt 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), and you are unable to create a blood bond. Furthermore,
efforts to sire other vampires succeed only 20% of the time.
Flesh of the Corpse (5-pt 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, etc., which you
have incurred. Depending on the nature of the damage, this Flaw will
make social dealings exceedingly difficult.
Blind (6-pt Flaw )
You
cannot see. Characters can compensate for the loss of vision by
becoming more sensitive to other sensory input, but visual cues and
images are lost to them. Actions involving hand-eye coordination are
very difficult to perform, especially under stressful conditions.
Difficulties of all Dexterity-based rolls are increased by two. Oddly,
vampires with Level Two Auspex (Aura Perception) area still able to use
this ability, though the information is interpreted via the other
senses.
Mental Back to Top
Deep Sleeper (1-pt Flaw)
When
you sleep, it is very difficult for you to awaken. The difficulty of
any die roll to awaken during the day is increased by two.
Nightmares (1-pt 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 (1-pt Flaw)
You
refuse to hunt a certain class of prey. You might refuse to feed upon
drug dealers, or policemen, or accountants, or rich people – if you
accidentally feed upon such an individual, you automatically frenzy and
must make a roll to prevent Humanity 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 imposed on their feeding by their clan weakness, may
not take this Flaw.
Shy (1-pt Flaw)
You
are distinctly ill at ease when dealing with people and try to avoid
social situations whenever possible. Difficulties for all rolls
involving social interaction with strangers are increased by two. If
the character becomes the center of attention in a large group,
difficulties are increased by three.
Soft Hearted (1-pt 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.
Speech Impediment (1-pt Flaw)
You
have a stammer or other speech impediment that hampers verbal
communication. The difficulties of all die rolls involving verbal
communication. The difficulties of all die rolls involving verbal
communication are increased by two. You must roleplay this Flaw
whenever possible.
Amnesia (2-pt Flaw)
You
are unable to remember anything about your past, yourself or your
family, 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 (2-pt Flaw)
You
are affected by the phases of the moon, increasing your chances to
frenzy. Under the crescent moon, difficulties to avoid frenzy increases
by one. Under the half or gibbous moon, difficulties rise by two. When
the moon is full, difficulties increase by three.
Phobia (2-pt Flaw)
You
have an overpowering fear of something. Spiders, snakes, crowds and
heights are examples of common phobias. You must make a Courage roll
every times you encounter the object of your fear. The difficulty of
the roll is determined by the Storyteller, and if you fail the roll you
must retreat from the object.
Short Fuse (2-pt 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 malady.
Territorial (2-pt 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.
Vengeful (2-pt 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.
Weak-Willed (3-pt 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 (4-pt 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
your victims (unless you are extremely creative), which might lead to
numerous problems with the Masquerade and maintaining Humanity.
Characters with this Flaw must additionally purchase the Eat Food Merit.
Social Back to Top
Sire’s Resentment (1-pt 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.
Enemy (1- to 5-pt 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 indicates the wrath of a Methuselah, archmage or
other potent supernatural foe).
Hunted (4-pt 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.
Probationary Sect Member (4-pt Flaw)
You
are a defector. You turned traitor to the Camarilla, Sabbat, Followers
of Set or other vampiric order, and you still have much to prove before
you are accepted by the Kindred you have defected to. Elders, ancillae
and even neonates treat you with distrust and even hostility, and your
reputation might even sully those whom you regularly associate with.
Super Natural Back to Top
Cast No Reflection (1-pt Flaw)
You
actually cast no reflection, just like the vampires of legend. This can
have a very detrimental effect when trying to pass as a human. Vampires
of Clan Lasombra automatically have this Flaw (and you may be mistaken
for one of them if you possess this).
Repulsed by Garlic (1-pt 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 (1-pt Flaw)
Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you are made of ice.
Cursed (1- to 5-pt 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)
Mortals have an unconscious awareness of your undead nature, which makes them anxious and ill at ease in your presence. Because of this, difficulties of all die rolls relating to social interaction with mortals are increased by two.
Haunted (3-pt 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 (3-pt 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.
Can’t Cross Running Water (3-pt Flaw)
You believe in the old folklore, and cannot cross running water unless you are at least 50 feet above it. Running water is considered to be any body of water at least two feet wide in any direction and not completely stagnant.
Grip of the Damned (4-pt Flaw)
There is no ecstasy in your Embrace – only terror and pain. Mortals upon whom you feed struggle and shriek all the while as you attempt to feed, requiring you to grapple with them for as long as you wish to take their blood. For vampires with high
Humanity, this experience may require a Humanity roll, at the discretion of the Storyteller.
Dark Fate (5-pt 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 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 thought it removes all free will, the knowledge of one’s death can be quite liberating.
Light-Sensitive (5-pt Flaw)
You are even more sensitive to sunlight than other vampires are. Sunlight causes double normal damage, and the light of the moon can cause lethal damage in a manner similar to the sun, though it must shine directly upon you. Even bright lights hurt your eyes, requiring the use of sunglasses.