Flaws
Guide to the Camarrila
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 | Twitch (1-pt) Dulled Bite (2-pt) Open Wound (2- or 4-pt) Glowing Eyes (3-pt) Permanent Fangs (3-pt) |
Impatient (1-pt) Unconvinced (1-pt) Stereotype (2-pt) Thirst for Innocence (2-pt) Victim of the Masquerade (2-pt) Guilt-Wracked (4-pt) |
Botched Presentation (1-pt) Expendable (1-pt) Incomplete Understanding (1-pt) New Arrival (1-pt) New Kid (1-pt) Recruitment Target (1-pt) Sympathizer (1-pt) Bound (2-pt) Catspaw (2-pt) Escaped Target (2-pt) Failure (2-pt) Masquerade Breaker (2-pt) Old Flame (2-pt) Rival Sires (2-pt) Uppity (2-pt) Disgrace to the Blood (3-pt) Former Prince (3-pt) Hunted Like a Dog (3-pt) Narc (3-pt) Sleeping With the Enemy (3-pt) Clan Enmity (4-pt) Loathsome Regnant (4-pt) Overextended (4-pt) Blood Hunted (4- to 6-pt) Laughingstock (5-pt) Red List (7-pt) |
Cold Breeze (1-pt) Beacon of the Unholy (2-pt) Deathsight (2-pt) Lord of the Flies (2-pt) |
Physical Back to Top
Twitch (1-pt 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
twitch.
Dulled Bite (2-pt Flaw)
For some reason your fangs never developed fully – 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.
Open Wound (2- or 4-pt 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.
Glowing Eyes (3-pt 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 are a walking tear in the
Masquerade and 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.
Permanent Fangs (3-pt 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 a constant threat to the
Masquerade, and other Kindred may take steps to prevent a breach from
ever occurring. You are also limited to an Appearnace rating of 3 at
most.
Mental Back to Top
Impatient (1-pt Flaw)
You have no patience for standing around and waiting. You want to do
things now, and the Devil take the hindmost. Every time you are forced
to wait around instead of acting, a Self-Control roll is required to
see if you go haring off on your own instead.
Unconvinced (1-pt Flaw)
You fail to see the need for the Masquerade, and have gone on record as
saying so. Taking your stand has made you suspect in the eyes of your
elders, and may have attracted the Sabbat’s attention as well.
Stereotype (2-pt Flaw)
You buy heavily into all of the vampire legendry you’ve read and heard.
You wear a cape, 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). Also, you stand out
to hunters, and run the risk of violating the Masquerade every time you
take to the streets.
Thirst for Innocence (2-pt Flaw)
The sight of innocence – of any sort – arouses in you a terrible
bloodlust. Roll Self-Control, or else frenzy and attack the source of
your hunger.
Victim of the Masquerade (2-pt 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 times 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.
Guilt-Wracked (4-pt 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 8, or else frenzy every time you feed) 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.
Social Back to Top
Botched Presentation (1-pt 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.
Expendable (1-pt 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 Camarilla,” and has no compunctions about doing so.
Incomplete Understanding (1-pt Flaw )
The whole matter has been explained to you, but you’re still not quite
sure how this whole Camarilla/Masquerade thing works. Your Imperfect
understanding of the rules and regulations of your new existence means
that sooner or later, you’re going to make a mistake. It’s only a
matter of time…
New Arrival (1-pt Flaw)
You’ve just arrived in your new city of residence, and have done so
without knowing anyone in the place. Existing factions may try to
recruit or eliminate you, while the harpies 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 (1-pt Flaw)
You’re the latest Embracee in the city, 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 to you,
proving that the dynamics of the schoolyard are alive and well in the
Camarilla. Even if someone else is added to the ranks of the unloving,
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.
Recruitment Target (1-pt Flaw)
The Sabbat 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.
Sympathizer (1-pt Flaw)
You have publicly expressed sympathy for some of the Sabbat’s goals and
policies. 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.
Bound (2-pt Flaw)
You are blood bound to another vampire. Your regnant may not
necessarily treat you badly, but the fact remains that your will is not
entirely your own. The knowledge gnaws at you, even as you find
yourself lost in devotion to your vampiric master.
Catspaw (2-pt Flaw)
You’ve done dirty work for someone high up in the city’s hierarchy in
the past – the sheriff, the primogen or even the prince. 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 (2-pt Flaw)
The flip side of Rival Sires, Escaped Target means that 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 (2-pt Flaw)
You once held a title in the city, but failed catastrophically in your
duties. Now you are branded incompetent, excluded from circles of power
and responsibility and generally ostracized by those on their way up.
Your exclusion may make you a target for recruitment by the Sabbat (or
so the whispers run, making you even more distrusted). Conversely, the
consequences of your error – a breach of the Masquerade, an
unauthorized Embrace, a lawbreaker allowed to escape – might come back
to haunt you.
Masquerade Breaker (2-pt Flaw)
In your first nights as a member of the Kindred, 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.
Old Flame (2-pt 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 do not act against him unless the situation becomes
life-threatening.
Rival Sires (2-pt Flaw)
Not one, but two vampires wanted to gift you with the Embrace. One
succeeded, one failed – and she’s not happy about that failure. Either
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 (2-pt Flaw)
You are proud of your new status and clan – 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 regard you
as 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 lineage, your clan or your
status.
Disgrace to the Blood (3-pt Flaw)
Your sire regards the fact that he Embraced you to be a titanic
mistake, and has let everyone know it. You are mocked in Elysium,
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 (3-pt Flaw)
Once, you head 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.
Hunted Like a Dog (3-pt Flaw)
Another sect or groups of vampires – be it an independent clan or the
Sabbat as a whole – 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
in this one instance.
Narc (3-pt Flaw)
You are known to be a snitch, an informer firmly planted in the
sheriff’s pocket. 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 full-fledged weasel precededs you,
putting you at +1 difficulty on all Social rolls against those who
don’t agree with your politics.
Sleeping With the Enemy (3-pt 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 Camarilla, and if you
are discovered the penalty will surely be death.
Clan Enmity (4-pt 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 existence. You are also at +2 difficulty on all Social
rolls relating to members of the clan in question.
Loathsome Regnant (4-pt 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 never-ending
nightmare, with your regnant serving to conduct the symphony of malice.
Overextended (4-pt Flaw)
You’ve got your fingers in too many pies, and people are starting to
notice. You have too many ghouls, too many retainers and too many
influences, 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.
Blood Hunted (4- to 6-pt 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 off-limits to you. For six, it means that the entire
Camarilla is howling for your vitae.
Laughingstock (5-pt Flaw)
Somehow you’ve drawn the scorn of the local harpies, who make you their
favorite and reflexive 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.
Red List (7-pt 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.
Supernatural Back to Top
Cold Breeze (1-pt 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 also endangers the Masquerade.
Cold winds sweeping through executive offices or crowded nightclubs can
raise all sorts of questions.
Beacon of the Unholy (2-pt Flaw)
You radiate palpable evil. Clergy and devout mortals know instinctively
that there is something horribly wrong with you, and react accordingly.
Churches and other places of worship are barred to you as well.
Deathsight (2-pt 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.
Lord of the Flies (2-pt 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.