Flaws
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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)
Twitch (1-pt)
Allergic (1-3-pt)
Bad Sight (1- or 3-pt)
14th Generation (2-pt)
Disfigured (2-pt)
Dulled Bite (2-pt)
Infectious Bite (2-pt)
One Eye (2-pt)
Vulnerability to Silver (2-pt)
Open Wound (2- or 4-pt)
Child (3-pt)
Deformity (3-pt)
Glowing Eyes (3-pt)
Lame (3-pt)
Lazy (3-pt)
Monstrous (3-pt)
Permanent Fangs (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)
Infertile Vitae (5-pt)
Blind (6-pt)
Paraplegic (6-pt)



Compulsion (1-pt)
Deep Sleeper (1-pt)
Illiterate (1-pt)
Impatient (1-pt)
Intolerance (1-pt)
Nightmares (1-pt)
Overconfident (1-pt)
Prey Exclusion (1-pt)
Shy (1-pt)
Soft Hearted (1-pt)
Speech Impediment (1-pt)
Twisted Upbringing (1-pt)
Unconvinced (1-pt)
Amnesia (2-pt)
Confused (2-pt)
Lunacy (2-pt)
Phobia (2-pt)
Selective Digestion (2-pt)
Short Fuse (2-pt)
Stereotype (2-pt)
Territorial (2-pt)
Thirst for Innocence (2-pt)
Vengeful (2-pt)
Victim of the Masquerade (2-pt)
Absent-Minded (3-pt)
Driving Goal (3-pt)
Hatred (3-pt)
Weak-Willed (3-pt)
Conspicuous Consumption (4-pt)
Guilt-Wracked (4-pt)
Flashbacks (6-pt)



Botched Presentation (1-pt)
Expendable (1-pt)
Incomplete Understanding (1-pt)
Insane Sire (1-pt)
New Arrival (1-pt)
New Kid (1-pt)
Recruitment Target (1-pt)
Sire’s Resentment (1-pt)
Special Responsibility (1-pt)
Sympathizer (1-pt)
Enemy (1- to 5-pt)
Bound (2-pt)
Catspaw (2-pt)
Diabolic Sire (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)
Notoriety (3-pt)
Sleeping With the Enemy (3-pt)
Clan Enmity (4-pt)
Loathsome Regnant (4-pt)
Hunted (4-pt)
Overextended (4-pt)
Probationary Sect Member (4-pt)
Blood Hunted (4- to 6-pt)
Laughingstock (5-pt)
Red List (7-pt)
Cast No Reflection (1-pt)
Cold Breeze (1-pt)
Repulsed by Garlic (1-pt)
Touch of Frost (1-pt)
Cursed (1- to 5-pt)
Beacon of the Unholy (2-pt)
Deathsight (2-pt)
Eerie Presence (2-pt)
Lord of the Flies (2-pt)
Magic Susceptibility (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)
Light-Sensitive (5-pt)


















Other
Inept (5-pt)
Uneducated (5-pt)
Unskilled (5-pt)


Physical
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Hard of Hearing (1-pt Flaw – VtM Core (Revised))
Your hearing is defective.  The difficulties of any die rolls involving the use of hearing are increased by two.

Smell of the Grave (1-pt Flaw – VtM Core (Revised))
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.

Short (1-pt Flaw – VtM Core (Revised))
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.

Twitch (1-pt Flaw – Camarilla)
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.

Allergic (1-3-pt Flaw – VtM Core (2nd edition))
You are allergic to some substance, in a manner not unlike mortal allergies. However, you do not get hives or sneeze, but are actually incapacitated by your reaction. If the substance was in the blood you drank, the reaction will be very strong, though touch alone is enough to disturb you. If it was in the blood, you will have five fewer dice on all your Dice Pools for 10 minutes - if you just touched it, the penalty is reduced to two dice. Choose from the list belowor make up the substance to which you are allergic.

  • Plastic: 1 point
  • Illegal Drugs: 2 points
  • Alcohol: 2 points
  • Metal: 3 points


Bad Sight (1- or 3-pt Flaw – VtM Core (Revised))
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 Flat – VtM Core (Revised))
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 – VtM Core (Revised))
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 (2-pt Flaw – Camarilla)
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.

Infectious Bite (2-pt Flaw – VtM Core (Revised))
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 – VtM Core (Revised))
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 (2-pt Flaw - Sabbat)
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 4-pt Flaw – Camarilla)
You have one or more wounds that refuse to heal, and which constantly drip blood. This slow leakage costs you an extra blood point per evening (marked off just before dawn), in addition to drawing attention to you. If the wound is visible, you are at +1 difficulty for all Social-based rolls. For two points, the Flaw is simply unsightly and has the basic effect mentioned above; for four points the seeping wound is serious or disfiguring and includes the effects of the Flaw Permanent Wound.

Child (3-pt Flaw – VtM Core (Revised))
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 – VtM Core (Revised))
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.

Glowing Eyes (3-pt Flaw – Camarilla)
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.

Lame (3-pt Flaw – VtM Core (Revised))
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.

Lazy (3-pt Flaw – Sabbat)
You are simply laze, 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 (3-pt Flaw – VtM Core (Revised))
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 Fangs (3-pt Flaw – Camarilla)
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.

Permanent Wound (3-pt Flaw – VtM Core (Revised))
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 – VtM Core (Revised))
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 – VtM Core (Revised))
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 – VtM Core (Revised))
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 – VtM Core (Revised))
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 – VtM Core (Revised))
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 – VtM Core (Revised))
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 – VtM Core (Revised))
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.

Infertile Vitae (5-pt Flaw – Sabbat)
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 the Vaulderie or for any other vampiric need, including making ghouls.

Blind (6-pt Flaw – VtM Core (Revised))
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.

Paraplegic (6-pt Flaw – VtM Core (2nd edition))
You can hardly move without assistance, such as a pair of crutches or a wheelchair. Even then it can be painful and cumbersome to do so. The Storyteller and you should take care to roleplay this Flaw correctly, no matter how difficult it makes things. A character may not take this Flaw along with the Merit of Double-Jointed.



Mental Back to Top
Compulsion (1-pt Flaw – VtM Core (2nd edition))
You have a psychological compulsion of some sort which can cause you a number of different problems. You compulsion may be for cleanliness, perfection, bragging stealing, gaming, exaggeration or just talking. A compulsion can be temporarily avoided at the cost of a Willpower point,. but is in effect at all other times.

Deep Sleeper (1-pt Flaw – VtM Core (Revised))
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.

Illiterate (1-pt Flaw – VtM Core (2nd edition))
Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.

Impatient (1-pt Flaw – Camarilla)
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.

Intolerance (1-pt Flaw – VtM Core (2nd edition))
You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or just about anything at all. The difficulties of all dice roll involving the subject are increased by two. Note that some dislikes may be too trivial to be reflected here-a dislike of White Wolf Magazine or tissue paper, for instance, will have little effect on play in most chronicles. The Storyteller is the final arbiter on what you can pick to dislike.

Nightmares (1-pt Flaw – VtM Core (Revised))
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.

Overconfident (1-pt Flaw – VtM Core (2nd edition))
You have an exaggerated and unshakable opinion of your own worth and capabilities-you never hesitate to trust your abilities, even in situations where you risk defeat. Because your abilities may not be enough, such overconfidence can
be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough, you can infect others with your overconfidence.

Prey Exclusion (1-pt Flaw – VtM Core (Revised))
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 – VtM Core (Revised))
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 – VtM Core (Revised))
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 – VtM Core (Revised))
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.

Twisted Upbringing (1-pt Flaw – VtM Core (2nd edition))
Your sire was quite malevolent and taught you all the wrong things about Kindred society. All your beliefs about how vampires interact are wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start (the Storyteller will tell you when). But until then, you will continue to believe what you were first told, no matter how others try to "trick" you into thinking otherwise.

Unconvinced (1-pt Flaw – Camarilla)
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.

Amnesia (2-pt Flaw – VtM Core (Revised))
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.

Confused (2-pt Flaw – VtM Core (2nd edition))
You are often confused, and the world seems to be a very distorted and twisted place. Sometimes you are simply unable to make sense of things. You need to roleplay this behavior all the time to a small degree, but your confusion becomes especially strong whenever stimuli surround you (such as when a number of different people talk all at once, or you enter a nightclub with loud pounding music). You may spend Willpower to override the effects of your confusion, but only temporarily.

Lunacy (2-pt Flaw – VtM Core (Revised))
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 – VtM Core (Revised))
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.

Selective Digestion (2-pt Flaw – VtM Core (2nd edition))
You can digest only certain types of blood. You can choose whether you can drink only cold blood (the blood of a dead person), blood with the taste of fear (found in blood only in moments of terror), or blood with the taste of joy, or perhaps only certain types (A, O, etc.) of blood. This Flaw may not be taken by Ventrue characters, since they already have something like it through their clan weakness.

Short Fuse (2-pt Flaw – VtM Core (Revised))
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.

Stereotype (2-pt Flaw – Camarilla)
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.

Territorial (2-pt Flaw – VtM Core (Revised))
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 (2-pt Flaw – Camarilla)
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.

Vengeful (2-pt Flaw – VtM Core (Revised))
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 (2-pt Flaw – Camarilla)
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.

Absent-Minded (3-pt Flaw – VtM Core (2nd edition))
This Flaw may not be taken with the Merit Concentration. Though you do not forget such things as Knowledges or Skills, you do forget names, addresses, and when you last ate. In order to remember anything more than your own name and the location of your haven, you need to make a Wits roll or, as a last resort, spend a Willpower point.

Driving Goal (3-pt Flaw – VtM Core (2nd edition))
You have a personal goal, which sometimes compel and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to eradicate the Sabbat or achieve Golconda.. Because you must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower), it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.

Hatred (3-pt Flaw – VtM Core (2nd edition))
You have an unreasoning hatred of a certain thing. This hate is total and largely uncontrollable. You may hate species of animal, a class of person, a colour, a situation, anything. You must make a frenzy roll whenever faced with the object of your hatred. You constantly pursue opportunities to harm the hated object or to gain Dower over it.

Weak-Willed (3-pt Flaw – VtM Core (Revised))
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 – VtM Core (Revised))
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.

Guilt-Wracked (4-pt Flaw – Camarilla)
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.

Flashbacks (6-pt Flaw – Sabbat)
You managed to make it through the Creation Rites, but not wholly intact. The most insignificant thing can throw you into a different mood or state of mind. 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, obviously). If you succeed, you may participate in the story as normal. If you fail, however, your Willpower is considered to be 1 for the duration of that session. You may roll again at the beginning of the next session to see if you regain your wits.



Social Back to Top
Botched Presentation (1-pt Flaw – Camarilla)
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 – Camarilla)
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 – Camarilla)
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…

Insane Sire (1-pt Flaw – VtM Core (2nd edition))
Your sire has completely lost his grip on reality, and has become dangerously insane. Any wrong committed by your sire may affect your standing, and some of your sire's dangerous schemes may somehow involve you. Because their sires are already assumed to be insane, Malkavians cannot take this Flaw.

New Arrival (1-pt Flaw – Camarilla)
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 – Camarilla)
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 – Camarilla)
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.

Sire’s Resentment (1-pt Flaw – VtM Core (Revised))
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 (1-pt Flaw – Sabbat)
Shortly after your Embrace, you volunteered for some task in order to gain respect and approval from your pack members. 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 much respect from the pack 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 pack members to acting as pack messenger or possibly gathering victims for Blood Feasts.

Sympathizer (1-pt Flaw – Camarilla)
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.

Enemy (1- to 5-pt Flaw – VtM Core (Revised))
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).

Bound (2-pt Flaw – Camarilla)
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 – Camarilla)
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.

Diabolic Sire (2-pt Flaw – VtM Core (2nd edition))
Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla. She could be wantonly breaking the Masquerade, or hunting down the elders of the city and feasting on their blood. Archons are likely to come to you in order to discover your sire's whereabouts, and they may not believe you if you tell them you do not know.

Escaped Target (2-pt Flaw – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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 – Camarilla)
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.

Notoriety (3-pt Flaw – VtM Core (2nd edition))
You have a bad reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire. There is a two-dice penalty to all dice rolls for social dealings with the city's Kindred. A character with this Flaw may not take the Merit of Reputation.

Sleeping With the Enemy (3-pt Flaw – Camarilla)
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 – Camarilla)
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 – Camarilla)
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.

Hunted (4-pt Flaw – VtM Core (Revised))
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.

Overextended (4-pt Flaw – Camarilla)
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.

Probationary Sect Member (4-pt Flaw – VtM Core (Revised))
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.

Blood Hunted (4- to 6-pt Flaw – Camarilla)
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 – Camarilla)
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 – Camarilla)
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
Cast No Reflection (1-pt Flaw – VtM Core (Revised))
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).

Cold Breeze (1-pt Flaw – Camarilla)
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.

Repulsed by Garlic (1-pt Flaw – VtM Core (Revised))
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 – VtM Core (Revised))
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 – VtM Core (Revised))
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 (2-pt Flaw – Camarilla)
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 – Camarilla)
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 (2-pt Flaw – VtM Core (Revised))
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.

Lord of the Flies (2-pt Flaw – Camarilla)
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.

Magic Susceptibility (2-pt Flaw – VtM Core (2nd edition))
You are susceptible to the magical rituals of the Tremere, as well as to spells of mages of other creeds and orders. The difficulty to cast a spell upon you is two less, and all spells cast have twice normal effect on you.

Haunted (3-pt Flaw – VtM Core (Revised))
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 – Vtm Core (Revised))
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 – VtM Core (Revised))
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 – VtM Core (Revised))
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 – VtM Core (Revised))
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 – VtM Core (Revised))
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.



Other Back to Top
Inept (5-pt Flaw – VtM Core (2nd edition))
You are not attuned to your natural aptitudes, and therefore have five fewer points to spend on your Talents (so the greatest number of points you can spend on your Talents at the beginning of play would be eight, and t he fewest would be zero). Of course, you can still spend freebie points to buy Talents. However, at the beginning of the game, you cannot have more than three dots in any Talent.

Uneducated (5-pt Flaw – VtM Core (2nd edition))
As Inept, above, but dealing with Knowledge Abilities.

Unskilled (5-pt Flaw – VtM Core (2nd edition))
As Inept, above, but dealing with Skill Abilities. 

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