Flaws

When choosing your Flaws, please take into mind that the only ones that are allowed in this Chronicle are the ones that are found on this page. No others will be accepted, for there is a wide variety available here for your characters.

Please Note: You can only pick Clan Flaws if you are of that Clan.

Absent-Minded: 3 points
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 roll of your Disc Dice, needing at least 2 successes.

Addiction: 3 points
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.

Allergic: 1 to 3 points
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 along is enough to disturb you. If it was in the blood, you lose 1 Disc Dice and 1 Gen Dice for 10 minutes. - if you just touched it, the penalty is the loss of 1 Disc Dice for 10 minutes. Choose form the list below or make up the substance to which you are allergic: · Plastic: 1pt, · Alchohol:2pt, · Illegal Drugs: 2pt, · Metal: 3pt.

Amnesia: 2 points
You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may someday come back to haunt you. (you can, if you wish, take up five points of other Flaws without specifying what they are, and leave it to the Storyteller to detail them. Over the course of the chronicle, you and your character will slowly discover them.

Anachronism: 2 points
You have been a vampire for some time, and are unable (or unwilling) to keep up with the changing times. Note that characters with this Flaw will generally have been vampires for a longer time than the 50 years suggested in Vampire, so Storytellers should decide whether or not to allow this Flaw in their characters.

-Assamite Clan Flaw- Blood Madness: 2 or 4 points
The curse that the Baali of Chorazin laid upon the warrior caste has fallen on your head, and you are plagued with an unending hunger for the blood of other Cainites. Whenever you taste Cainite blood, you must make a Disc Dice roll (difficulty 7), at least 3 successes required, or you fall into a hunger frenzy in which you will do anything to gorge upon as much blood as physically possible. If you follow a Road that teaches Instinct, you are instantly lost to this frenzy; no roll is possible and the Flaw is worth four points. You often find yourself thinking of other Cainites - even other Assamites - as potential vessels rather than equals. This Flaw is mainly found among the warrior caste. It is much rarer among sorcerers and viziers, only affecting those who have partaken of warrior vitae or who spend the majority of their time associating with warriors.

-Assamite Clan Flaw- Disgraced: 2 points
You broke the laws of the khabar at some point during your training, and though you have since partially made amends (enough to prevent yourself from being destroyed on the spot, and to be grudgingly accepted as a rafiq), your name still bears the stain of your misdeed. Clearing your name will be a strong motivation for performing well in all respects while on an assignment.

-Assamite Clan Flaw- Du’at Enemy: 4 points
During your apprenticeship at Alamut, you somehow incurred the displeasure of one of the du’at, and your existence will be considerably more difficult as a result. Your enemy is unlikely to be your direct commander (the caliph in the case of warriors), and you may not even know his identity - though you may certainly try to find out and make your peace somehow.

-Assamite Clan Flaw- Magical Addict: 3 or 5 points
Whether through a weak will, a lingering anomaly from your mortals day or overuse of ritual components like kalif, you have become addicted to the alchemical psycho- active drugs that some sorcerers use to focus their blood magick. Going beyond a mere physical or psychological addiction, this dependence goes so far as to affect your very mastery of the powers at your command. Your competence with Assamite Sorcery is dependent on the frequency at which you cater to your addiction. If you take this Flaw at 3 points, suffer a +2 difficulty to all rolls related to blood magic, including (but not limited to) use of path powers and rituals, whenever you are not under the effect of your drug of choice. For 5 points, you are completely unable to focus yourself enough to perform even the simplest blood magic if the drug is not in your system.

Only characters with Assamite Sorcery may take this Flaw. Non-Assamites may take this Flaw if they somehow receive tutelage in the Discipline.

-Assamite Clan Flaw- Silsila Enemy: 2 points
A member of the silsila has taken against you for some reason - faction enmity, for example - and will exert influence to thwart your chances of promotion, make sure you get difficult or inglorious jobs, and generally make your existence uncomfortable. The Storyteller should decide whether you know who your enemy is at the start of the game, though you may do what you can to find out.

-Assamite Clan Flaw- Outcaste: 2 points
You have rejected the role of the caste into which you were Embraced, choosing instead to define your own existence and follow the path of another caste. While many Assamites take this course with few negative repercussions, you have managed to make enough waves to gain a certain amount of notoriety. Perhaps you made a public spectacle of your lack of interest in your heritage, or maybe you asked a mentor in another caste to take you as his surrogate childe. Whatever the specifics may be, you have shown your lineage a great deal of disrespect. Your sire refuses to acknowledge your existence, and all other members of your caste treat you with scorn.

-Assamite Clan Flaw- Religious Prohibition: 2 or 4 points
In your breathing days, you were either Jewish or Muslim, and have retained your faith through the Embrace. As both religions prohibit their followers from tasting, let alone drinking, blood, this creates a moral dilemma for you. Even animal blood is a forbid, den substance, and your conscience pricks whenever you feed. This Flaw has a variable point value. At two points, you voluntarily restrict your feeding to animals or blood that has been drained by a ritual butcher. At four points, you refuse to feed unless it is an immediate necessity (blood pool is three or less), and even then you may fall victim to depression and self-loathing for several night after the forbidden act.

-Assamite Clan Flaw- Silsila Enemy: 2 points
A member of the silsila has taken against you for some reason - faction enmity, for example - and will exert influence to thwart your chances of promotion, make sure you get difficult or inglorious jobs, and generally make your existence uncomfortable. The Storyteller should decide whether you know who your enemy is at the start of the game, though you may do what you can to find out.

-Assamite Clan Flaw- Unconquered Enemy: 1 point
You have an enemy among the Unconquered who will try to thwart your plans and may even try to destroy you if this can be done without being found out. Your enemy has been blackening your name, and as a result you find that all dealings with the Unconquered are difficult.

Bad Sight: 1 or 3 points
Your sight is defective. 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.

Bastard Chylder: 2 points
You have sired one or more chylder without the permission of the local prince or Justicar. Under Kindred law, both you and your chylder may be subject to a Blood Hunt should other vampires discover your secret. This flaw is cumulative and must be taken once per bastard sired.

Beacon of the Unholy: 2 points
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.

Blasphemer Among Heretics: 1 to 2 points
While the Cainite Heresy itself rests somewhat outside the bounds of Christian orthodoxy, your particular flavors of theological imagining are bizarre even by Heretical standards. You no longer stand within the Heresy itself but have been expelled; you have both the Heresy and the faithful as your enemies. If your blasphemy is minor and you still have friendly dealings with other heretics, this flaw is worth I point; otherwise, it is worth 2.

Blind: 6 points
You cannot see. Characters can compensate for the loss of vision by becoming more sensitive to other sensory imput, but visual cues and images are lost to them. Actions involving hand-eye coordination are very difficult to perform, especially under stressful conditions. Oddly, vampires with Level Two Auspex (Aura Perception) are still able to use this ability, though the information is interpretably via other senses.

Blood Hunted: 4 to 6 points
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 force of the High Clans is howling for your vitae.

Botched Presentation: 1 point
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 roll of Disc Dice, Difficulty 6, at least 2 successes required, 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.

Bound: 2 points
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.

-Brujah Clan Flaw- Lack of Control: 1 to 3 points
For whatever reason (thin blood, an uneducated lineage), the character’s control over on or both physical disciplines is lacking. Brujah with this flaw have demonstrated numerous deficiencies: Celerity may only be used for running and combat movement and you must roll your Disc Dice for ALL Celerity rolls,. Activities requiring precision such as saddling a mount or garbing oneself in armor are impossible with Celerity activated (one point). The character cannot control his own Strength and must concentrate on keeping it in check lest havoc result (breaking a friend’s hand in greeting him, for example, or snapping his spine with a hug). Additionally, an unsuccessful attack with a weapon necessitates means the character loses his next action while recovering his balance (two points) The blood of the character does not focus his strength effectively. Some truly inept Brujah have flaws in their control of both Celerity and Potence, and face the constant derision of their peers. With proper tutelage from a trained elder the character might be able to remove this Flaw, but she has best set aside a lifetime or two to devote upon the task…A Cainite should not be hindered with more than one expression of this Flaw at a time.

-Brujah Clan Flaw- Obvious Predator: 2 points
Either your face or your immediate disposition lets people know that you have nothing good in store for them. Mortals react poorly to people who exude such a blatant air of menace.

-Brujah Clan Flaw- Pariah: 2 to 4 points
The Brujah consider themselves a clan of brothers (and sister) working towards common goals, if by different means. The clan encourages self-determination, but the character has taken her individuality too far and is now outcast. At the two-point level she has insulted, by word or deed, one of the two extremes of the Brujah clan. As a descendant of ancient scholar-kings, she may have vigorously denounced the rash brutality of her more radical clanmates. Alternately, the Brujah might feel that the goals of the elders are mere fantasies, and has acted according to her own whims - whims that have come in direct conflict with her more conservative brethren. A character with four-point Flaw has committed an act of treachery or murder against a clanmate. Word of this crime has spread throughout the clan, resulting in her ostracism. Brujah will neither come to her aid nor speak with her, nor will they accept her assistance unless at risk of Final Death. The clan considers the character Caitiff. While it is conceivable for a pariah to be restored to good standing within the Brujah, many do not bother to seek such opportunities.

-Brujah Clan Flaw- Uncontrollable: 5 points
Rage and passion constantly war in the soul of a volatile Brujah. Perhaps you were ill tempered before the Embrace, or perhaps your Brujah lineage awakened some latent fury. In any case, even more so than your classmates, you are prone to frenzy. Difficulties to resist frenzy are always at Difficulty 7, with at least 4 successes required for this character. Prepare for a short, hellish ride.

Bulimia: 4 points
The thought of drinking blood is repulsive to you, and while you acknowledge the need to feed, you often have the irresistible desire to forcibly remove the blood from your system. It is likely that you had an eating disorder in your life before you were Embraced. In order to successfully hold the blood inside of your system until your body has absorbed all of the precious fluid, you must Roll your Disc dice, Difficulty 6, at least 3 successes required. Failure means the sudden and extremely messy (to say nothing of embarrassing) loss of all newly consumed Blood Points as they are vomited from your body. However, any blood gained while in a feeding frenzy can be kept down. So, the only guaranteed method of nourishment is to feed when frenzying. This can prove to be socially demeaning and often places the Masquerade in jeopardy.

Can’t Cross Running Water: 3 points
You cannot cross running water unless you are at least 50 feet above it. "Running water" is any body of water more than two feet wide in any direction and not completely stagnant. A Kindred with this Flaw obviously believes too much in old wives’ tales.

Cast No Reflection: 1 point
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 for them if you posses this).

Catspaw: 2 points
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 a 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.

Child: 3 points
You were a small child at the time of the Embrace. Although time and experience may have changed your outlook, you are stuck with a child’s body. You have the Short Flaw, and you find it difficult to be taken seriously by others. Because you have never before experienced any sort of transformation change (never having undergone experiences of puberty), you are ill suited to withstand the demands of the Hunger. Additionally, certain clubs may not admit you, because you are "underage".

Childe, Vengeful: 2 points
You have sired a childe who has grown to loathe you. Not only does your childe not aid you in your dealings with other Kindred, he actively works towards detriment. You feel your childe would commit diablerie upon you if given half a chance, and you could be right.

Clan Enmity: 2 or 4 points
For some reason something about you inspires contempt or hatred in members of a clan other than your own. Select the ‘enemy’ clan randomly or choose. For 4 points: One clan in particular wants you dead. You have offended the entire clan, from elders to neonates, and as a result every member from 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.

Cold Breeze: 1 point
A chill wind follows you wherever you go. While it may make for dramatic entrances, this effect also discomforts mortals and also endangers the Masquerade.

Color Blindness: 1 point
You can see in black ad white. Color means nothing to you, though you are sensitive to color density, which you perceive as shades of gray. This makes it impossible to use the Level Two Auspex power of Aura Perception. (Note color blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of brevity.)

Compulsion: 1 point
You have a psychological compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration or just talking. A compulsion can be temporality avoided at the cost of a Blood P, but is in effect at all other times.

Confused: 2 points
You are often confused, and the world seems to be a very disoriented 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 a Blood Point to override the effects of your confusion, but only temporarily.

Conspicuous Consumption: 4 points
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 the 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.

Cursed: 1 to 5 points
You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed, it cannot be dispelled without extreme effort, and it can be life-threatening. Some examples follow: · If you pass on a secret that was told to you, your betrayal will later harm you in some way (1pt), · You stutter uncontrollably when you try to describe what you have seen or heard (2pt), · You are doomed to make enemies of those to whom you have become most attached (so whatever you do, don’t get too close to other characters!) (4pt), Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way (5pt).

Dark Fate: 5 points
You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday, your struggles, and your dreams will come to naught. Your fate is certain and there is nothing you can do about it. Even more ghastly, you have partial knowledge of this, for you occasionally have visions of your fate - and they are most disturbing. The malaise these visions inspire in you can only be overcome through the use of Willpower, and will return after each vision. At some point in the chronicle, you will indeed face your fate, but when and how is completely up to the Storyteller. Though you can’t do anything about your fate, you can still attempt to reach some goal before it occurs, or at least try to make sure that your friends are not destroyed as well. This is a difficult Flaw to roleplay; though it may seem as if it takes away all free will, we have found that ironically, it grants freedom.

Dark Secret: 1 point
You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah in the Kindred community. This can be anything from having murdered an elder to having once been a member of the Cainite Heresy. While this secret weighs on your mind at all times, it will only surface in occasional stories. Otherwise, it will begin to lose its impact.

Deaf: 4 points
You cannot hear. While you may ignore some applications of Dominate, you may not listen to electronic or vocal media.

Death Wish: 1 to 5 points
You have an unconscious wish to die the True Death. The search for blood, the politics and pain, the constant knowledge of all eternity looming ahead of you, and perhaps your own cowardice, all have their effect on you. Although you never deliberately do anything to harm yourself, you do tend to hinder yourself at awkward times. At any time during a story, the Storyteller may ask you to reroll your Disc Dice or Gen dice. The least successful of the two rolls is the actual result of your action. The Storyteller may do this a umber of time per story equal to the number of points taken in this Flaw.

Deathsight: 2 points
Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals look diseased, buildings seems decrepit, and your fellow Kindred seem to be walking, rotting cadavers.

Deep Sleeper: 1 point
When you sleep, it is very difficult for you to awaken and roleplay how you never seem to be on time when you have an appointment early in the evening.

Deformity: 3 points
You have some kind of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically.

Demon Hounded: 1 to 4 points
A demon has taken a special interest in your soul. She appears to you occasionally, using threats, bribes and honeyed words to win you to her cause. Sometimes she just asks you to perform innocuous favors for her. Sometimes she just asks you to sell your soul. Sometimes she offers you favors or information without any apparent catch. In any case, it is not your interests she serves, but those of her diabolical masters. All of her plots are ultimately designed to ensnare you and win your soul. A minor demon (1pt Flaw) may be an annoying imp, incapable of no more than distracting you, thieving small items and pleading for your soul; its plans are unimpressive, but can be frustrating. A greater creature (4pt Flaw) is your physical equal and can concoct horrible devious plans to win your soul. In either case the Storyteller creates the character for the demon, and keeps track of its plots.

Diabolic Sire: 2 points
Your sire is engaged in acts that could cause a tremendous uproar in the Vampire community. She could be wantonly breaking the Masquerade, or hunting down 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 don’t know.

Diablerie, Known: 5 points
You have committed diablerie at least once to achieve your current position of power. Although not all members of elder Kindred society known of your terrible flaw, at least some elders of import are aware of it. You are certain word of your proscribed behavior is slowly making its way though society. Other elders could easily discover this at any time and, at the very least, most of society knows that you are to be shunned. Adding to the danger, there is always the possibility of a Blood Hunt despite your elder status. If they haven’t already, certain elders can be expected to use their informations to force you to back their cause.

Diablerie, Secret: 2 points
You have committed diablerie at least once to achieve your current position of power, but no one yet knows your secret. Should the information ever be revealed, other elders may well refused you aid, shun you or, even worse, turn against you, perhaps even calling a Blood Hunt. It is imperative you keep this information hidden.

Disease Carrier: 4 points
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 being manifesting symptoms of the disease (increased chance to frenzy for rabies, reduced soak rolls for HIV, etc.)

Disfigured: 2 points
A hideous disfigurement makes you ugly and easy to notice as well as remember. You therefore have a zero Appearance, much like the Nosferatu (who cannot take this Flaw).

Disgrace to the Blood: 3 points
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.

Driving Goal: 3 points
You have personal goal, which sometimes compels and directs you in starting ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to eradicate the Sabbt or achieve Golconda. Because you must work towards your goal throughout the chronicle (thought you can avoid it for short periods by spending a Blood Point, 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.

Dulled Bite: 2 points
For some reason your fangs never fully developed - 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 amount of successes in order to make your bite penetrate properly. A number of Caitiff and high-generation vampires often manifest this Flaw.

Eerie Presence: 2 points
Mortals have an unconscious awareness of your undead nature, which makes them anxious and ill at ease in your presence.

Emotional Isolation: 1 point
You have seen too many friend and family, Kindred and kine alike, swept away on the river of time and cast into oblivion. The pain of seeing so many die while you continued to exist was horrible to bear, so horrible that you have now isolated yourself emotionally from all others. You often come across as cold and utterly without feeling, but what is that to you? You are now safe from pain.

Enemy: 1 to 5 points
You have an enemy, or perhaps a group of enemies, who seek to harm you. The value of this flaw determines how powerful these enemies are. The most powerful enemies (Methuselahs or Archmages) would be five point Flaws, while someone nearer to your own power would be worth only one point. You must decide who your enemy is and how you became enemies in the first place.

Ennui: 2 points
You are world-weary. You have seen enough to know that nothing is ever truly new; the same events and so called passions are merely replayed again and again, with only the faces and names shifting as the many, many years go by. You rarely pay attention to those around you, assuming you know all there is to know of them once you have determined what part they play on the world stage.

Escaped Target: 2 points
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 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.

Expendable: 1 point
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 greater good" and has not compunctions about doing so.

Failure: 2 points
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 one their way up. Your exclusion may make you a target for recruitment by certain dangerous sects (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.

Flashbacks: 6 points
You managed to make it through the Creation Rights, 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.

Flesh of the Corpse: 5 points
Your flesh does not fully regenerate once it is damaged. While you are able to heal yourself to the point of regaining fill 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.

-Giovanni Clan Flaw- Inbreed: 1 to 5 points
A common occurrence among the incestuous Giovanni clan, inbreeding can take many forms, and this Flaw is best discusses with the Storyteller before player take it for her character. The Inbreed Flaw covers all manner of physical, mental and emotional defects. A one-point Inbreeding is something simple and unobtrusive, like eyes too close together or an underbite. A three-point Inbreeding is more sever: a congenital health condition (for mortals) or a crippling physical deformity. Five-point Inbreedings are grossly disabling or emotionally crippling - everything form uselessly atrophied legs to a permanent Derangement, decided on mutually by the player ad storyteller. Inbred conditions may or may not be immediately discernible, though their point costs should be relative to their magnitude.

Glowing Eyes: 3 points
You have the stereotypical glowing eyes of vampire legend. 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 the radiance emanating form your eye sockets make it difficult to hide in the dark.

Grip of the Damned: 4 points
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 of their Disc Dice, Difficulty 6, at least 2 successes requiredl, at the discretion of the Storyteller.

Guilt-Wracked: 4 points
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 and must roll your Disc Dice, Difficulty 6, at least 2 successes required 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.

Hard of Hearing: 1 point
Your hearing is defective.

Hatred: 3 points
You have an abnormal hatred of a certain thing. This hate is total and largely uncontrollable. You may hate a species of animal, a class of person, a color, a situation - anything. You must make a frenzy roll with your Disc Dice, Difficulty 6, at least 2 successes required to avoid Frenzy, whenever faced wit the object of your hatred. You constantly pursue opportunities to harm the hated object or gain power over it.

Haunted: 3 points
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.

Hunted: 4 points
You have come to the attention of a witch-hunter, or some similar individual who now seeks your destruction. This hunter is beyond reason and has some form of power, influence or authority that puts you at a disadvantage. Your friends, family and associates are likewise endangered. Sooner or later, this Flaw will result in a confrontation. The resolution should not be an easy one, and until then you are in for one hellish time.

Hunted Like a Dog: 3 points
Another sect or group of vampires- be it an independent clan or the high clans as a whole - has decided you’re a target for extermination, and pursue you relentlessly. On the bright side, the enemies of your enemy may well wish to help you out, potentially garnering your allies in this one instance.

Illiterate: 1 point
Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.

Impatient: 1 point
You have no patience for standing around and waiting. You want to do everything now, and the Devil take the hindmost.

Inept: 5 points
You are not attuned to your natural aptitudes

Infamous Sire: 1 point
Your sire was, and perhaps still is, distrusted and disliked by many of the Kindred in the city. As a result, you are distrusted and disliked as well ,This is a heavy load, and one not easily shed.

Infectious Bite: 2 points
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 on five chance of becoming infected and causing mortal victims to become seriously ill. The precise nature of the infection is determined by the Storyteller.

Insane Sire: 1 point
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.

Intolerance: 1 point
You have an unreasonable dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or just about anything at all. Note that some dislikes may be too trivial to be reflect 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.

Known to be Dead: 2 points
Communities are small, and deaths and disappearances are known to all. You originally lived in the area where the chronicle is set, and the locals know that you are dead. Perhaps they saw you die, or you were discovered in torpor and pronounced dead (perhaps even buried). At the moment this causes you no problems - but if you use your real name or are spotted by people who knew you. Then you can expect problems. Exorcists, pious knights and others (perhaps even local Lupines) will seek to destroy you; demons, mages and others may come to offer you "assistance".

Lame: 3 points
Your legs are injured or otherwise prevented from working effectively. A character may not take this Flaw along with Double Jointed.

-Lasombra Clan Flaw- Cloaked in Shadows: 4 points
The shadows come to you even when you do not call them, wrapping themselves around you like a cloak in constant motion. This makes you stand out in any crowds, and you can no longer pass for "normal" even when you wish to do so. Other Cainites may well avoid your company, becoming uncomfortable by your strange affliction. Lasombra in particular find you unpleasant company because your inability to master your shadows demonstrates a failure of will on your part. Extra success required on all rolls, so that where normally you would only need 2 successes, you need 3; with a gift that would normally require 4 successes, you would need 5, etc.

-Lasombra Clan Flaw- Enmity of Shadows: 4 points
The shadows summoned by the Lasombra are unpredictable, and could possibly attack the summoner. The Lasombra must make an extra roll of his Disc Dice, Difficulty 6, at least 2 successes required, each time he uses Obtenebration power of Level 3 or greater. A success indicates that the power functions normally; with a failure the summoned shadow attacks their putative master.

-Lasombra Clan Flaw- Marked for Death: 2 to 5 points
The Courts of Blood have found you and at least one fledgling is now hot after your blood. While you probably can defeat this threat on your own, the wait is maddening. Furthermore,. There is the implied insult bound up in the court’s decision - your peers obviously feel that you are incompetent and need to be replaced. After all, even if you defeat one would-be diablerist, there is no guarantee you won’t be hunted by a second, or third. The point cost of this Flaw varies, depending upon the strength of the Cainite who has been granted permission to hunt you, the conditions laid upon the hunt and whether or not the court has seen fit to inform you of your current status. Consult with your Storyteller to see what the details of your situation are - and how many she’ll share with you.

-Lasombra Clan Flaw- Religious Prohibition: 2 to 4 points
Taken from Hebrew stock, you grew up strongly religious. Part of that religion, however, is a dietary restriction forbidding you to taste blood. Even animal blood is forbidden to you by this law, and you find yourself racked by pangs of conscience every time you feed. This is a variable Flaw. At 2 points, you simply restrict yourself to feeding on animals or blood that has been drained by a ritual butcher. At 4 points you abstain from feeding unless it is absolutely necessary (3 Blood Points or less), and even then you may well fall into pits of self-flagellating despair.

Laughingstock: 5 points
Somehow you’re draw the scorn of the local harpies, who make you their favorite and reflexive target. In addition, you are at Difficulty 7 to use any Dominate powers on anyone who has heard the stories mocking you.

Leper: 3 points
Before you were Embraced you suffered from leprosy or a skin disease which might be easily confused with leprosy. Your Appearance may be no higher than 2, and your flesh is marred by rashes, pale patches, festering sores, scars etc. Your skin disease whatever it actually is, is obvious to any who look upon you. Mortal authorities refuse you entry to any city, and you will be treated with fear and revulsion. Very likely (Storyteller’s discretion) your condition is still contagious, though being undead it cannot have any further effect on you. This Flaw is worth only 1 point to Nosferatu, and then only if the disease is contagious.

Light Sensitive: 5 points
You are even more sensitive to sunlight than other vampires are. Sunlight causes double damage, and even moonlight (which is, after all, the reflected light of the sun) harms you. Indeed, even bright lights can be painful, but the pain can be mitigated by wearing sunglasses. When the moon is shining, the light it casts will cause wounds in the same way sunlight does for normal individuals. However, the wounds caused by the moon are not aggravated, and can be healed normally. Remember, even on nights when the moon is full, it may have already set when you venture outside, or be obscured by the clouds.

Loathsome Regnant: 4 points
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.

Lord of the Flies: 2 points
Buzzing harbringers of decay swirl around you everywhere. Their constant presence makes it difficult for you to interact socially and nearly impossible to sneak up on someone or hide effectively. The buzzing of the files inevitably gives you away.

Low Self-Image: 2 points
You lack self-confidence and don’t believe in yourself. You have two fewer dice in situations where you don’t expect to succeed (at Storyteller’s discretion), though the penalty might be limited to one die if you help the Storyteller by pointing out times when this Flaw might affect you). At the Storyteller’s option, you may be required to make Disc Dice rolls, Difficulty 6, at least 3 successes required to do things that require self-confidence, or even to use a Willpower point when others would not be obliged to do so.

Lunacy: 2 points
You are affected by the phases of the moon, increasing your chances of 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.

Magic Susceptibility: 2 points
You are susceptible to the magical rituals of the Tremere, as well as to spells of mages of other creeds an orders. The difficulty to cast any level of spell upon you is 6,only 1 success is required spell upon you all spells cast have twice normal effect on you.

Masquerade Breaker: 2 points
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 exits in fear that your error will be revealed. In the meantime, you "savior" takes pitiless advantage of you.

Matricide/Patricide: 4 points
You have committed diablerie upon your own sire. If this information becomes known among elder vampires you will be shunned, or perhaps even put to the sun. You are most certainly an easy target for blackmail, and you must always be alert to the signs of other Kindred searching for information about your sire and his untimely demise (or "disappearance").

Mistaken Identity: 1 point
You look similar to another Kindred, and are mistaken for her, much to your chagrin. This individual’s allies will approach you and tell you things you do not want to hear, her enemies will attempt to do away with you, and other will treat you in odd ways. Ultimately you might be able to sort out things, but it will take tremendous effort.

Monstrous: 3 points
There is something wholly monstrous about you, something that makes you even more hideous than a Nosferatu. You scarcely look human, but the manner in which you differ is up to you. Perhaps you have grown scales or warts all over your body, or perhaps the scream you issued when you died has been permanently frozen on your face. Not only is your Appearance a zero, but you make even the Nosferatu uneasy. Nosferatu may take this Flaw, but only gain one point for it.

Mute: 4 points
You cannot speak. You 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.

Narc: 3 points
You are known to be a snitch, an informer 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.

New Arrival: 1 point
You’ve just arrived in your new city of residence, and have done so without knowing anyone in the place. Existing fractions 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 point
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 a Vampire's night life. 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.

Nightmares: 1 point
You experience horrendous nightmare (daymares?) every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad they cause you to lose one die on all your actions for the next night. (Storyteller’s discretion). Some of the nightmare may be so intense that you mistake them for reality. A crafty Storyteller will be quick to take advantage of this.

-Nosferatu Clan Flaw- Anosmia: 2 points
You have no sense of smell or taste. The vilest odors and flavors imaginable cannot affect you; in fact, you do not even recognize their presence. You cannot attempt a Perception roll that involves either of these senses. However, any supernatural attack involving horrific odors and tastes does not affect you. Granted, Nosferatu who have surrounded themselves with unseemly funk long enough become immune to just about any foul odor, but you simply do not recognize smells at all. From the reek of spoiled milk to the delicate perfume of a magnolia in bloom, from the tang of blood on your tongue to the memory of your last martini, the world of scent and taste is lost to you. You may not take this Flaw and the Merits: Acute Sense: Smell or Acute Sense: Taste. Heightened Senses for taste or smell has no effect on this.

-Nosferatu Clan Flaw- Blunt Fangs: 1 point
Your teeth are huge and square, not sharp like those of other vampires. To do damage with a bite attack, you must roll your Disc Dice, Difficulty 6, at least 2 successes required, then and your Gen Dice. Once you have sunk you teeth into your prey, you inflict a level of damage for every two blood points you take. Once your fangs are locked in a victim’s flesh, you’ve got to chew and chew and chew....

-Nosferatu Clan Flaw- Club Foot: 1 point
One of your feet is gnarled and deformed. You move at only half normal speed.

-Nosferatu Clan Flaw- Enemy Brood: 3 points
A brood of your fellow Nosferatu have an unceasing vendetta against you. You can run from them, but you can’t hide. If you stay in the same city, they will pool whatever resources they have to make your existence a living hell. Traveling through the local sewers is a nightmare. If you flee, they will use their influence and contacts to call in favors in the next city you show your ugly mug. The Storyteller may allow you to buy off this Flaw, but only after you’ve completed a story in which you’ve resolved and overcome this social stigma.

-Nosferatu Clan Flaw- Necrophile: 3 points
No, you don’t have sex with the dead, but you certainly enjoy their company. You are obsessed with dead bodies and “invite” them over to your domain. Your haven is distastefully decorated with severed and mutilated body parts of all kinds. You talk to your dead friends, dance with them, make art out of them and entertain frequently. For some reason, this Flaw is very popular among Leatherfaces.

-Nosferatu Clan Flaw- Nosferatu Caitiff: 1 point
You were Embraced by a Nosferatu, but failed to meet the standards of even that clan, and were subsequently rejected by your sire, As you did not complete the Becoming process, you were not fully transformed, but you still look rather odd. You present a tempting target for just about any bully - other Caitiff may not have much to kick around, but a "Nosferatu reject" certainly offers possibilities for abuse. Not all Caitiff sired by Nosferatu have this flaw; nobody knows why some do and some don’t.

-Nosferatu Clan Flaw- Parasitic Infestation: 2 points
In many ways this Flaw is the negative counterpart of Swarm Attractor. Several species of hemovores - ticks, lice, mosquitoes, gnats, chiggers, leeches and the like - find your blood particularly tasty. These creatures crawl and hide among the creases and folds of your skin despite your best efforts to remove them. Particularly persistent are those vermin that drink from you three times and thus become enormous, bloated, Blood Bound ghouls. You may not command the vermin in any fashion; they are too intoxicated on your vitae to be of any use (though they do love you for what’s it’s worth). The parasites also drink from one to four of your Blood Point each night (roll a die and divide by three, rounding up). This forces you to hunt more often. You also constantly itch from this infestation.

-Nosferatu Clan Flaw- Putrescence: 3 points
The mystic process that inhibit the natural decay of the vampiric form were less effective on you. As a result, you constantly rot, though a day’s rest checks and to some degree heals the effects. If you are violently hit or jarred, you must roll your Disc Dice, Difficulty 6, at least 2 successes required to avoid having a limb or digit knocked off. If you fail, one of your facial features or fingers falls off if you botch, the level of damage is aggravated and one of your limbs falls off. This will regrow when the aggravated wound is healed.

-Nosferatu Clan Flaw- Stench: 1 point
Few Nosferatu smell good, but you reach a new nadir of stench. Even other Nosferatu are repulsed by your stink.

Notoriety: 3 points
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. A character with this Flaw may not take the Merit of Reputation.

Old Flame: 2 points
Someone you once cared for deeply is now with the enemy. He still attempts to play on your sympathies "for old times’ sake" while working against you.

One Arm: 3 points
You have only one arm - choose which, or determine randomly at character creation. This happened before the Embrace. It is assumed that you are accustomed to using your remaining hand, so you suffer no off-hand penalty. A character may not take this Flaw with the Merit Ambidextrous.

One Eye: 2 points
You have lost an eye, and cannot regenerate it. You have no peripheral vision on your blind side.

Open Wound: 2 to 4 points
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. 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.

Overconfident: 1 point
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 you overconfidence.

Overextended: 4 points
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 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.

Paramour, Jilted: 1 to 3 points
You had a long-term relationship (minimum 50 years) with a fellow Kindred. Although the relationship proved useful and pleasant while it lasted, you grew weary of your former paramour and ended the long term tyst. Unfortunately, your former paramour did not take the ending of the affair well, and has apparently developed a strong antipathy for you. You both known many of each other’s secrets and this has caused a stalemate thus far, but you are concerned that your ex-paramour may interfere in your affairs at some time in the future. The cost of this Flaw depends on the relative power and position of your ex-paramour in Kindred society ( 1 for an ancilla, 2 for another elder of equal power, 3 for a more powerful elder).

Paranoia, Extreme: 3 points
You are certain the world is full of creatures and people who wish to see you destroyed. However, you do not worry about those individuals who loathe you from a distance. It is the ones you let get near you, the ones who profess some caring towards you, you are the real danger. Of course, not all your associates and so-called friends are actually enemies (at least they probably all aren’t). However, you know that no one ever does anything they don’t believe to be for their own benefit. You are constantly alert seeking to commit diablerie, stake you, or worst. Whenever someone you know performs an act that appears selfless, you must Roll your Disc Dice, Difficulty 6, at least 2 successes required to resist branding them a traitorous, implacable enemy bent on your destruction (and taking appropriate actions against such a monster!). The Storyteller may also decide that your companions’ actions are suspiciously altruistic and necessitate such a roll.

Paraplegic: 6 points
You can hardly move without the 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, not matter how difficult it makes things. A character may not take this Flaw along with the Merit Double-Jointed.

Pelagic Compulsion: 2 points
The afflicted character feels inexplicably drawn to the sea at the expense of his ability to concentrate on other matters. This call can be temporarily satisfied by an extended sea voyage, and is most often felt in the first 50 years of unlife.

Permanent Fangs: 3 points
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 Appearance rating of 3 at most.

Permanent Wound: 3 points
You suffered injuries during the Embrace, which your sire did nothing to repair. You start each night with the wounds. This can be healed like normal damage, but each evening, after sleep, your wounds always return.

Phobia-Mild: 1 point
You have an overpowering fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces and heights. You must make a Courage roll using your Disc Dice, Difficulty 6, at least 2 successes required, whenever you encounter the object you fear. If you fail the roll, you must retreat from the object.

Phobia-Severe: 3 points
You have an overpowering fear of something. Common objects of fear include certain animals, insects, crows, open spaces, confined spaces, heights, and so on. You must make a Courage roll, using your Disc Dice, Difficulty 7, at least 3 successes required. If you fail the roll, you must retreat in terror from the object of fear.

Poseidon's Call: 1 point
An individual with this condition, finds her stability directly tied to that of the weather, calming as skies clear and growing progressively more bloodthirsty as a storm mounts.

Poverty: 1 point
You are very poor for an elder vampire. Either you never bothered to save anything over the years, or you throw away any accumulated wealth for your own, obscure reasons.

Prestation Debt: 1 to 5 points
You currently owe a boon to one or more other Kindred. This debt could have been incurred far in the past, or only last week, but the Kindred to whom you owe the debt is still extant. As such, she has gained some Status over you, and you are at a slight disadvantage in any dealings you have with her. It is also conceivable that your debt could be called in, and that you could be asked to perform some service or favor for any such vampire to whom you are indebted.

Prey Exclusion: 1 point
You have an overpowering fear of something. For instance and animal-lover might decide to hunt only humans, or a character might decide to spare a class of person she particularly admires: police, teachers, medical professionals, clergy, peace activists and so on. You are disturbed when others feed from this type of prey, and could possibly enter a frenzy (Storyteller’s discretion). If you accidentally feed upon this class of prey yourself, you will automatically frenzy. Note: This is not as restrictive as the Ventrue limitation, which limits a vampire to a certain class of prey (therefore Ventrue cannot take this Flaw).

-Ravnos Clan Flaw- Family Enmity: 2 points
By an act of betrayal, or perhaps a simple "misunderstanding", you have gained the scorn of one of the families. They will not offer any assistance to you, and may even alert your enemies to your presence in a city. Until you redeem yourself, be it through unrewarded loyalty or perhaps remarkable cunning, they will interfere with your plans and darken your name wherever they travel. Note: You may not take a Family Enmity with the Tsurara or the Ravnos families.

-Ravnos Clan Flaw- Marhime: 3 points
You have committed some grievous crimes against the Rom, and are now shunned by their families (including the Ravnos). Though they do not work against you, they avoid contact, as you might contaminate them. Cleansing yourself of your crime is an arduous uphill battle; until you are redeem by a kris, you are unable to travel in the company of your people for anything longer than a few nights before they drive you away.

-Ravnos Clan Flaw- Wuzho Enemy: 2 points
You have drawn the attention of one of the Wuzho. This enemy is quite dangerous, as he wishes nothing more than to send you to your end. Though he does not confront you directly, he works to thwart your plans whenever possible - destroying family ties or angering other mulo against you - waiting for the night when you are not longer able to defend yourself against him.

Recently Arisen: 3 points
You have been lying in a state of torpor until very recently. The years have left you in their wake and the world has been remade in your absence. The culture shock is very jarring, and you still find it difficult to make your way in this strange new environment. Only the general flow of Kindred politics and society remains reasonably familiar; the rest of the world is gibberish.

Repelled by Crosses: 3 points
You are repelled by the sight of ordinary crosses (just as if they were holy). Kindred who were of the Church prior to their Embrace are the ones most likely to possess this Flaw; they perceive that their new form is a judgment from God.

Repulsed by Garlic: 1 point
You cannot abide the smell of garlic, and the smallest taint of its scent will drive you from a room. The full force of its pungent odor will bring blood tears to your face and render you early blind, while its touch can cause boils and even open wounds.

Rival Sires: 2 points
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 actually sire or both of you have become the target of the failed suitor’s ire. Regardless, your persecutor is at a risk of Frenzy in your presence. In addition, she may be working actively to discredit or destroy you.

Routine: 2 points
Through the ages you have settled into somewhat of a routine. You tend to go to the same places at the same times of year, and to proceed from haven to haven in a regular order. If others studied you behavior closely, they might be able to take advantage of it to do you harm. The Storyteller may lower the difficulty level for anyone attempting to surprise the character from 1-3 points depending on the specific nature of the situation.

Selective Digestion: 2 points
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 only certain types (A,O, etc.) This Flaw may not be taken by Ventrue characters, since they already have something like it though their clan weakness.

-Setite Clan Flaw- Aura of the Wyrm: 5 points
You radiate corruption to such a degree that any Garou in the locale are drawn towards you. This is a serious Flaw, as your unlife is constantly threatened by frenzied attacks directed against you by enraged werewolves.

-Setite Clan Flaw- Forked Tongue: 2 points
Your tongue is forked and flickering, like that of a snake. You speak with a hiss. Upholding the Masquerade becomes difficult for you. Note that this tongue does not inflict aggravated damage, nor draw blood.

-Setite Clan Flaw- Heartless: 4 points
Having removed your heart via the fifth level of Serpentis, you have lost it. The heart might be in the possession of a foe, or simply missing. If it is possesses by some other Cainite (perhaps a Setite elder, or your sire) you must obey their every command. If it is lost, the anxiety this causes you interferes with your nightly existence.

-Setite Clan Flaw- Scales: 1 to 3 points
During your Embrace, a portion of your skin became scales. If only a small area, one easily hidden, such as a patch of skin on your shoulder, this is only a one-point Flaw. Having an entire limb affected, such as an arm, forcing you to wear long gloves at all times, is a two-point Flaw, while having a scaled, lipless face is a three-point Flaw.

Short: 1 point
You are below average height, and have trouble seeing over high objects and moving quickly. The Storyteller should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus.

Shy: 1 point
You are distinctly ill at ease when dealing with people, and try to avoid social situations whenever possible.

Sire’s Resentment: 1 point
Your sire dislikes you and wishes you ill. Given the smallest opportunity, your sire will seek to do you harm, and may even attack you if provoked. Your sire’s friends will also work against you, and many elders will thus resent you.

Sleeping with the Enemy: 3 points
You have some sort of intimate connection with a member of an opposing sect or inimical clan. You may have a love, a childe, a friend or a contact working the other side of the fence, but regardless ofd 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 your clan, and if you are discovered the penalty will surely be death.

Slow Healing: 3 points
You have difficulty healing wounds. It requires two blood points to heal one point of normal damage, and three blood points to heal aggravated damage every five days.

Smell of the Grave: 1 point
You exude an odor of dampness and newly turned earth, which no amount of scents of perfumes will cover. Mortals in your immediate presence become uncomfortable.

Short Fuse: 2 points
You are easily angered. The difficulties of rolls to avoid freny are always two less, no matter how you were provoked. This is a dangerous Flaw; don’t choose it without careful thought.

Soft-Hearted: 1 point
You cannot stand to watch others suffer-not necessarily because you care about what happened to them, but simply because you dislike the intensity of emotion. You avoid any situation that involves causing someone physical or emotional pain.

Special Responsibility: 1 point
Shortly after your Embrace, you volunteered for some task in order to gain respect and approval from your pack member. 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.

Speech Impediment: 1 point
You have a stammer or some other speech impediment which hampers verbal communication. Do not feel obliged to roleplay this impediment all the time but in time of duress, or when dealing with outsiders, you should attempt to simulate it.

Stereotype: 2 points
You buy heavily into all the vampire legendary 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. Also, you stand out to hunters, and run the risk of violating the Masquerade every time you take to the streets.

Territorial: 2 points
You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory, 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 circumstance.

Thin Blood: 4 points
Your blood is thin, weak and does not sustain you well. All blood points 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.

Thirst for Innocence: 2 points
The sight of innocence - of and sort - arouses in you a terrible bloodlust. Roll your Disc Dice, Difficulty 7, at least 2 successes required, or else frenzy and attack the source of your hunger.

-Toreador Clan Flaw- Démesuré: 3 points
Démesuré refers to sinful pride that results in extraordinary (and sometimes horrendous) costs to the possessor and those around him. The most famous example is that of Childe Roland, who refused to allow his men to retreat as the Moors slaughtered them, his pride goading him to remain so that he would not appear as a coward. A player who takes this Flaw should select one (maybe more) things that his character takes great pride in - his clothes, his horsemanship, his fighting, etc. When that pride is insulted or threatened, the player must make a Roll of their Disc Dice, Difficulty 7, at least 2 successes required. If he fails, he pursues the salvation of his "honor" to the exclusion of all other business. This obsession can result in lost allies, plans gone completely awry, loss of loved ones or even Final Death. Each time the character achieves goals relating to his obsession.

-Toreador Clan Flaw- Disparaged: 2 points
You married someone beneath your station, and thus have lost social standing yourself. An example, would be a countess who has married a knight or a duke who married a baron’s daughter. Among your own social class, you are treated with disrespect or eve actively snubbed, while your spouse is ignored or treated rudely. Your spouse’s peers don’t know how to behave with you, resulting in a further awkward relations or standoffishness. Your marriage may be a happy one, but you have paid a terrible price for it.

-Toreador Clan Flaw- Rivalry: 1 to 3 points
You have an ongoing rivalry with someone (perhaps another Toreador, another Cainite, or even a mortal). You may or may not remember how the competition started, but now you and your rival are inseparable. This rival takes advantage of every opportunity to slander you and advance himself at your expense. There may be ways to cool or end this quarrel, but doing so will take a long time. A 1-point rival is at your own power level, and is often annoying but not too dangerous. A 2-point rival occasionally takes harmful action against you, or his words have some measure of influence. A 3-point rival has no qualms about occasionally attempting to have you killed or has some serious clout with someone of higher standing than you (a mortal authority or clan elder). For him, your rivalry has become a matter of death or dishonor.

-Toreador Clan Flaw- Used and Abused: 2 points
For some reason, you have incurred the wrath of those higher in station in your clan. These Cainites have the power o make your life miserable - injuring your reputation, spreading nasty gossip, slandering your lovers - and all for reasons that you can’t understand. However, just because you’re being abused doesn’t mean you necessarily have to endure it meekly. You may be able to find assistance from others who disbelieve the slander - but you may have to prove yourself several time over first.

-Toreador Clan Flaw- Vulgar: 2 points
You are rude and socially unacceptable. You seem constitutionally incapable of saying or doing the right things, in spite of all attempts to teach you. Your sire is criticized and ridiculed for choosing you, and you are frequently left off guest lists. You may eventually work off this Flaw, but the Storyteller should make it particularly difficult.

Touch of Frost or Taint of Corruption: 1 point
Plants wither as you approach and die at your touch. Your touch leeches heat from living beings, as though you are made of ice.

-Tremere Clan Flaw- False Third Eye: 4 points
For reasons unknown to you or your sir, your Embrace left you with the imprint of a third eye upon your forehead. This remainder of Tremere’s diablerie of Saulot renders you both an embarrassment to other members of your clan and a figure of distrust to all except those who know you. The "third eye" does not open or function. Unless you conceal it under a hood or beneath your hair, the stigma is obvious to all who see you. Attempting to pass as a Salubri is not advisable.

Twisted Upbringing: 1 point
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.

Twitch: 1 point
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. You must spend burn a Blood Point to refrain from engaging in your twitch.

-Tzimisce Clan Flaw- Privacy Obsession: 3 points
You carry the Tzimisce respect for privacy to extremes. You must make a Roll of your Disc Dice, Difficulty 6, at least 3 successes required, to enter another being’s dwelling without being invited (though you will go to fiendishly clever lengths to garner an unwitting invitation). When disturbed in your manse by an uninvited guest, you must make a Roll of your Disc Dice, difficulty 7, at least 2 successes required, to avoid frenzy.

Uneducated: 5 points
You have received absolutely no education.

Unskilled: 5 points
You have never trained extensively in any skill or craft.

Uppity: 2 points
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.

Vainglorious: 1 to 3 points
You are boastful and know that you deserve any praise you receive. You are particularly found of Kindred who realize their lesser standing in the face of your obvious superiority, although you tend to view any who speak well of you as more intelligence and deserving than most.

Vengeful: 2 points
You have a score to settle, incurred either during your mortal days or after your 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 burning a Blood Point.

Ward: 3 points
You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. This character id often a friend or relative from your living days. Retainers do not count as wards, as they "pay their own way". Wards have a talent for getting caught up in the actions of stories, and are frequently target’s of a character’s enemies.

Weak-Willed: 2 points
You are highly susceptible to Dominate and intimidation by others; you are, in fact unable to Resist the someone using Dominate or Presence against you, unless your survival is at stake or it is appropriate to you Nature.