Darkstone Keep
 
PHYSICAL
 

 
Addiction (3 pt. Flaw): You are addicted to some substance in addition to blood, and make sure your victims have ingested the substance before you drink from them so that you can enjoy the effects. The substance can be alcohol or any form of drug. You are more likely to frenzy if you do not get your fix for the night (a +2 difficulty on all Frenzy rolls).
 
Allergic (1-3 pt. Flaw): You are allergic to some substance, in a manner not unlike mortal llergies. 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 simply touched it, the penalty is reduced to two dice. Use the following as a guide:
Ambidextrous (1 pt. Merit): You may use both hands equally well, eliminating the penalty for off hand tool use. This does not give you extra actions and can reduce the difficulty when using two tools or weapons at once (to -1 difficulty and -3 difficulty respectively).
 
Baby Face (2 pt. Merit): You look more human than other vampires, enabling you to fit in the human world much more easily. Your skin is pink, you never really stopped breathing (even though you don't need to), and even sneezing comes naturally. You can make your heart beat as long as you have at least one Blood Point. This merit cannot be taken by Nosferatu.
 
Blush of Health (2 pt. Merit): You appear to still be alive due to some quirk of your vampiric metabolism. Your skin feels only slightly cool to the touch, and you retain normal human coloration.
 
Catlike Balance (1 pt. Merit): You possess an innately perfect sense of balance. You are able to land on your feet from a fall virtually every time. You get +2 dice when rolling to retain or achieve balance.
 
Child (3 pt. Flaw): 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 (qv) and you find it difficult to be taken seriously by others (2 dice penalty to all relevant rolls). Because you have never before experienced any sort of transformation change (never having undergone the experience of puberty), you are ill-suited to withstanding the demands of the Hunger (a +1 difficulty) - additionally certain clubs may not admit you, because you are "underage".
 
Deformity (3 pt. Flaw): You have kind of deformity - a misshapen limb, a hunchback, or whatever - which affects your interactions with others and may inconvenience you physically. Any dice rolls relating to physical appearance have a +2 difficulty, and similar for some Dexterity rolls (depending upon the type of deformity).
 
Disease Carrier (4 pt. Flaw): Your blood contains a disease that affects the mortals upon whom you feed (not all of them all the time, but fairly regularly - anyone you feed from or who feeds from you will probably become infected). You are not allowed to drink directly from vessels because you will contaminate them, so you have to remove the blood and pour it into a cup first. Sabbat with this flaw are not allowed to participate directly in the Vaulderie, but still has to drink their packmates.
 
Disfigured (2 pt. Flaw): A hideous disfigurement makes you ugly and easy to notice as well as remember. You therefore have a 0 Appearance, much like the Nosferatu (who cannot take this flaw).
 
Double-Jointed (1 pt. Merit): You are unusually supple, any Dexterity roll involving flexibility having a -2 difficulty. Squeezing through a tiny space is one example of a use for this merit.
 
Early Riser (1 pt. Merit): You always seem to be the first to rise and the last to go to bed. You always get up at least one hour before everyone else, even if you stay up until dawn. You seem to have the ability to exist on less rest.
 
Efficient Digestion (3 pt. Merit): Your system processes blood more effectively, giving you one extra blood for every two that you drink from a mortal (round downwards).
 
Fifteenth Generation (6 pt. Flaw): Your vampiric blood is so weak that you are barely a vampire. For more information, please contact the Storytellers. Note: playing a 15th generation vampire is more or less like playing a ghoul that still takes damage from sunlight.
 
Fourteenth Generation (2 pt. Flaw): You are a 14th generation vampire, and as such can only use 4 of your 5 Blood Points. The other Blood Point is inert, and cannot be spent in any way. You must also take the Thin Blooded flaw.
 
Huge Size (4 pt. Merit): You are exceptionally large (7+ ft tall and 400+ lbs), and therefore have an additional Health Level (an extra Hurt level, with no penalties to rolls).
 
Infertile Vitae (3 pt. Flaw): For some reason you are unable to create new vampires. All those you try to Embrace die. Your vitae is faulty even beyond that of Thin Blood. You may not create any childer no matter what you do. However, unlike the Thin Blood flaw, you can use your blood just as all other vampires can.
 
Lame (3 pt. Flaw): Your legs are injured or otherwise prevented from working effectively. You have a -2 dice to all dice rolls related to movement. This flaw may not be taken with the Double-Jointed merit.
 
Lazy (1 pt. Flaw): You are simply lazy. You do not like to do anything that requires a lot of effort on your part. You prefer to let others do the hard work. You like to lie around and, by vampiric standards, you are certainly a coffin potato.
 
Misplaced Heart (2 pt. Merit): Your heart has actually moved within your body, though no more than 2 ft from it's original position near the middle of your chest. Those who attempt to stake you find it very difficult to find the right location (which should be your most tightly guarded secret).
 
Monstrous (3 pt. Flaw): 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 do you have 0 Appearance, but you make even the Nosferatu uneasy. Nosferatu my take this flaw, but only gain 1 freebie point for it.
 
Mute (4 pt. Flaw): Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means - typically writing or signing.
 
One Arm (3 pt. Flaw): 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. However, you do suffer a two-dice penalty to any Dice Pool where two hands would normally be needed to perform a task. A character may not take this flaw along with the Ambidextrous merit.
 
Paraplegic (6 pt. Flaw): 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 Double-Jointed merit.
 
Permanent Fangs (2 pt. Flaw): Your fangs won't retract. You are a walking masquerade breach, and have to be extremely careful when in mortal company.
 
Permanent Wound (3 pt. Flaw): You suffered injuries during the Embrace, which your sire did nothing to repair. You start each night at the Wounded Health Level. This can be healed like normal damage, but each evening, after sleep, your wounds always return.
 
Selective Digestion (2 pt. Flaw): 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 (1 pt. Flaw): You are well below average height, and have trouble seeing over high objects and moving quickly. You suffer a -2 dice penalty to all pursuit rolls, and you and the Storyteller should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus.
 
Slow Healing (3 pt. Flaw): You are slow to heal all wounds (this can be dangerous for aggravated wounds). You are slow to heal normal wounds (requiring 2 Blood Points per Health Level recovered), and you may only heal aggravated wounds at a rate of one Health Level every five days.
 
Smell of the Grave (1 pt. Flaw): You exude an unconcealable smell of wet earth, which gives you a -1 die to the Die Pool when interacting socially with mortals (as well as making you rather distinctive).
 
Thin Blooded (4 pt. Flaw): You have weak blood, and are unable to use it for anything but sustaining yourself from night to night and healing your wounds. Blood cannot be used to add to your Physical Attributes, to fuel Blood disciplines, or to create a Blood Bond. Moreover, you will not always be able to create a vampire (half the time the Embrace will simply not work).
 
Vulnerability to Silver (2 pt. Flaw): You suffer aggravated wounds from silver, just like a werewolf.