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:
-
1 pt. - Plastic
-
2 pt. - Alcohol
-
3 pt. - Illegal Drugs
-
4 pt. - Metal
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.