Darkstone Keep
 
PSYCHOLOGICAL
 

 
Note: These flaws can be temporarily ignored by spending a Willpower point, though this should not be allowed too often (it is NOT a convenience).
 
Alternate Road (2 pt. Merit): Your moral code is based on a system other than Humanity. You may choose a Road other than the Road of Humanity to begin with.
 
Berserker (2 pt. Merit): The beast is in you, but you know how to direct and make use of it. You may enter Frenzy at will, and are thus able to ignore your wound penalties. However, you must pay the consequences of your actions while in Frenzy just as you normally would - your chance of entering an unwilling Frenzy is also unaffected.
 
Code of Honor (1 pt. Merit): You have a strict moral code to which you adhere, automatically resisting most temptations that would bring you in conflict with your code. Even when you are in Frenzy you will attempt to adhere to it (get another 3 dice to Self Control when in danger of violating your code - breaking it causes anguish and can have bad consequences, such as being unable to regain Willpower for a time). When supernatural reasons would make you violate your code you either gain another 3 dice to resist it, or the opponent has a +2 difficulty to force you to violate your code (Storyteller's choice). You must construct your own personal code of honor in as much detail as you can, outlining the general rules of conduct by which you abide.
 
Compulsion (1 pt. Flaw): You have psychological compulsion for some activity which can cause you problems, be it gambling, lying, cleanliness, stealing, etc.
 
Driving Goal (3 pt. Flaw): You have some personal goal that is the center of your unlife and sometimes compel and directs you in startling ways. This goal is limitless in depth and you can almost never truely achieve it - everything you do relates to this goal, and you must always work toward it (this can get you in trouble and may jeopardize other actions). Choose this one carefully, as it will direct and focus everything that your character does.
 
Dual Nature (2 pt. Merit): You have two distinct Natures, both of which have an influence on your personality and behavior. Be careful to choose Archetypes that are somewhat compatible (this is not schizophrenia). This allows you to regain Willpower using both Natures (Demeanor may still be chosen and may be very different from the Nature's).
 
Enlightened (1-7 pt. Merit): You are on your way to Golconda, the mythic state of vampiric inner harmony. Each point of this merit reduces the difficulty of any Frenzy test by 1 (if a Frenzy difficulty is less than zero you avoid frenzy automatically). However, your path toward Golconda is a delicate balance, and any transgressions against your Road will cause you to lose some or all of your points in this merit.
 
Frenzy Condition (2 pt. Flaw): This is a special situation or object that causes you to automatically enter Frenzy without a roll to control yourself.
 
Hatred (3 pt. Flaw): You have a total and unreasoning hatred of a certain thing (this is total and largely uncontrollable). You may hate species of animals, a class of person, a color, a situation - anything. You must make a Frenzy roll whenever faced with the object of your hatred. You constantly puruse opportunities to harm the hated object or to gain power over it.
 
Higher Purpose (1 pt. Merit): You have a goal that drives you in everything, and gives you the strength to carry on in dire circumstances (though in some circumstances it may force you to act in ways that risk your own life). You gain two extra dice on all actions relating to this higher purpose (this requires some talking over with the Storyteller, and cannot be combined with the Driving Goal flaw).
 
Immune to Rotschreck (5 pt. Merit): You automatically win all Rotschreck checks.
 
Intolerance (1 pt. Flaw): You have an unreasoning dislike for a certain thing (much like the Hatred flaw but milder - note that this is not a trivial dislike, such as for a particular magazine or tissue paper or the like).  The Storyteller is the final arbitrator on what you can dislike.
 
Low Self-Image (2 pt. Flaw): You lack confidence in yourself, and have two dice less in any situation where you don't expect to succeed (may be reduced to 1 die less at the Storyteller's discretion). At the Storyteller's option you may be required to make Willpower rolls 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 pt. Flaw): You are affected by the phases of the moon. On nights of the new moon you are extremely passive, but on nights of the full moon you are extremely emotional and volatile. During the waxing moon you are pleasant and more focused on your tasks. During the waning moon you are a little apathetic and touchy. During the entire cycle of the moon, you vary your emotional level to suit the stage of the moon. This flaw is made truely effective with good and accurate roleplaying, though the Storyteller can enforce it through frenzies.
 
New Road (3 pt. Merit): You are inventing your own way to deal with your vampiric nature. You may create your own Road, and follow its tenants in gameplay. Note: This merit takes a lot of work, and the Storytellers reserve the right to disallow any Roads or parts of Roads as they see fit (for any reason or even none at all).
 
Nightmares (1 pt. Flaw): You experience horrendous nightmares (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 be less effective on all your actions for the next night (Storyteller's discretion). When you wake up you must make a Willpower roll (diff 7) or you will have a -1 die on all actions for that night. On a botch roll, the nightmares are so intense that you believe you are still locked in the nightmare while awake.
 
Overconfident (1 pt. Flaw): You have an exaggerated and unshakeable opinion of your own worth an capabilities - you never hesitate to trust your abilities, even in situations where you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough you can infect others with your overconfidence.
 
Phobia: Mild (1 pt. Flaw): You have an overpowering fear of one thing or circumstance, insinctively and illogically retreating from and avoiding 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 whenever you encounter the object of your fear (the difficulty is determined by the Storyteller) - failure means that you must retreat from the object.
 
Phobia: Severe (3 pt. Flaw): Much like the Phobia: Mild flaw, but you must make a Courage roll to not enter Rotschreck when faced with the object of your fear (difficulty depending on the circumstances). Failing the roll means that you must retreat in terror from the object of fear, while less than 3 successes means that you will not approach it. The Storyteller has final say over which phobias are allowed.
 
Prey Exclusion (1 pt. Flaw): You refuse to hunt a certain class of prey for some reason - you are disturbed and may Frenzy when others feed on this type of prey in your view (Storyteller's discretion). If you accidentally feed upon this class of prey yourself, you will automatically Frenzy and will need to roll for Humanity loss (at an 8+ difficulty). This is not as restrictive as the Ventrue's Clan limitation and cannot be taken by Ventrue.
 
Short Fuse (2 pt. Flaw): You are easily angered, having a +2 difficulty to resist Frenzy (no matter how you were provoked). This is a dangerous flaw, so don't choose it without careful thought.
 
Shy (1 pt Flaw): You are ill at ease dealing with people and try to avoid social situations wherever possible (a +1 difficulty when dealing with others socially, or +2 difficulty if you are the center of attention). Don't expect the character to make a public speech.
 
Smoker (3 pt. Merit): You are so inured to flame that you automatically win Rotschreck tests which have a 1-3 difficulty.
 
Soft-Hearted (1 pt. Flaw): You cannot stand to watch others suffer - not necessarily because you care about what happens to them, but simply because you dislike the intensity of emotion. If you are the direct cause of suffering, and you witness it, you will experience nights of nausea and days of sleepless grief. You avoid situations where you might have to witness suffering and will do anything you can to protect others from it. Whenever you must witness suffering you have a +2 difficulty to all rolls for the next hour.
 
Speech Impediment (1 pt. Flaw): You have a stutter or other speech impediment which hampers verbal communication - you have a +2 difficulty to all relevant rolls. You do not have to roleplay this impediment at all times, but in times of duress or when dealing with outsiders, you should attempt to simulate it.
 
Territorial (2 pt. Flaw): You are extremely territorial, no liking to leave your territory or liking it when strangers enter it. In fact, you become so nervous and disoriented while outside your territory that you have a +1 difficulty to all rolls. In addition you must make a Frenzy roll when other vampires enter your territory, unless they obtain your permission to pass through.
 
Vengence (2 pt. Flaw): You have a score to settle and focus on it intently (it may be from your mortal or vampiric days). You are obsessed with wreaking vengeance on an individual or group, and make this revenge your first priority in all situations. This can be overcome temporarily by spending Willpower points. Some day you may have your revenge, but the Storyteller won't make it easy.