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Offline LadyJallyn

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Character Flaws
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Mental
These Flaws deal with the mind: its  weaknesses and special capacities.

Deep Sleeper: (1 pt Flaw)
When you sleep, it is very difficult for you to awaken. Raise the difficulty by two on any such roll, and roleplay how you never seem to be on time when you have an appointment early in the evening.

Amnesia: (2 pt Flaw)
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 to 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.)

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

Weak-Willed: (2 pt Flaw)
You are highly susceptible to Dominate and intimidation by others; you are, in fact, unable to use your Willpower freely. You can employ your Willpower only when survival is at stake or it is appropriate to your Nature.

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

Offline LadyJallyn

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Re: Character Flaws
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Mortal Society
These Flaws deal with the influence, power and station of a character within mortal society. Some of them correspond very closely to certain Background Traits (such as Resources, Contacts, and Influence), while others simply elaborate and expand upon them. The Backgrounds give you more creative freedom, while the Merits provide you with exact details of what you possess.

Anachronism: (2 pt Flaw)
You have been a vampire for some time, and are unable (or unwilling) to keep up with the changing times. An Intelligence roll is needed whenever you have to deal with something from a later period than your own breathing days. If the roll is failed, total the net failures and use this total as a negative modifier to your attempts. Example: Osric, a fifth-century Goth by birth, has this Flaw and is attempting to deal with a computer. His Intelligence roll results in two net failures. Osric now has a two-dice penalty when determining the outcome of his attempt to make the infernal machine cooperate. Note that characters with this Flaw will generally have been vampires for longer than the 50 years suggested in Vampire, so Storytellers should decide whether or not to allow this Flaw in their chronicles.

Ward: (3 pt Flaw)
You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. This character may be a friend or relative from your pre-Embrace days, or simply a mortal you admire and consider important. Wards have a way of getting caught up in the action of stories, and are frequent targets of a character's enemies.

Hunted: (4 pt Flaw)
You are pursued by a fanatical witch-hunter who believes you are a dangerous, vile beast inimical to humanity (perhaps you are). All those with whom you associate may be hunted by the same individual as well. Though this hunter seeks to destroy all vampires, something about you drives the passion of this killer.

Offline LadyJallyn

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Re: Character Flaws
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Physical
These Flaws deal with your health and physical makeup.

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

�   Short: (1 pt Flaw)
You are well below average height, and have trouble seeing over high objects and moving quickly. You suffer a two-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.

Disfigured: (2 pt Flaw)
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).

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

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 (see above), and you find it difficult to be taken seriously by others (two-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 (the difficulties of all such rolls are one greater). Additionally, certain clubs may not admit you, because you are "underage."

Deformity: (3 pt Flaw)
You have some kind of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically. The difficulties of all dice rolls related to physical appearance are raised by two. Your deformity will also raise the difficulty of some Dexterity rolls by two, depending on the type of deformity you possess.

Lame: (3 pt Flaw)
Your legs are injured or otherwise prevented from working effectively. You suffer a two-dice penalty to all dice rolls related to movement. A character may not take this Flaw along with the Merit Double-Jointed.

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 is your Appearance a zero, but you make even the Nosferatu uneasy. Nosferatu may take this Flaw, but only gain one point for it.

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 Merit Ambidextrous.

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.

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.

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.

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 Merit of Double-Jointed.

Offline LadyJallyn

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Re: Character Flaws
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Psychological

These Flaws deal with the psychological makeup of your character, and may describe ideals, motivations or pathologies. Some psychological Flaws can be temporarily ignored by spending a Willpower point, and are so noted. If you possess such a Flaw and do not roleplay it when the Storyteller thinks you should, then she may tell you that you have spent a point of Willpower for the effort. Flaws cannot be conveniently ignored.

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

Dark Secret: (1 pt Flaw)
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 Sabbat. While this secret weighs on you mind at all times, it will only surface in occasional stories Otherwise. it will begin to lose its impact.

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

Nightmares: ( 1 pt Flaw)
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 lose one die on all your actions for the next night (Storyteller's discretion). Some of the nightmares may be so intense that you mistake them for reality. A crafty Storyteller will be quick to take advantage of this.

Phobia (Mild): (1 pt Flaw)
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 whenever you encounter the object of your fear. The difficulty of this roll is determined by the Storyteller. If you fail the roll, you must retreat from the object.

Prey Exclusion: ( 1 pt Flaw)
You refuse to hunt a certain class of prey. For instance an 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 and will need to make a roll for Humanity loss (difficulty 8 or greater). 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).

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

Shy: ( 1 pt Flaw)
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. The difficulties of all rolls concerned with social dealings are increased by one; the difficulties of any rolls made while you are the center of attention are increased by two. Don't expect such a character to make a public speech.

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, difficulties of all rolls are increased by two for the next hour.

Speech Impediment: (1 pt Flaw)
You have a stammer or some other speech impediment which hampers verbal communication. The difficulties of all relevant rolls are increased by two. Do not feel obliged to roleplay this impediment all the time, but in times of duress or when dealing with outsiders, you should attempt to simulate it.

Low Self-lmage: (2 pt Flaw)
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 the 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 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.

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

Territorial: (2 pt Flaw)
You are extremely territorial. You do not like to leave your territory, nor do you like to have strangers enter it. In fact, you get so nervous and disoriented while outside your territory that the difficulties of all your rolls are increased by one. In addition, you must make a frenzy roll when other vampires enter your territory, unless they obtain your permission to pass through.

Vengeance: (2 pt Flaw)
You have a score to settle. This score may be from either your mortal or vampiric days. Either way, you are obsessed with wreaking vengeance on an individual (or perhaps an entire group), and make revenge your first priority in all situations. The need for vengeance can only be overcome by spending Willpower points, and even then it only temporarily subsides. Someday you may have your revenge, but the Storyteller won't make it easy.

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

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

Phobia (Severe): (3 pt Flaw)
You have an overpowering fear of something. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights, and so on. You must make a Courage roll not to enter Rotschreck when faced with the object of your fear. The difficulty depends on the circumstances. If you fail the roll, you must retreat in terror from the object of fear. If you score fewer than three successes, you will not approach it. The Storyteller has final say over which phobias are allowed in a chronicle.

Offline LadyJallyn

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Re: Character Flaws
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Supernatural

These Flaws are different kinds of supernatural  detriments. They are highly abnormal, and not at all common. Because of the potential of these particular Traits, and the liberal way in which they deal with the "laws of reality," the Storyteller may not allow you to choose from this category - ask before you choose one. Furthermore, you should not select such Traits unless they firmly fit your character concept, and you can explain why your character possesses them. In general, we do not recommend that anyone have more than one or two supernatural  Flaws - they should be strictly controlled by the Storyteller.

Cursed: ( 1-5 pt Flaw)
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.  (1 pt)
You stutter uncontrollably when you try to describe what you have seen or heard. (2 pt)
Tools often break or malfunction when you attempt to use them. (3 pt)
You are doomed to make enemies of those to whom you become most attached (so whatever you do, don't get too close to the other characters! ). (4 pt)
Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way. (5 pt)

Taint of Corruption: (1 pt Flaw)
Plants wither when you approach, and will die if you touch them. It is rumored that Caine himself possesses this Flaw.

Repulsed by Garlic: (1 pt Flaw)
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 bloody tears to your face and render you nearly blind, while its touch can cause boils and even open wounds.

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

Repelled by Crosses: (3 pt Flaw)
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.

Can't Cross Running Water: (3 pt Flaw)
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.

Haunted: (3 pt Flaw)
You are haunted by a ghost that only you (and Mediums) can see and hear. It actively dislikes you and enjoys making your life miserable by insulting, berating and distracting you - especially when you need to keep your cool. It also has a number of minor powers it can use against you (once per story for each power): hide small objects; bring a "chill" over others, making them very ill at ease with you; cause a loud buzzing in your ear or the ears of others; move a small object such as a knife or pen; break a fragile item such as a bottle or mirror; trip you; or make eerie noises such as chains rattling. Yelling at the ghost can sometimes drive it away, but it will confuse those who are around you. The Storyteller will likely personify the ghost in order to make things all the more frustrating for you.

Dark Fate: (5 pt Flaw)
You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday you will be out of the picture. In the end, all your efforts, 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.

Light-Sensitive: (5 pt Flaw)
You are even more sensitive to sunlight than other vampires are. Sunlight causes double normal damage, and even moonlight (which is, after all, the reflected light of the sun) harms you. Indeed, even bright lights can be painful, but that 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.

Offline LadyJallyn

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Re: Character Flaws
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Here are some other flaws that might be of interest to the Bloodline Players....

Burned by Holy Water (2 pt Flaw)
Water blessed by clergy does aggravated damage when it comes in contact with your body. This damage cannot be soaked, even with Fortitude.

Warded by Salt (2 pt Flaw)
You believe in the old folk tales, and cannot cross a line of salt. Victims who surround themselves with salt are protected from you for as long as they remain inside. There is no willpower roll, nor damage should the Kindred attempt to cross the line - they will simply find themselves unable.

Victim of Hospitality (3 pt Flaw)
You cannot enter a private dwelling without the invitation of a resident of that dwelling. This does not apply to public buildings, such as office buildings or restaurants. In the case of apartment complexes and hotels, the Kindred will find that may roam the common halls freely - but access to the individual rooms or flats cannot be achieved without permission.

Coffin Bound (3 pt Flaw)
Something inside you believes in the old tale, that vampires must sleep in a coffin. Failure to meet this requirement halves the Kindred's dice pools every 24 hours, until all her actions use only one die. This penalty remains until she rests for a full day in a coffin.

Three Days Arisen (3 pt Flaw)
Most Kindred awake moments - hours at the longest - after being fed the blood of their sire. For you, however, it took more time to rise again. Your sire thought you had failed to be embraced and left you for dead, and when you woke three nights later you were alone, confused, and starving.
This flaw has created many Caitiff, and those who manage to be found by their sire come under a great deal of suspicion - after all, they saw you die.
This flaw inevitably affects the entirety of Neonates unlife, as failing to wake into the presence of a sire can have lasting, devastating effects.

Bane of Holy Ground (3 pt Flaw)
Perhaps you are more damned than other Kindred, or perhaps you simply place too much faith in old wives' tales. Either way, you cannot set foot on Holy Ground. Most cemeteries, all houses of religious worship, and even some other structures are forbidden to you. Every turn that you remain on Holy Ground inflicts one level of aggravated damage that cannot be soaked, even with Fortitude. If you are buried in Holy Ground, you will suffer damage until driven into torpor - if no one moves your body, you will never awaken.

For Whom the Bell Tolls (3 pt Flaw)
The sound of ringing bells strikes a chord in you, and the sound is often maddening. You suffer a -1 to your die pool for every turn you spend in earshot of the sound, and must spend a willpower point to choose to continue to remain near it. The degree of the sound is also a determining factor - a small, handheld bell may only be an annoyance, where tolling church bells may induce frenzy if endured. Deaf kindred may not take this flaw.

Cursed by Wood (6 pt Flaw)
For most Kindred, a stake in the heart will only result in paralysis. For you, however, the stake means death. This flaw should not be taken lightly, as there is no way for the Kindred to know she has this weakness until it's too late.

Offline LadyJallyn

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Re: Character Flaws
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Clumsy (2 pt. Physical Flaw)
You are a klutz, and continuously stumble over yourself, drop things, fall over, etc. Whether this is chopped up to uneven legs or an inner-ear problem, all Dexterity-based rolls are made at a +2 difficulty.

Embarrassed (3 pt. Social Flaw)
While attending some kind of special Kindred function - Elysium, for example, or perhaps even a small conclave - you became a laughing stock for any number of reasons. Whatever the nature of your embarrassment is, you've made an ass out of yourself, and no one's going to let that slip by. You are at a +1 difficulty on all Social rolls with anyone who heard of your shortcoming(s) and a +2 Social roll difficulty with anyone who was actually present. At the Storyteller's discretion, you may lose a point or two of Status, depending on the exact nature of the incident (particular favorites including falling down a rather large length of stairs or having your pants pulled down by a sadistic 'friend').

Slated for Punishment (3-6 pt. Social Flaw)
The Prince of your city has slated you for punishment for having violated one of his strictly enforced taboos. The exact nature of this Flaw depends on how many points you invest in it: three may indicate that you killed a valuable member of society, such as the local editor of the newspaper or even the mayor, whereas six may be assaulting another Kindred within Elysium. In any case, you are still to be punished; though this also depends on the nature of your crime. You may end up having your blood donated to the local Tremere chantry, or may simply have your fingers cut off and be forced to regrow them. Even after you are punished, you are still at a +1 difficulty on Social rolls with other Camarilla vampires in your city, and +3 when conferring with members of the local Kindred hierarchy. You must be a Camarilla vampire to purchase this flaw.

Former Lupine Addict (4 pt. Physical Flaw)
You have tasted Lupine blood so many times that it has left permanent scars on your mind. You suffer from a +1 difficulty to resist frenzy, due to the extraordinarily potent nature of Lupine vitae. Additionally, like Lupines, you are somewhat paranoid; you are at a +1 difficulty on all Social rolls involving Kindred or Kine that you do not completely trust. At the Storyteller's discretion, you may have to make a Self-Control roll the next time you are presented with the opportunity to partake of Lupine vitae.

Fascist (6 pt. Mental Flaw)
You disdain a certain breed of vampires, and will go out of your way to do as much harm to them as possible. Whether it is a large and well-known clan, such as the Toreador, or a tiny and rare bloodline, such as Kiasyd, you are completely biased against them. When you discover a member of the clan, you must make Self-Control roll (difficulty 7) or lapse into frenzy and kill your target. Additionally, you cannot stand to be in their presence; you must make Willpower roll (difficulty 7) to remain in the vicinity with your enemy or flee in a terrible rage. Even further, if you end up in a social situation with one, such as Elysium, Social difficulties are increased by +3 due to your undying hatred.

Offline LadyJallyn

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Re: Character Flaws
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Child of the Mists - 4 point Flaw
A child of the mists is constantly wreathed in and following by tendrils of ghostly mist that coil and writhe about her lower body and in her vicinity. When she is moving quickly, these mists will nearly disperse completely - becoming little more than trailing tendrils along the ground behind her. But when still for any period of time, the mists will collect and form a layer of ground fog spreading slowly outward from her location - at a rate of several feet per hour. The presence of these unnatural mists makes it almost impossible to hide a vampire's immortal nature. Masquerade rolls of any kind are made at a +3 difficulty.

Indentured Servitude - 1 to 5 point Flaw
The indentured servant owes a portion of her unlife to serving another Kindred. This service may be to repay a debt, or to earn a boon. During the period of service, the vampire acts as a lieutenant to her master, and is expected to be servile and loyal. The precise nature of the service will vary according to the demands of the master - there is no supernatural influence backing this service, however, other than the honor of the vampire herself. As a one point flaw, the period of service may be only a few months - while at 5 points it may be as long as several decades.

 Weak Vitae (2 point Flaw)
The blood passed to you from your sire is of diminished potency and strength. You find many aspects of vampiric existence relating to the Blood significantly more difficult for you than is expected. It takes greater effort for you to create ghouls (though you may not be aware of this), and you seem somewhat less vital than others of your generation.
System: Creating ghouls requires four drinks for you, instead of the usual three. If you are a Sabbat vampire, all others in your pack subtract one from their vinculum rolls for you each time they roll (i.e.: If they roll a 7, it becomes a 6). Your Blood Pool is also less potent, functionally being 2 blood points lower than it should be (this does not indicate a lessened capacity, simply decreased potency).

Cursed Vitae (5 point Flaw)
Your sire-given Vitae is so weak much of the normal functions of Kindred are beyond you. You seem to be far less capable than others of your generation when it comes to matters of the Blood - creating ghouls or thralls is almost impossible, and any embrace you attempt almost invariably fails.
System: Creating ghouls requires six drink for you, instead of the usual three - and even then it is not fully guaranteed. If you are a Sabbat vampire, all others in your pack subtract three from their vinculum rolls for you each time they roll (i.e.: If they roll a 7, it becomes a 4). Your Blood Pool is also far less potent, functionally being 5 blood points lower than it should be (this does not indicate a lesser capacity, simply decreased potency).

Offline LadyJallyn

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Re: Character Flaws
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And here are a few clan specific flaws.





BRUJAH
Blood Boil (5pt Flaw)
All Brujah are ill tempered, such is the nature of their blood. For some Brujah, however, Frenzy means not only danger to those around her but to her physical being. Whenever a Brujah succumbs to Frenzy her blood literally boils with rage causing internal damage. When this happens he takes (7 - Self-Control) points non-soakable bashing damage - which is not halved. Often, the pain is enough to snap the Brujah out of her Frenzy - or aggravate the Beast further still.

GANGREL
Mind of the Wild Beast (5pt Flaw)
Most Gangrel are attuned to their inner instincts more than most vampires. Some Gangrel, however, are more animal like than even those of their Clan. For these vampires their Frenzies are often marked with altered states of mind for a short period afterwards. In their mind they are an animal. Not the Beast, but a creature of the animal kingdom. When a Gangrel Frenzies and gains an animalistic feature she must make a Willpower roll (Difficulty 5 + Animalism to a maximum of 10). If she scores more than three successes she leaves the Frenzy with just the mark of the Beast. If she fails this roll however her mind becomes that of a wild animal. This first time this happens the player must decide which animal her character has the most connection with. Once this is chosen, the character falls under the Storytellers control and should be acted out as the selected beast. The duration of this mental change is (11 - Willpower) days. Note that if the player botches, the vampire's mind succumbs to animal state for an entire month. Only time can cause this state to fade. Many Gangrel so afflicted, however, are put down to save the Masquerade.

MALKAVIAN
No Respite (5pt Flaw)
Perhaps the blood of Malkav runs thickly through your veins. Perhaps you were just completely insane before your Embrace. Either way, you are now irredeemably insane and there is nothing that can halt its grip on your mind. You may never spend a Willpower point to negate your derangement for a scene.

NOSFERATU
Voice of the Damned (5pt Flaw)
Though al Nosferatu are hideous, most retain their mortal voices. You, however, did not. By some dint of the Curse of Caine your voice is a maddening mockery of the human tongue. When you speak your words can never be mistaken for normal even through electronic manipulation. Perhaps you speak like the buzzing of flies or perhaps your have a tone that is unbearable - it makes no difference. Although you can be comprehended, no one will ever mistake your voice for being human. You are at half dicepools for all rolls that involve Charisma and Manipulation. You do, however, gain +3 when using your voice to intimidate someone.


TOREADOR
Sensory Overload (5pt Flaw)
Manifesting itself only among the members of the Clan Toreador, sensory overload is apparently a worsened manifestation of the entrancement with beauty the Clan is susceptible too. When a Toreador becomes entranced he must make an additional Willpower roll. If he succeeds he is entranced as normal, however, if not his mind is overloaded by the sheer sensory input and suffers perceptual damage for a long time afterward. If the character fails, roll Perception + Auspex (Difficulty 8), all of the vampires Perception dicepools are now halved for as many nights equal to the successes rolled OR she loses the use of Auspex for the same amount of time (Storytellers choice). If the character botches the Willpower roll he is completely blind for 24 hours.

TREMERE
'Yes, Sir' (5pt Flaw)
Sometimes, the Elder blood that all Tremere sip from is made of stronger stuff. Though all Tremere are bloodbound to the oldest of their Clan, a select few are helpless when commanded by Tremere of the most potent vitae. When resisting any command from the Inner Circle, the Warlock is half her normal Willpower dicepool in addition to the +2 difficulty.

VENTRUE
She's the One (5pt Flaw)
All Ventrue are picky. You, though, are obsessed with your chosen prey. Whenever you see someone who matches your prey exclusion you are overcome with a terrible bloodlust. You must a Willpower roll (Difficulty 8) or you will automatically Frenzy and try to take as much blood from your victim as possible.

Offline LadyJallyn

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Re: Character Flaws
« Reply #9 on: »
And here are even more flaws....




Bad Sight: (2) (VPG)
Your sight is defective. The difficulties of all dice rolls related to vision are increased by two. This Flaw is neither nearsightedness nor farsightedness; it is a minor form of blindness, and is not correctable. You may not take Acute Vision if you take this Flaw.

Big Mouth (1pt) You�ve got an opinion on everything and you�re not at all hesitant about letting people hear it. You tend to blurt out painful truths at the worst possible times. At least once per high-tension social scene, you must come out with your thoughts. You can avoid this by biting your tongue -- literally. This inflicts one health level of Bashing damage and costs a Willpower point.

Blind: (6 pt) (VPG)
You automatically fail all dice rolls involving vision. You cannot see-the world of color and light is lost to you.

Catspaw (2) (GC) You've done the dirty work for someone high up in the city's hierarchy in the past--the sheriff, the primogen or even the prince. However, instead of granting you favor, your deeds have made you an embarrassment or a liability. For the moment, your former employer's concern is to keep you quiet. In the long term, it's to get rid of you.


Compulsive Liar (2pt)You feel the need to put your personal spin on the truth. You don�t necessarily do so out of spite or malice, and you may come to genuinely believe the tall tales that you tell (especially when you spin them often enough). This Trait is especially troublesome when other Cowboys rely on you for information about bounty heads and their habits. You might have to spend a Willpower point to force yourself to be honest, especially if it means revealing a previous lie.


Criminal Record (2pt) Having been convicted for several misdemeanors or perhaps even a minor felony, you have a bit of a shady past. You are unable to buy firearms legally, and you receive exceptionally poor treatment from law-enforcement officials who know your record.

Deaf : (4 pt) (VPG)
You cannot hear sound.

Defensive (1pt) You have problems taking responsibility for your actions. Perhaps you view yourself as a perfectionist, or maybe you�re simply too immature to accept the blame for failure. When things go wrong, you look for ways to blame others and rarely accept blame or criticism for your actions without contention.

Debt [1-3 point Merit or Flaw]
Sometimes it�s not who you know, it�s who you owe. If you take this as a Merit, somebody owes you, but as a Flaw, you owe someone a favor. For one point, the debt is a socially or emotionally significant one (you offered some friendly advice or a shoulder to cry on). For two points, it�s financially significant (you loaned out money or provided some professional help free of charge). For three points, the debt is a matter of life or death (you saved someone�s life or one of her loved ones). You can call in a debt at any time, at which point you lose this Merit. Likewise, the Storyteller can decide to call in a debt you owe, getting rid of your Flaw. Refusing to honor a debt may have serious consequences, not the least of which may be ruining your reputation and turning a friend into an enemy.

Depression [4 point Flaw]
You�re mired in a pit of bleak, mind-numbing sorrow. Convinced that your eternally dark mood is completely natural -- or deserved -- you refuse to seek professional help. You do not regain Willpower per day as most characters do. Instead you may only gain Willpower through actions, and even those must ardently reaffirm your goals.

Distinguishing Characteristics [1 or 2 point Flaw]
You have a physical appearance that makes you very easy to pick out in crowds, such as elaborate tattoos, a scar or an obvious birthmark. This Flaw is worth one point if the characteristic is hidden easily under clothes, two points if it is not.

Enemy: (1-5 pt) (VPG)
You have an enemy, or perhaps a group of enemies, who seek to harm you. You must decide who your enemy is and how you became enemies in the first place. An Archmage or Methusalah would be a 5 pointer, someone near your own power would be 1 point.

Flashbacks [2 point Flaw]
You have some traumatic experience in your past that you sometimes recall with terrifying clarity. Whenever you are in a situation similar to that experience, you must make a Willpower roll at +1 difficulty to avoid being overwhelmed by memories of it. You tend to mistake people, places and things for similar things in your memory and may act on those erroneous conclusions. If you botch your Willpower roll, you become almost catatonic, entirely lost in your recollections. You can spend a Willpower point to ignore the effects of this Flaw for one scene.

Greedy (1 � 3 PT FLAW)
The need for gaining and keeping material wealth is greater in you than in most. To avoid a situation which would gain you personal wealth at any cost, you must make a Willpower roll (Difficulty 7 for the 1 pt Flaw, 8 for the 2 pt, and 9 for the 3 pt). A Willpower Point may be spent to avoid the temptation for one scene.

Gullible [1 point Flaw]
You have a lot of trouble separating truth from fiction. You are not stupid, you just tend to believe what people tell you rather than to take things with a grain of salt. Any roll to detect lies is made at +2 difficulty.

Hard of hearing (1pt)(VtM 3rd)
All difficulties involving hearing are increased by two.

Honest to a Fault (1pt flaw)
You often feel compelled to speak what�s on your mind at times when its best to either say nothing or tell a "White Lie". When people could use a word of encouragement or positive reinforcement, you tend to speak the truth about the thing: weight, looks, a family members health, et al�

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

Impatient: (1) (GC)
You have no patience for standing around and waiting. You want to do things now and devil take the hindmost. Everytime you are forced to wait around, you may go haring off on your own instead.

Impractical Dresser [1 point Flaw]
You tend to dress with an eye toward impressing others rather than personal comfort. Unless you explicitly state that you dress appropriately for physical activity, you wear tight jeans, high heels or something else that hampers physical activity. Athletics rolls (including dodge) are made at +2 difficulty when you wear such clothes.

Incompetent [3 point Flaw]
You are spectacularly bad at something. Unfortunately, you�re the only person around who doesn�t understand this fact. Pick a single Ability. You believe you have the proficiency equal to three dots in that Trait, when in reality you almost always ruin any effort involving it. Whenever you try to use the Ability, treat the outcome as if you rolled a botch.

LECHEROUS (2PT FLAW)
Your feeling for the need of sexual stimulation exceeds the normal parameters. This desire is sometimes so strong that it manifests in the form of voicing your thoughts about an attractive person in inappropriate situations. This will often lose you status with others.

Low Self-lmage: (2pt) (VPG)
You lack self-confidence and don't believe in yourself. All rolls where you are with someone and trying to impress them or seem competent are done so at a -1

Mr. Nice Guy [3 point Flaw]
You want to be wanted, you love to be loved. You have a very hard time crossing anyone. You tend to apologize for the littlest things and often concede to arguments even when you know you�re right. In fact, even killing comes hard to you. You have to be pushed pretty hard to actually kill someone (while often incapacitating them is not as challenging to you). You also have a tendency to tell the truth whether it is appropriate at the time or not. Lying does not come easily. A Willpower point can be spent to ignore this effect for a scene.

One Eye: (2 pt) (VPG)
You have one eye - choose which, or determine randomly during character creation. You have no peripheral vision on your blind side.

Overextended: (4) (GC)
You've got your fingers in too many pies, and people are starting to notice. You have too many ghouls, too many retainers and too many influences, which means that a lot of people have a vested interest in trimming back your operations. These enemies take every opportunity to reduce your power and influence, and if that means lying, cheating or killing, so be it. Futhermore your enemies block every attempt you make to move into new areas of control. You're boxed in, and the box is getting smaller.


Overwhelmed [2 point Flaw]
You don�t deal well with chaotic or confusing situations. They tend to overwhelm you. You suffer a difficulty modifier of +1 to +3 in such conditions, determined by the Storyteller. This is the opposite of the Concentration Merit, and you cannot have both.

Pacifist [1 or 4 point Flaw]
You are against violence and prefer to avoid it whenever possible. You must spend a Willpower point in order to initiate combat, although you can fight to defend yourself and others. You must also spend a Willpower point in order to use a lethal attack, although you can use bashing attacks freely. For four points, you must spend a Willpower point to be able to fight at all, and you cannot use lethal attacks.

Power Hungry (1-3 PT FLAW)
You are so drawn to the trappings and vestments of power that you find it hard not to grasp the reins when the opportunity presents itself, even if it were to mean bringing harm to those you know and love. A Willpower roll is required to avoid doing what your heart desires and what you know to be "right" (Difficulty 7 for the 1PT Flaw, 8 for the 2 PT, and 9 for the 3 PT, modified by the situation).

Secret [1/3/5 point Flaw]
You�re hiding something that, if known, would compromise you in the eyes of others. For one point, your secret would seriously change your life if it got out. This might be an alias, past political affiliations, your sexual orientation, elements of your background and so forth. For three points, your secret would result in your arrest and imprisonment if it were revealed, such as a crime you committed. For five points, your secret is so dreadful it would result in your death if it were revealed, such as being an undercover agent infiltrating the Syndicate. Generally, the Storyteller should threaten your secret at least every three or four episodes, and it should come up almost every other episode. If you don�t take adequate precautions to protect it, the Storyteller should feel free to expose your secret and let you deal with the consequences.

Sensation Junkie(2pt Flaw)
Wheee!! Hop aboard the ride of your life---your life, that is! To you, everything is an endless source of stimulation, and you crave all the stimulation you can get. When an opportunity to try some new kick offers itself, you have to make a Willpower roll to resist. The more dangerous the sensation appears, the lower the difficulty of the roll---you might crave forbidden sensations, but you're not utterly suicidal. Naturally, you can always choose to have your character take life up on its offers even if she makes the roll, but that's her choice, not a compulsion.

Slow healing (3pt) (VtM 3rd)
You have difficulties healing your wounds. To heal one health level, you require two Blood points and you heal a level of aggravated damage in five days.

Stubborn: (1-3)
There is conviction of spirit, there is unshakable will, and there is just plain ornery. You fall into the last category. When your mind is made up, or when you are set on doing something, nothing can divert you. For one point, you're set in your ways, but a convincing argument will turn you around. For two points, you're a regular mule, and nothing's likely to change you're opinion short of a catastrophe. For three points, you'll not only defend your conviction to Hell's door, you'll kick it in and argue with the Devil. This Flaw is most taken by Salubri warriors.

Superstitious (2)
The character has misconceptions about what he is. In the absence of a sire, he becomes what he believes himself to be. "Hollywood-itis," the belief that one has the powers and limitations of one of the several movie vampires.

Terrible with Names [1 point Flaw]
Try as you might, you almost always forget people�s names, especially when meeting large groups for the first time. You (OOC) may not write down the names of any people you meet during the game unless your character (as opposed to you, the player) has paper and a writing utensil handy. You also have problems remembering whether you�ve been someplace before, and with recognizing faces. Make an Intelligence roll to recall such information.

Territorial: (2pt) (VPG)
You are extremely territorial. You do not like to leave your territory, nor do you like to have strangers enter it. In fact, you get nervous and disoriented while outside your territory. And you may frenzy when strangers enter your territory unless they have your permission.

Too Curious(3pt Flaw)
You're too inquisitive for your own good; even most cats have more of a sense of self-preservation that you do. When a mystery presents itself, you'll go all the way to hell (literally!) to puzzle it out. It's hard to put a finger on why you feel compelled to search out facts, but it often gets you in trouble.
In game terms, this Flaw forces you to make a Willpower roll whenever some question is left unresolved. This question could be anything from an overheard conversation to a lost artifact. If you fail the roll, you'll go out of your way---really out of your way---to uncover the answer. The difficulty for the roll depends on the amount of work it looks like you will have to do. The simpler the question appears, the higher the Willpower difficulty will be. Note the emphasis on "looks like"; many complicated problems arise from something that seemed simple at the time.

Tragic [3 point Flaw]
You have trouble seeing a future version of yourself, so therefore there must not be one. As a result, you are more than willing to throw yourself straight into the depths of hell blindly and without thought of the consequence. You receive a bonus equal to your willpower rating on the initial die pool of a conflict that will more than likely kill you. If the encounter is a standard combat, then the bonus applies to the first roll after initiative. If you perform an action prior to actual initiative (a surprise action) then the bonus applies to that action. Any other uses of this Flaw are at the discretion of the Storyteller.  This flaw may not be taken with Daredevil.

Twitch (1) (GC)
You have some sort of repetitive motion that you make in times of stress, and it's a dead giveaway as to your identity. Examples include a nervous cough, constantly wringing your hands, cracking your knuckles and so on. It costs one Willpower point to refrain from engaging in your twitch.

Uneducated: 2 (VPG)
 -2 die modifier on all knowledge rolls.

Unskilled: (5pt) (VPG)
-2 die modifier on all skill rolls

Vengeful: (2pt) (VPG)
You have a score to settle. This score may be from either your mortal or vampiric days. Either way, you are obsessed with wreaking vengeance on an individual (or perhaps an entire group), and make revenge your first priority in all situations.

Vulgar (1 pt flaw)
There are a great many things that are Faux Paux in social situations and you tend to do them all! You belch, flatulate, make rude comments loudly, and use Vulgar Argot in the highest of Social situations. Raise target numbers by 2 regarding scenes that require couth, or to just keep your mouth shut. You may spend a point of Willpower to overcome this flaw for one scene.