Post by Andrei on Jun 14, 2007 21:24:39 GMT
14th Generation (2pt) (VtM 3rd)
You are a childe of a 13th Gen. Lick. Although you have a Bloodpool of 10, you may only use eight of them. You may not have the Generation or Status background. The Thin blood flaw usually acompanies this flaw.
15th Generation(4)
See 14th Generation, but only use 7 blood points.
Absent-Minded: (3pt) (VPG)
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.
Allergic (1-3pt) (VPG)
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. Choose from the list below or make up the substance to which you are allergic.
Plastic (1pt)
Alcohol (2pt)
Illegal Drugs: (2pt)
Metal (3pt)
Amnesia: (2pt) (VPG)
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. Over the course of the story, you and your character will slowly discover them.
Anachronism: (2pt) (VPG)
You have been a vampire for some time, and are unable (or unwilling) to keep up with the changing times. your attempts. Note that characters with this Flaw will generally have been vampires for longer than the 50 years suggested in Vampire.
Ancestral Soil Dependence (2pt) {Cbk Tzi Rev}
Dependence on their native soil hampered the Tzimisce's flight from Eastern Europe. Even a few childer sired elsewhere required the soil of a homeland they had never visited, making them particularly vunerable to enemies who knew of this weakness. The will of the spirits from the ancestral Tzimisce homeland weighs heavy on your blood--soil from a place important to you as a mortal won't do. You actually need two handfuls of the tainted Eastern Europe soil of the Tzimisce homeland. This most commonly manifests in the childer of the koldun and the brance of the clan thought to be descended from Yorak. Characters Embraced in Eastern Europe can't take this flaw (they are already dependant on the local soil).
Anosmia (2) (Cbk Nos Rev)
You have no sense of smell or taste.
Bad Sight: (2) (VPG)
Your sight is defective. 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.
Bad sight (1-3pt) (VtM 3rd)
As a one point flaw, glasses or lenses can correct it, as a three point flaw, it cannot.
Beacon of the Unholy (2) (GC)
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.
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.
Blood Hunted (4-6) (GC)
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 the entire Camarilla is howling for your vitae.
Blunt Fangs (1) (Cbk Nos Rev)
Your teeth are huge and square. Once you have sunk your 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...
Botched Presentation (1) (GC)
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 Willpower 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) (GC)
You are blood bound to another vampire. Your regnant many 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 in devotion to your vampiric master.
Bound to the Council (3) (Cbk Trem Rev)
Whether because of a highly suspicious regent, a faux pax in the past or a missive from on high, your character was bound to the Council of Seven--a condition that he hasn't escaped. This doesn't stop your character from having personal goals and motives, but love of the Tremere clan always comes first. When the council or their duly-appointed representatives (read: anyone with more Tremere rank than your character) says, "Jump," your character jumps, then waits around to find out how high before coming down. If you somehow manage to get out of this problem, say by partaking of a Vaulderie, accepting another blood bond or using the ritual Abandon the Fetters, your character may well find himself marked for destruction should the proper parties find out. If the blood bond wasn't enough to keep him in line, and he was enough of a threat to merit it, then destruction is the only way to be sure that he won't be a problem later.
Can't Cross Running Water: (3pt) (VPG)
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.
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 embarassment 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 (3pt) (VPG)
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. 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. Additionally, certain clubs may not admit you, because you are "underage."
Clan Enmity: (2 pt) (VPG)
For some reason, something about you inspires contempt or hatred in members of a clan other than your own. Select the 'enemy' clan randomly.
Cold Breeze (GC)
A chill wind follows you everywhere you go. While it may make for dramatic entrances, this effect also discomfits mortals and also endangers the Masquerade. Cold winds sweeping through executive offices or crowded nightclubs can raise all sorts of questions.
Color Blindness: (1 pt) (VPG)
You can only see in black and 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: (1pt) (VPG)
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.
Confused: (2pt) (VPG)
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).
Consumption (5pt) {Cbk Tzi Rev}
Portions of the Antediluvian are not only within you, they're active and act like a cancer that devours you from the inside out. Your very blood is wrought with a corrosive, flesh eating bacteria. At the beginning of each evening, you suffer one health level of bashing damage that cannot be soaked nor healed with blood. The only way to counteract the effect is by ingesting one-tenth of your body weight in flesh to supplement your depleted carcass. Whether you kill and devour the skin from humans or raid the biohazard containers of liposuction clinics for siphoned fat, you need your ration of human flesh in order to survive. Without the Eat food Merit you will vomit out this flesh like any other food.
Contagious (5) (Cbk Nos Rev)
Dead bodies contain all sorts of infectious bacteria, fungi and spores. There's a reason coroners wear gloves when handling corpses. Thanks to a rather virulent version of Caine's curse, a few doomed varieties of Nosferatu retain those infections after their Embrace. Contagious Nosferatu can never interact with mortals without the possibility of spreading sickness and disease. A mortal who touches a Contagious Nosferatu can fall prey to illness for the next week and possibly longer. Most other supernatural creatures have ways of dealing with the Contagious Sewer Rat's disease: Weres regenerate very quickly, mages can mystically remove the infection from themselves or other mages, wraiths just don't give a damn because they're incorporeal.
Cursed: (1-5pt) (VPG)
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.
You stutter uncontrollably when you try to describe what you have seen or heard.
Tools often break or malfunction when you attempt to use them.
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!).
Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way.
Dark Fate: (5pt) (VPG)
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. 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: (1pt) (VPG)
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 your mind at all times, it will only surface in occasional stories. Otherwise, it will begin to lose its impact.
Deaf : (4 pt) (VPG)
You cannot hear sound.
Death's Reflection: (3) (Cbk Las Rev)
You cast a reflection normally, which would cancel out the clan weakness--except that your reflection always shows the state you'd be in if you were dead. Any Lasombra more than a few decades old looks in reflection like an ambling skeleton. Younger vampires appear as rotting corpses.
Deathsight (2) (GC)
Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals look diseased or skeletal, buildings seem decrepit, and your fellow Kindred seem to be walking, moldering cadavers. It's easier for you to resist powers using Appearance but also harder for your perception. Social interactions are difficult for you.
Deep Sleeper: (VPG) (1pt)
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: (3pt) (VPG)
You have some kind of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically.
Diabolic Sire: (2 pt) (VPG)
Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla. She could be wantonly breaking the Masquerade, or hunting down the 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 do not know.
Disease carrier (4pt) (VtM 3rd)
You carry a highly contagious disease, like rabies or HIV. All kindred who drink your blood have a 10% chance of becoming a carrier as well. Also, you must spend a bloodpoint each night, to avoid the symptons of the disease for that night.
Disfigured (2pt) (VPG)
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) (GC)
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 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.
Disgraced: (2pt) (Cbk Assa)
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.
Double Betrayer (4) (Cbk Trem Rev)
At some point in the past, your character undertook the Vaulderie. She may have legitimately tried to join the Sabbat, or perhaps she didn't know any better or was compelled. Regardless, she now bears the mark of the Betrayer. She has since been redeemed and welcomed back into the clan's ranks, but the mark will haunt her always. As usual with the mark, all Tremere can tell that your character betrayed the clan once. Those who know of your character's past will treat her with contempt; it is more difficult socially interacting with other Tremere as long as they are loyal to the clan. Ttemere who don't know the circumstances will probably assume that your character is a Sabbat traitor, and might try to capture or destroy her, or at least attempt to inform the pyramid of her whereabouts. Should your character ever fail in her reports or relapse in bad behavior, you can expect that she will be hunted down.
Driving Goal: (3pt) (VPG)
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, 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.
Du'at Enemy: (4pt) (Cbk Assa)
During your apprenticeship at Alamut, you somehow incurred the displeasure of one of the du-at, and your existence will considerably difficult as a result. Your enemy is unlikely to be your direct commander (the caliph in the case of warriors0, and you may not even know his identity--though you may certainly try to find out and make your peace somehow.
Dulled Bite: (2) (GC)
For some reason your fangs never developed fully--they may not have manifested at all. When feeding, you need to find some other method of making blood flow. A number of Caitiff and high-generation vampires often manifest this flaw.
Embraced Without the Cup (3) (Cbk Trem Rev)
When your character was Embraced, her sire dispensed with Tremere tradition, or perhaps didn't have the means necessary to finish the job or just died before it could be done. Your character was drained of blood and then brought across, but never went through the Transubstantiation of Seven. As a result, even if your character took the oath, she didn't undertake any steps towards a blood bond with the Council of Seven. Because your character has no imperative toward the Seven, her loyalty to the Tremere clan comes solely from her own conscience. Effectively, you can do as you damn well please without any unnatural feelings getting in the way. If the Tremere find out about this oversight, your character will probably wind up hauled in for the Transubstantiation of Seven, as well as some detailed questioning about why she didn't come forward to fix this on her own.
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.
Enemy Brood: (3) (Cbk Nos Rev)
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.
Escaped Target: (2) (GC)
The flip side of Rival Sire, 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 that 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. Futhermore, your petty and irrational behavior is well-known and quite noticeable.
Expendable: (1) (GC)
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 manuever you into dangerous situations "for the good of the Camarilla," and has no compunctions about doing so.
Failure: (2) (GC)
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 exist in fear that your error will be revealed. In the meantime, your "savior" takes pitiless advantage over you.
Flesh of the corpse (5pt) (VtM 3rd)
Although you may heal your wounds, all damage you have taken remain visible on your skin, causing social interactions to become increasingly more difficult.
Former Prince: (3) (GC)
Once, you held near-absolute power in a city, but those nights are gone now. Perhaps you stepped down, perhaps you were deposed or perhaps your city fell to the Sabbat; it matters little in your reduced state. What does matter is that the prince in the city where you now dwell is aware of your prior employment, and has concerns that you might be trying to make a comeback. If the prince sees an opportunity to get rid of you he just might take it.
Glowing Eyes: (3) (GC)
You have the stereotypical glowing eyes of vampire legend which makes it easier when intimidating mortals. However, 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 from your eye sockets makes it difficult to hide in the dark.
Guilt-wracked: (4) (GC)
You simply cannot come to grips with the fact that must drink blood to survive. You suffer horrible guilt over each time you feed and try to avoid doing so as much as possible. This means you rarely have much blood in your system, leaving you vunerable to both attacks and hunger-based frenzies.
Hard of hearing (1pt)(VtM 3rd)
All difficulties involving hearing are increased by two.
Hatred: (3pt) (VPG)
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 constantly pursue opportunities to harm the hated object or to gain Dower over it.
Haunted: (3pt) (VPG)
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.
Hunted: (4pt) (VPG)
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.
Hunted Like a Dog: (3) (GC)
Another sect or group of vampires--be it an independent clan or the Sabbat as a whole--has decided that you're a target for extermination, and pursues you relentlessly. On the bright side, the enemies of your enemy may wish to help you out, potentially garnering you allies in the one instance.
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.
Incoherent: (5) (Cbk Nos Rev)
You are incapable of human speech. Maybe your jaw has collapsed or you've been abandoned in the sewers for too long. Pointing, grunting, wheezing and wildly gesturing are all within your repertoire, but actually forming words is not. The only exception is communication with animals.
Incomplete Understanding: (1) (GC)
The whole matter has been explained to you, but you're still not quite sure how this whole Camarilla/Masquerade thing works. Your imperfect understanding of the rules and regulations of your new existence means that sooner or later, you're going to make a mistake. It's only a matter of time...
Inept: (5 pt) (VPG)
You are not attuned to your natural aptitudes.
Infamous Autarkis: (1) (Cbk Nos Rev)
The Camarilla won't accept you as one of its own under any circumstances. The Sabbat wouldn't think of submitting you to Creation Rites--it's just not worth it. Something in your past, your reputation or your sire's background is so abhorrent that both sects reject you utterly. You aren't just autarkis, your infamy spreads throughout both sects of vampiric society. You may never gain Camarilla or Sabbat Status. This marks you as automatic prey for the Scourge in a Camarilla city, and for any likely hunters in a Sabbat city.
Infamous Sire: (1 pt) (VPG)
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 (2pt) (VtM 3rd)
You cannot seal the wound you make while feeding and you have a one in five chance of causing a serious illness. This means the fifth person you feed on will get a serious illness. The number of people you feed on carries over from one thread to another.
Insane Sire: (1 pt) (VPG)
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: (1pt) (VPG)
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. 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.
You are a childe of a 13th Gen. Lick. Although you have a Bloodpool of 10, you may only use eight of them. You may not have the Generation or Status background. The Thin blood flaw usually acompanies this flaw.
15th Generation(4)
See 14th Generation, but only use 7 blood points.
Absent-Minded: (3pt) (VPG)
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.
Allergic (1-3pt) (VPG)
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. Choose from the list below or make up the substance to which you are allergic.
Plastic (1pt)
Alcohol (2pt)
Illegal Drugs: (2pt)
Metal (3pt)
Amnesia: (2pt) (VPG)
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. Over the course of the story, you and your character will slowly discover them.
Anachronism: (2pt) (VPG)
You have been a vampire for some time, and are unable (or unwilling) to keep up with the changing times. your attempts. Note that characters with this Flaw will generally have been vampires for longer than the 50 years suggested in Vampire.
Ancestral Soil Dependence (2pt) {Cbk Tzi Rev}
Dependence on their native soil hampered the Tzimisce's flight from Eastern Europe. Even a few childer sired elsewhere required the soil of a homeland they had never visited, making them particularly vunerable to enemies who knew of this weakness. The will of the spirits from the ancestral Tzimisce homeland weighs heavy on your blood--soil from a place important to you as a mortal won't do. You actually need two handfuls of the tainted Eastern Europe soil of the Tzimisce homeland. This most commonly manifests in the childer of the koldun and the brance of the clan thought to be descended from Yorak. Characters Embraced in Eastern Europe can't take this flaw (they are already dependant on the local soil).
Anosmia (2) (Cbk Nos Rev)
You have no sense of smell or taste.
Bad Sight: (2) (VPG)
Your sight is defective. 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.
Bad sight (1-3pt) (VtM 3rd)
As a one point flaw, glasses or lenses can correct it, as a three point flaw, it cannot.
Beacon of the Unholy (2) (GC)
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.
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.
Blood Hunted (4-6) (GC)
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 the entire Camarilla is howling for your vitae.
Blunt Fangs (1) (Cbk Nos Rev)
Your teeth are huge and square. Once you have sunk your 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...
Botched Presentation (1) (GC)
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 Willpower 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) (GC)
You are blood bound to another vampire. Your regnant many 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 in devotion to your vampiric master.
Bound to the Council (3) (Cbk Trem Rev)
Whether because of a highly suspicious regent, a faux pax in the past or a missive from on high, your character was bound to the Council of Seven--a condition that he hasn't escaped. This doesn't stop your character from having personal goals and motives, but love of the Tremere clan always comes first. When the council or their duly-appointed representatives (read: anyone with more Tremere rank than your character) says, "Jump," your character jumps, then waits around to find out how high before coming down. If you somehow manage to get out of this problem, say by partaking of a Vaulderie, accepting another blood bond or using the ritual Abandon the Fetters, your character may well find himself marked for destruction should the proper parties find out. If the blood bond wasn't enough to keep him in line, and he was enough of a threat to merit it, then destruction is the only way to be sure that he won't be a problem later.
Can't Cross Running Water: (3pt) (VPG)
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.
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 embarassment 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 (3pt) (VPG)
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. 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. Additionally, certain clubs may not admit you, because you are "underage."
Clan Enmity: (2 pt) (VPG)
For some reason, something about you inspires contempt or hatred in members of a clan other than your own. Select the 'enemy' clan randomly.
Cold Breeze (GC)
A chill wind follows you everywhere you go. While it may make for dramatic entrances, this effect also discomfits mortals and also endangers the Masquerade. Cold winds sweeping through executive offices or crowded nightclubs can raise all sorts of questions.
Color Blindness: (1 pt) (VPG)
You can only see in black and 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: (1pt) (VPG)
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.
Confused: (2pt) (VPG)
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).
Consumption (5pt) {Cbk Tzi Rev}
Portions of the Antediluvian are not only within you, they're active and act like a cancer that devours you from the inside out. Your very blood is wrought with a corrosive, flesh eating bacteria. At the beginning of each evening, you suffer one health level of bashing damage that cannot be soaked nor healed with blood. The only way to counteract the effect is by ingesting one-tenth of your body weight in flesh to supplement your depleted carcass. Whether you kill and devour the skin from humans or raid the biohazard containers of liposuction clinics for siphoned fat, you need your ration of human flesh in order to survive. Without the Eat food Merit you will vomit out this flesh like any other food.
Contagious (5) (Cbk Nos Rev)
Dead bodies contain all sorts of infectious bacteria, fungi and spores. There's a reason coroners wear gloves when handling corpses. Thanks to a rather virulent version of Caine's curse, a few doomed varieties of Nosferatu retain those infections after their Embrace. Contagious Nosferatu can never interact with mortals without the possibility of spreading sickness and disease. A mortal who touches a Contagious Nosferatu can fall prey to illness for the next week and possibly longer. Most other supernatural creatures have ways of dealing with the Contagious Sewer Rat's disease: Weres regenerate very quickly, mages can mystically remove the infection from themselves or other mages, wraiths just don't give a damn because they're incorporeal.
Cursed: (1-5pt) (VPG)
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.
You stutter uncontrollably when you try to describe what you have seen or heard.
Tools often break or malfunction when you attempt to use them.
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!).
Every one of your accomplishments or achievements will eventually, inevitably, become soiled and fail in some way.
Dark Fate: (5pt) (VPG)
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. 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: (1pt) (VPG)
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 your mind at all times, it will only surface in occasional stories. Otherwise, it will begin to lose its impact.
Deaf : (4 pt) (VPG)
You cannot hear sound.
Death's Reflection: (3) (Cbk Las Rev)
You cast a reflection normally, which would cancel out the clan weakness--except that your reflection always shows the state you'd be in if you were dead. Any Lasombra more than a few decades old looks in reflection like an ambling skeleton. Younger vampires appear as rotting corpses.
Deathsight (2) (GC)
Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals look diseased or skeletal, buildings seem decrepit, and your fellow Kindred seem to be walking, moldering cadavers. It's easier for you to resist powers using Appearance but also harder for your perception. Social interactions are difficult for you.
Deep Sleeper: (VPG) (1pt)
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: (3pt) (VPG)
You have some kind of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically.
Diabolic Sire: (2 pt) (VPG)
Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla. She could be wantonly breaking the Masquerade, or hunting down the 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 do not know.
Disease carrier (4pt) (VtM 3rd)
You carry a highly contagious disease, like rabies or HIV. All kindred who drink your blood have a 10% chance of becoming a carrier as well. Also, you must spend a bloodpoint each night, to avoid the symptons of the disease for that night.
Disfigured (2pt) (VPG)
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) (GC)
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 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.
Disgraced: (2pt) (Cbk Assa)
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.
Double Betrayer (4) (Cbk Trem Rev)
At some point in the past, your character undertook the Vaulderie. She may have legitimately tried to join the Sabbat, or perhaps she didn't know any better or was compelled. Regardless, she now bears the mark of the Betrayer. She has since been redeemed and welcomed back into the clan's ranks, but the mark will haunt her always. As usual with the mark, all Tremere can tell that your character betrayed the clan once. Those who know of your character's past will treat her with contempt; it is more difficult socially interacting with other Tremere as long as they are loyal to the clan. Ttemere who don't know the circumstances will probably assume that your character is a Sabbat traitor, and might try to capture or destroy her, or at least attempt to inform the pyramid of her whereabouts. Should your character ever fail in her reports or relapse in bad behavior, you can expect that she will be hunted down.
Driving Goal: (3pt) (VPG)
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, 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.
Du'at Enemy: (4pt) (Cbk Assa)
During your apprenticeship at Alamut, you somehow incurred the displeasure of one of the du-at, and your existence will considerably difficult as a result. Your enemy is unlikely to be your direct commander (the caliph in the case of warriors0, and you may not even know his identity--though you may certainly try to find out and make your peace somehow.
Dulled Bite: (2) (GC)
For some reason your fangs never developed fully--they may not have manifested at all. When feeding, you need to find some other method of making blood flow. A number of Caitiff and high-generation vampires often manifest this flaw.
Embraced Without the Cup (3) (Cbk Trem Rev)
When your character was Embraced, her sire dispensed with Tremere tradition, or perhaps didn't have the means necessary to finish the job or just died before it could be done. Your character was drained of blood and then brought across, but never went through the Transubstantiation of Seven. As a result, even if your character took the oath, she didn't undertake any steps towards a blood bond with the Council of Seven. Because your character has no imperative toward the Seven, her loyalty to the Tremere clan comes solely from her own conscience. Effectively, you can do as you damn well please without any unnatural feelings getting in the way. If the Tremere find out about this oversight, your character will probably wind up hauled in for the Transubstantiation of Seven, as well as some detailed questioning about why she didn't come forward to fix this on her own.
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.
Enemy Brood: (3) (Cbk Nos Rev)
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.
Escaped Target: (2) (GC)
The flip side of Rival Sire, 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 that 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. Futhermore, your petty and irrational behavior is well-known and quite noticeable.
Expendable: (1) (GC)
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 manuever you into dangerous situations "for the good of the Camarilla," and has no compunctions about doing so.
Failure: (2) (GC)
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 exist in fear that your error will be revealed. In the meantime, your "savior" takes pitiless advantage over you.
Flesh of the corpse (5pt) (VtM 3rd)
Although you may heal your wounds, all damage you have taken remain visible on your skin, causing social interactions to become increasingly more difficult.
Former Prince: (3) (GC)
Once, you held near-absolute power in a city, but those nights are gone now. Perhaps you stepped down, perhaps you were deposed or perhaps your city fell to the Sabbat; it matters little in your reduced state. What does matter is that the prince in the city where you now dwell is aware of your prior employment, and has concerns that you might be trying to make a comeback. If the prince sees an opportunity to get rid of you he just might take it.
Glowing Eyes: (3) (GC)
You have the stereotypical glowing eyes of vampire legend which makes it easier when intimidating mortals. However, 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 from your eye sockets makes it difficult to hide in the dark.
Guilt-wracked: (4) (GC)
You simply cannot come to grips with the fact that must drink blood to survive. You suffer horrible guilt over each time you feed and try to avoid doing so as much as possible. This means you rarely have much blood in your system, leaving you vunerable to both attacks and hunger-based frenzies.
Hard of hearing (1pt)(VtM 3rd)
All difficulties involving hearing are increased by two.
Hatred: (3pt) (VPG)
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 constantly pursue opportunities to harm the hated object or to gain Dower over it.
Haunted: (3pt) (VPG)
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.
Hunted: (4pt) (VPG)
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.
Hunted Like a Dog: (3) (GC)
Another sect or group of vampires--be it an independent clan or the Sabbat as a whole--has decided that you're a target for extermination, and pursues you relentlessly. On the bright side, the enemies of your enemy may wish to help you out, potentially garnering you allies in the one instance.
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.
Incoherent: (5) (Cbk Nos Rev)
You are incapable of human speech. Maybe your jaw has collapsed or you've been abandoned in the sewers for too long. Pointing, grunting, wheezing and wildly gesturing are all within your repertoire, but actually forming words is not. The only exception is communication with animals.
Incomplete Understanding: (1) (GC)
The whole matter has been explained to you, but you're still not quite sure how this whole Camarilla/Masquerade thing works. Your imperfect understanding of the rules and regulations of your new existence means that sooner or later, you're going to make a mistake. It's only a matter of time...
Inept: (5 pt) (VPG)
You are not attuned to your natural aptitudes.
Infamous Autarkis: (1) (Cbk Nos Rev)
The Camarilla won't accept you as one of its own under any circumstances. The Sabbat wouldn't think of submitting you to Creation Rites--it's just not worth it. Something in your past, your reputation or your sire's background is so abhorrent that both sects reject you utterly. You aren't just autarkis, your infamy spreads throughout both sects of vampiric society. You may never gain Camarilla or Sabbat Status. This marks you as automatic prey for the Scourge in a Camarilla city, and for any likely hunters in a Sabbat city.
Infamous Sire: (1 pt) (VPG)
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 (2pt) (VtM 3rd)
You cannot seal the wound you make while feeding and you have a one in five chance of causing a serious illness. This means the fifth person you feed on will get a serious illness. The number of people you feed on carries over from one thread to another.
Insane Sire: (1 pt) (VPG)
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: (1pt) (VPG)
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. 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.