Post by Andrei on Jun 14, 2007 21:25:18 GMT
Lame (3pt) (VPG)
Your legs are injured or otherwise prevented from working effectively. A character may not take this Flaw along with the Merit Double-Jointed.
Laughingstock: (5) (GC)
Somehow you've drawn the scorn of the local harpies, who make you their favorite and reflexive target. It's harder to deal with and use Dominate on anyone who has heard the stories mocking you.
Light-Sensitive: (5pt) (VPG)
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.
Loathsome Regnant: (4) (GC)
Not only are you blood bound, but are also in thrall to a vampire who mistreats you hideously. Perhaps you are publicly abused or humiliated; perhaps your master forces you to commit unspeakable acts for him. In any case, existence under the bond is a never-ending nightmare, with your regnant serving to conduct the symphony of malice.
Lord of the Flies: (2) (GC)
Buzzing harbingers of decay swirl around you everywhere. Their constant presence makes it difficult for you to interact socially and nearly impossible to sneak up on someone or hide effectively. The buzzing of the flies inevitably gives you away.
Low Self-lmage: (2pt) (VPG)
You lack self-confidence and don't believe in yourself.
Magic Susceptibility: (2pt) (VPG)
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 less, and all spells cast have twice normal effect on you.
Mistaken Identity: (1 pt) (VPG)
You look similar to another Kindred, and are mistaken for her, much to your chagrin. This individual's allies will approach you and tell you things you do not want to hear, her enemies will attempt to do away with you, and others will treat you in odd ways. Ultimately you might be able to sort out things, but it will take tremendous effort.
Monstrous (3pt) (VPG)
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.
Mute (4pt) (VPG)
Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means -typically writing or signing.
Narc: (3) (GC)
You are known to be a snitch, an informer firmly planted in the sheriff's pocket. Those on whom you might yet inform loathe you as a result, feeding you misinformation when they can in an attempt to discredit you. Given the opportunity, they might do you mischief
Necrophile: (3) (Cbk Nos Rev)
No, you don't have sex with the dead, but you certainly enjoy their company. You are obsessed with dead bodies and "invite" them over to your domain. Your haven is tastefully decorated with severed and mutilated body parts of all kinds. You talk to your dead friends, dance with them, make art out of them and entertain frequently. Some vampires of particularly refined temperament may need courage to enter a room where you've left your guests and their accouterments. Toreador go apeshit; Tor Anti applaud.
New Arrival: (1) (GC)
You've just arrived in your new city of residence, and have done so without knowing anyone in the place. Existing factions may try to recruit or eliminate you, while the harpies size you up and take your measure. Meanwhile, your ignorance of the city's current events, history and politics (not to mention the personality quirks of the vampires already in place) may cause you to make a serious blunder.
New Kid: (1) (GC)
You're the latest Embrace in the city, and everyone knows it. That automatically puts you at the bottom of the social totem pole. Other neonates take every opportunity to demonstrate your inferiority to you, proving that the dynamics of the schoolyard are alived and well in the Camarilla. Even if someone else is added to the ranks of the unliving, you're still regarded as a bit of a geek by your peers--a distinction that can have dangerous consequences if bullets start flying.
Nightmares: (1pt) (VPG)
You experience horrendous nightmares (daymares?) every time you sleep, and memories of them haunt you during your waking hours. Some of the nightmares may be so intense that you mistake them for reality.
Notoriety: (3 pt) (VPG)
You have a bad reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire. A character with this Flaw may not take the Merit of Reputation.
Obvious Predator (2pt) {Cbk Brujah Rev}
Either your face or your immediate disposition lets people know that you have nothing good in store for them. Mortals react poorly to people who exude such a blatant air of menace.
Odd Eye: (1-2) (Cbk Salubri)
Your third eye looks strikingly different from your other two. For one point, the third eyes is merely a different color, while for two points it's something rather disturbing (ie violet, red, slitted like a cat's eye). Needless to say, this inhuman feature is not going to help your reputation.
Old Flame: (2) (GC)
Someone you once cared deeply for is now with the enemy. He still attempts to play on your sympathies "for old times' sake" while working against you. You most likely will not act against him unless the situation becomes life-threatening.
One Arm (3pt) (VPG)
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. A character may not take this Flaw along with the Merit Ambidextrous.
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.
Open Wound: (2-4) (GC)
You have one or more wounds that refuse to heal, and which constantly drip blood. This slow leakage costs you an extra blood point per evening, in addition to draw attention to you. For two points, the Flaw is simply unsightly and has the basic effects mentioned above. For four points the seeping wound is serious or disfiguring and includes the effects of the Flaw Permanent Wound.
Overconfident: (1pt) (VPG)
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.
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.
Paraplegic (6pt) (VPG)
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. A character may not take this Flaw along with the Merit of Double-Jointed.
Parasitic Infestation: (2) (Cbk Nos Rev)
Other creatures live on and inside you. Exotic hermovores--chiggers, gnats, ticks, lice, mosquitoes, leeches and unnamable bloodsucking fungal spores--consider the creases, folds and scaborous layers of your skin delightful. Your flesh continuosly twitches and writhes, and living things burrow inside you, possibly even nesting in the cavities of your body. Despite all your ingenious methods of discouraging them, this loathsome hosting will not dispense. You cannot command these vermin in any fashion; in fact, the worst of them are very defiant because they have been strengthened and corrupted by your foul vitae. Each night you rise, you lose some blood points to the blood-intoxicated parasites within and on you. In addition, the constant itching puts you on edge.
Pelagic Condition (2) (Cbk Las Rev)
You become increasingly agitated when on land. Becomes more difficult after you've been away from the sea for more than 24 hours.
Permanent Fangs: (3) (GC)
Your fangs do not retract, making it impossible for you to hide your true nature. While some mortals may think you've had your teeth filed or are wearing prosthetics, sooner or later you're going to run into someone who knows what you truly are. You are a constant threat to the Masquerade, and other Kindred may take steps to prevent a breach from occuring.
Permanent Wound (3pt) (VPG)
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.
Phobia (Mild): (1pt) (VPG)
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.
Phobia (Severe): (2pt) (VPG)
You have an overpowering fear of something. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights, and so on.
Poseidon's Call (1) (Cbk Las Rev)
Your self-control varies with the weather. Attempts to resist frenzy increase with the weather. ((Makes it really rough during a thunderstorm or hurricane.))
Prey Exclusion: (1pt) (VPG)
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. If you accidentally feed upon this class of prey yourself, you will automatically frenzy. (Ventrue cannot take this Flaw).
Putrescent: (4) (Cbk Nos Rev)
After you received the Embrace, your body continued to decay. The mystic process that inhibits a vampire's natural putrefaction has little effect on you. As a result, you constantly rot. If you are jarred or hit, one of your facial features or a limb can fall off. Once this wound is healed, the missing body part will grow back. You stink something awful too, and look like a rotting corpse out of a B-grade movie.
Recruitment Target: (1) (GC)
The Sabbat wants you, and they want you bad. Every effort is being made to recruit you, willing or no, and the press gangs usually show up at the worst possible time.
Red List: (7) (GC)
You are either being considered for or are already on the dreaded Red List, the registry of those vampires the Camarilla most wants extinguished. Any Camarilla will either attack you on sight or, more likely, call in for a great deal of help.
Repelled by Crosses: (3pt) (VPG)
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.
Repulsed by Garlic: (1pt) (VPG)
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.
Revenant Weakness (3pt) {Cbk Tzi Rev}
You were once part of a revenant family. Following the Embrace, you suffered the double-whammy of your clan's weakness and your revenant family's limitation; whether its the Bratovitch's propensity to fly into a rage, the Grimaldi's blood bond to the Sabbat, the Obertus' instability or the Zantosa's weak will.
Scarface (4pt) {Cbk Tzi Rev}
You are a walking mess of scars. Although you head damage with Cainite efficiency, the manner in which you do so is all human. Fore some reason, the regenerating flesh returns as scar tissue. Vicissitude doesn't help; in fact, it aggravates your condition with stretch marks and cicatrices anywhere your skin breaks. It makes the swath of scars thick enough to hinder your actions.
Rival Sires: (2) (GC)
Not one, but two vampires wanted to gift you with the Embrace. One succeeded, one failed--and she's not happy about that failure. Either you, your actual sire or both of you have become the target of the failed suitor's ire. Your persecutor finds it hard not to frenzy in your presence. In addition, she may well be working actively to discredit or destroy you.
Your legs are injured or otherwise prevented from working effectively. A character may not take this Flaw along with the Merit Double-Jointed.
Laughingstock: (5) (GC)
Somehow you've drawn the scorn of the local harpies, who make you their favorite and reflexive target. It's harder to deal with and use Dominate on anyone who has heard the stories mocking you.
Light-Sensitive: (5pt) (VPG)
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.
Loathsome Regnant: (4) (GC)
Not only are you blood bound, but are also in thrall to a vampire who mistreats you hideously. Perhaps you are publicly abused or humiliated; perhaps your master forces you to commit unspeakable acts for him. In any case, existence under the bond is a never-ending nightmare, with your regnant serving to conduct the symphony of malice.
Lord of the Flies: (2) (GC)
Buzzing harbingers of decay swirl around you everywhere. Their constant presence makes it difficult for you to interact socially and nearly impossible to sneak up on someone or hide effectively. The buzzing of the flies inevitably gives you away.
Low Self-lmage: (2pt) (VPG)
You lack self-confidence and don't believe in yourself.
Magic Susceptibility: (2pt) (VPG)
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 less, and all spells cast have twice normal effect on you.
Mistaken Identity: (1 pt) (VPG)
You look similar to another Kindred, and are mistaken for her, much to your chagrin. This individual's allies will approach you and tell you things you do not want to hear, her enemies will attempt to do away with you, and others will treat you in odd ways. Ultimately you might be able to sort out things, but it will take tremendous effort.
Monstrous (3pt) (VPG)
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.
Mute (4pt) (VPG)
Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means -typically writing or signing.
Narc: (3) (GC)
You are known to be a snitch, an informer firmly planted in the sheriff's pocket. Those on whom you might yet inform loathe you as a result, feeding you misinformation when they can in an attempt to discredit you. Given the opportunity, they might do you mischief
Necrophile: (3) (Cbk Nos Rev)
No, you don't have sex with the dead, but you certainly enjoy their company. You are obsessed with dead bodies and "invite" them over to your domain. Your haven is tastefully decorated with severed and mutilated body parts of all kinds. You talk to your dead friends, dance with them, make art out of them and entertain frequently. Some vampires of particularly refined temperament may need courage to enter a room where you've left your guests and their accouterments. Toreador go apeshit; Tor Anti applaud.
New Arrival: (1) (GC)
You've just arrived in your new city of residence, and have done so without knowing anyone in the place. Existing factions may try to recruit or eliminate you, while the harpies size you up and take your measure. Meanwhile, your ignorance of the city's current events, history and politics (not to mention the personality quirks of the vampires already in place) may cause you to make a serious blunder.
New Kid: (1) (GC)
You're the latest Embrace in the city, and everyone knows it. That automatically puts you at the bottom of the social totem pole. Other neonates take every opportunity to demonstrate your inferiority to you, proving that the dynamics of the schoolyard are alived and well in the Camarilla. Even if someone else is added to the ranks of the unliving, you're still regarded as a bit of a geek by your peers--a distinction that can have dangerous consequences if bullets start flying.
Nightmares: (1pt) (VPG)
You experience horrendous nightmares (daymares?) every time you sleep, and memories of them haunt you during your waking hours. Some of the nightmares may be so intense that you mistake them for reality.
Notoriety: (3 pt) (VPG)
You have a bad reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire. A character with this Flaw may not take the Merit of Reputation.
Obvious Predator (2pt) {Cbk Brujah Rev}
Either your face or your immediate disposition lets people know that you have nothing good in store for them. Mortals react poorly to people who exude such a blatant air of menace.
Odd Eye: (1-2) (Cbk Salubri)
Your third eye looks strikingly different from your other two. For one point, the third eyes is merely a different color, while for two points it's something rather disturbing (ie violet, red, slitted like a cat's eye). Needless to say, this inhuman feature is not going to help your reputation.
Old Flame: (2) (GC)
Someone you once cared deeply for is now with the enemy. He still attempts to play on your sympathies "for old times' sake" while working against you. You most likely will not act against him unless the situation becomes life-threatening.
One Arm (3pt) (VPG)
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. A character may not take this Flaw along with the Merit Ambidextrous.
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.
Open Wound: (2-4) (GC)
You have one or more wounds that refuse to heal, and which constantly drip blood. This slow leakage costs you an extra blood point per evening, in addition to draw attention to you. For two points, the Flaw is simply unsightly and has the basic effects mentioned above. For four points the seeping wound is serious or disfiguring and includes the effects of the Flaw Permanent Wound.
Overconfident: (1pt) (VPG)
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.
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.
Paraplegic (6pt) (VPG)
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. A character may not take this Flaw along with the Merit of Double-Jointed.
Parasitic Infestation: (2) (Cbk Nos Rev)
Other creatures live on and inside you. Exotic hermovores--chiggers, gnats, ticks, lice, mosquitoes, leeches and unnamable bloodsucking fungal spores--consider the creases, folds and scaborous layers of your skin delightful. Your flesh continuosly twitches and writhes, and living things burrow inside you, possibly even nesting in the cavities of your body. Despite all your ingenious methods of discouraging them, this loathsome hosting will not dispense. You cannot command these vermin in any fashion; in fact, the worst of them are very defiant because they have been strengthened and corrupted by your foul vitae. Each night you rise, you lose some blood points to the blood-intoxicated parasites within and on you. In addition, the constant itching puts you on edge.
Pelagic Condition (2) (Cbk Las Rev)
You become increasingly agitated when on land. Becomes more difficult after you've been away from the sea for more than 24 hours.
Permanent Fangs: (3) (GC)
Your fangs do not retract, making it impossible for you to hide your true nature. While some mortals may think you've had your teeth filed or are wearing prosthetics, sooner or later you're going to run into someone who knows what you truly are. You are a constant threat to the Masquerade, and other Kindred may take steps to prevent a breach from occuring.
Permanent Wound (3pt) (VPG)
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.
Phobia (Mild): (1pt) (VPG)
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.
Phobia (Severe): (2pt) (VPG)
You have an overpowering fear of something. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights, and so on.
Poseidon's Call (1) (Cbk Las Rev)
Your self-control varies with the weather. Attempts to resist frenzy increase with the weather. ((Makes it really rough during a thunderstorm or hurricane.))
Prey Exclusion: (1pt) (VPG)
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. If you accidentally feed upon this class of prey yourself, you will automatically frenzy. (Ventrue cannot take this Flaw).
Putrescent: (4) (Cbk Nos Rev)
After you received the Embrace, your body continued to decay. The mystic process that inhibits a vampire's natural putrefaction has little effect on you. As a result, you constantly rot. If you are jarred or hit, one of your facial features or a limb can fall off. Once this wound is healed, the missing body part will grow back. You stink something awful too, and look like a rotting corpse out of a B-grade movie.
Recruitment Target: (1) (GC)
The Sabbat wants you, and they want you bad. Every effort is being made to recruit you, willing or no, and the press gangs usually show up at the worst possible time.
Red List: (7) (GC)
You are either being considered for or are already on the dreaded Red List, the registry of those vampires the Camarilla most wants extinguished. Any Camarilla will either attack you on sight or, more likely, call in for a great deal of help.
Repelled by Crosses: (3pt) (VPG)
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.
Repulsed by Garlic: (1pt) (VPG)
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.
Revenant Weakness (3pt) {Cbk Tzi Rev}
You were once part of a revenant family. Following the Embrace, you suffered the double-whammy of your clan's weakness and your revenant family's limitation; whether its the Bratovitch's propensity to fly into a rage, the Grimaldi's blood bond to the Sabbat, the Obertus' instability or the Zantosa's weak will.
Scarface (4pt) {Cbk Tzi Rev}
You are a walking mess of scars. Although you head damage with Cainite efficiency, the manner in which you do so is all human. Fore some reason, the regenerating flesh returns as scar tissue. Vicissitude doesn't help; in fact, it aggravates your condition with stretch marks and cicatrices anywhere your skin breaks. It makes the swath of scars thick enough to hinder your actions.
Rival Sires: (2) (GC)
Not one, but two vampires wanted to gift you with the Embrace. One succeeded, one failed--and she's not happy about that failure. Either you, your actual sire or both of you have become the target of the failed suitor's ire. Your persecutor finds it hard not to frenzy in your presence. In addition, she may well be working actively to discredit or destroy you.