Post by Andrei on Jun 14, 2007 21:25:41 GMT
Selective Digestion (2pt) (VPG)
You can digest only certain types of blood. You can choose whether you can drink only cold blood (the blood of a dead person), blood with the taste of fear (found in blood only in moments of terror), or blood with the taste of joy, or perhaps only certain types (A, O, etc.) of blood. This Flaw may not be taken by Ventrue characters, since they already have something like it through their clan weakness.
Short (1pt) (VPG)
You are well below average height, and have trouble seeing over high objects and moving quickly. In some circumstances, this will give you a concealment bonus.
Short Fuse: (2pt) (VPG)
You are easily angered. This is a dangerous Flaw; don't choose it without careful thought.
Shy: (1pt) (VPG)
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Don't expect such a character to make a public speech.
Sire's Resentment: (1 pt) (VPG)
Your sire dislikes you and wishes you ill. Given the smallest opportunity, your sire will seek to do you harm, and may even attack you if provoked. Your sire's friends will also work against you, and many elders will thus resent you.
Sleeping with the Enemy: (3) (GC)
You have some sort of intimate connection with a member of the opposing sect or inimical clan. You may have a lover, a childe, a friend or a contact working the other side of the fence, but regardless of politics you retain a friendly (or more than friendly) relationship with your putative foe. Your close ties to someone on the other side would be regarded as treason by your superiors within the Camarilla, and if you are discovered the penalty will surely be death.
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 aggrvated damage in five days.
Smell of the Grave (1pt)(VtM 3rd)
You excude an odor of dampness and newly turned earth. This makes all mortals around you uncomfortable.
Silsila Enemy: (2pt) (Cbk Assa)
A member of the silsila has taken against you for some reason--faction enmity, for example--and will exert influence to thwart your chances of promotion, make sure you get difficult or inglorious jobs, and generally make your existence uncomfortable.
Soft-Hearted: (1pt) (VPG)
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.
Speech Impediment: (1pt) (VPG)
You have a stammer or some other speech impediment which hampers verbal communication. 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.
Stench: (1) (Cbk Nos Rev)
Even other Nosferatu recoil at your horrific odor. Lose all ties to stealth automatically. It's pretty hard to sneak up on someone when he can smell you coming, unless you are upwind.
Stereotype: (2) (GC)
You buy heavily into all of the vampire legendry you've read and heard. You wear a cape, speak with an accent and otherwise act in a cartoonish fashion. Such behavior is embarassing in the extreme to other Kindred, who are likely to ostracise or mock you. Also you stand out to hunters, and run the risk of violating the Masquerade every time you take to the streets.
Stubborn: (1-3) (Cbk Salubri)
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) (Cbk Gangrel)
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.
Sympathizer: (1) (GC)
You have publicly expressed sympathy for some of the Sabbat's goals and policies. Your outspoken views on the subject have made you suspect in the eyes of the city's hierarchy, and you may be suspected of (or arrested for) treason.
Taint of Corruption: (1pt) (VPG)
Plants wither when you approach, and will die if you touch them. It is rumored that Caine himself possesses this Flaw.
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.
Thaumaturigically Inept (5) (Cbk Trem Rev)
Your character has more difficulty learning Thaumaturgy and takes twice as long to learn it.
Thin-Blooded (4pt) (VPG)
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.
Thirst for Innocence (2) (GC)
The sight of innocence--of any sort--arouses in you a terrible bloodlust. Possibility of frenzy and attacking the source of your hunger.
Touch of Frost (1) (DA Rev)
Plants wither as you approach and die at your touch. Your touch leaches heat from living things, as though you were made of ice. As you walk through a forest or across a field, you do not leave a huge swath of death, however. Instead, you leave behind small patches of dead leaves and withered or rotting foliage. Someone tracking you finds it easier because of these marks.
Traitor (4) (Cbk Nos Rev)
Oh, you're a bastard, all right, and if the other Nosferatu find out about this, they'll kill you on sight. You've been leaving information (through a designated drop point) about your alleged allies. This might involve regular emails, messages hidden at the same spot or a package you drop off for a courier.
Twisted Upbringing: (1 pt) (VPG)
Your sire was quite malevolent and taught you all the wrong things about Kindred society. All your beliefs about how vampires interact are wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start. But until then, you will continue to believe what you were first told, no matter how others try to "trick" you into thinking otherwise.
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.
Unblooded: (5) (Cbk Salubri)
You never received any ritual of blooding from your sire or other warriors, and so your training is at a standstill. You may not progress beyond the second level of Valeren until you receive a ritual of blooding. Only warrior Salubri can take this flaw.
Uncontrollable (5pt) {Cbk Brujah Rev}
Rage and passion constantly war in the soul of a volatile Brujah. Perhaps you were ill tempered before the Embrace, or perhaps your Brujah lineage awakens some latent fury. In any case, even more so than your clanmates, you are prone to frenzy.
Uncontrollable Night Sight: (2) (Cbk Las Rev)
Light and dark are permanently inverted for you. Pitch-black darkness seems bright and uniformly lit to you, while any light brighter than a hundred watts creates a zone of pure darkness. This Flaw doesn't allow you to see through Obenebration-created darkness, which glows with pure white light that obscures all details. This is a very difficult flaw to handle. Be sure you know what you're getting yourself in for.
Unconvinced (1) (GC)
You fail to see the need for the Masquerade, and have gone on record as saying so. Taking your stand has made you suspect in the eyes of your elders, and may have attracted the Sabbat's attention as well.
Uneducated: (VPG)
As Inept, above, but dealing with Knowledge Abilities.
Unskilled: (5pt) (VPG)
As Inept, above, but dealing with Skill Abilities.
Uppity (2) (GC)
You are proud of your new status and clan--so proud that you've shot your mouth off to other Kindred and made some enemies. Wiser vampires laugh at you and chalk your rudeness up to youth, but others regard you as arrogant and insulting. These enemies will take action to embarass or harm you.
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.
Victim of the Masquerade (2) (GC)
The Camarilla's propaganda machine did too good a job on you. Even after your Embrace you refused to believe you were a vampire. You remain convinced that there is some logical explanation for your condition, and spend as much time as you can searching for it. You also have problems feeding, and may instead on trying to eat regular food. None of these habits makes you particularly pleasant company for other Kindred. This Flaw must be roleplayed at all times.
Visible Eye: (5) (Cbk Salubri)
You cannot get your third eye to close. It remains open even when you sleep. While you can cover it, covering it too tightly is too painful to be borne..
Ward: (3pt) (VPG)
You are devoted to the protection of a mortal. 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.
Weak-Willed: (2pt) (VPG)
You are highly susceptible to Dominate and intimidation by others.
Withered Leg (3) (Cbk Nos Rev)
For whatever reason, one of your legs does not work as well as the other. You move at half normal speed.
You can digest only certain types of blood. You can choose whether you can drink only cold blood (the blood of a dead person), blood with the taste of fear (found in blood only in moments of terror), or blood with the taste of joy, or perhaps only certain types (A, O, etc.) of blood. This Flaw may not be taken by Ventrue characters, since they already have something like it through their clan weakness.
Short (1pt) (VPG)
You are well below average height, and have trouble seeing over high objects and moving quickly. In some circumstances, this will give you a concealment bonus.
Short Fuse: (2pt) (VPG)
You are easily angered. This is a dangerous Flaw; don't choose it without careful thought.
Shy: (1pt) (VPG)
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Don't expect such a character to make a public speech.
Sire's Resentment: (1 pt) (VPG)
Your sire dislikes you and wishes you ill. Given the smallest opportunity, your sire will seek to do you harm, and may even attack you if provoked. Your sire's friends will also work against you, and many elders will thus resent you.
Sleeping with the Enemy: (3) (GC)
You have some sort of intimate connection with a member of the opposing sect or inimical clan. You may have a lover, a childe, a friend or a contact working the other side of the fence, but regardless of politics you retain a friendly (or more than friendly) relationship with your putative foe. Your close ties to someone on the other side would be regarded as treason by your superiors within the Camarilla, and if you are discovered the penalty will surely be death.
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 aggrvated damage in five days.
Smell of the Grave (1pt)(VtM 3rd)
You excude an odor of dampness and newly turned earth. This makes all mortals around you uncomfortable.
Silsila Enemy: (2pt) (Cbk Assa)
A member of the silsila has taken against you for some reason--faction enmity, for example--and will exert influence to thwart your chances of promotion, make sure you get difficult or inglorious jobs, and generally make your existence uncomfortable.
Soft-Hearted: (1pt) (VPG)
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.
Speech Impediment: (1pt) (VPG)
You have a stammer or some other speech impediment which hampers verbal communication. 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.
Stench: (1) (Cbk Nos Rev)
Even other Nosferatu recoil at your horrific odor. Lose all ties to stealth automatically. It's pretty hard to sneak up on someone when he can smell you coming, unless you are upwind.
Stereotype: (2) (GC)
You buy heavily into all of the vampire legendry you've read and heard. You wear a cape, speak with an accent and otherwise act in a cartoonish fashion. Such behavior is embarassing in the extreme to other Kindred, who are likely to ostracise or mock you. Also you stand out to hunters, and run the risk of violating the Masquerade every time you take to the streets.
Stubborn: (1-3) (Cbk Salubri)
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) (Cbk Gangrel)
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.
Sympathizer: (1) (GC)
You have publicly expressed sympathy for some of the Sabbat's goals and policies. Your outspoken views on the subject have made you suspect in the eyes of the city's hierarchy, and you may be suspected of (or arrested for) treason.
Taint of Corruption: (1pt) (VPG)
Plants wither when you approach, and will die if you touch them. It is rumored that Caine himself possesses this Flaw.
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.
Thaumaturigically Inept (5) (Cbk Trem Rev)
Your character has more difficulty learning Thaumaturgy and takes twice as long to learn it.
Thin-Blooded (4pt) (VPG)
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.
Thirst for Innocence (2) (GC)
The sight of innocence--of any sort--arouses in you a terrible bloodlust. Possibility of frenzy and attacking the source of your hunger.
Touch of Frost (1) (DA Rev)
Plants wither as you approach and die at your touch. Your touch leaches heat from living things, as though you were made of ice. As you walk through a forest or across a field, you do not leave a huge swath of death, however. Instead, you leave behind small patches of dead leaves and withered or rotting foliage. Someone tracking you finds it easier because of these marks.
Traitor (4) (Cbk Nos Rev)
Oh, you're a bastard, all right, and if the other Nosferatu find out about this, they'll kill you on sight. You've been leaving information (through a designated drop point) about your alleged allies. This might involve regular emails, messages hidden at the same spot or a package you drop off for a courier.
Twisted Upbringing: (1 pt) (VPG)
Your sire was quite malevolent and taught you all the wrong things about Kindred society. All your beliefs about how vampires interact are wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start. But until then, you will continue to believe what you were first told, no matter how others try to "trick" you into thinking otherwise.
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.
Unblooded: (5) (Cbk Salubri)
You never received any ritual of blooding from your sire or other warriors, and so your training is at a standstill. You may not progress beyond the second level of Valeren until you receive a ritual of blooding. Only warrior Salubri can take this flaw.
Uncontrollable (5pt) {Cbk Brujah Rev}
Rage and passion constantly war in the soul of a volatile Brujah. Perhaps you were ill tempered before the Embrace, or perhaps your Brujah lineage awakens some latent fury. In any case, even more so than your clanmates, you are prone to frenzy.
Uncontrollable Night Sight: (2) (Cbk Las Rev)
Light and dark are permanently inverted for you. Pitch-black darkness seems bright and uniformly lit to you, while any light brighter than a hundred watts creates a zone of pure darkness. This Flaw doesn't allow you to see through Obenebration-created darkness, which glows with pure white light that obscures all details. This is a very difficult flaw to handle. Be sure you know what you're getting yourself in for.
Unconvinced (1) (GC)
You fail to see the need for the Masquerade, and have gone on record as saying so. Taking your stand has made you suspect in the eyes of your elders, and may have attracted the Sabbat's attention as well.
Uneducated: (VPG)
As Inept, above, but dealing with Knowledge Abilities.
Unskilled: (5pt) (VPG)
As Inept, above, but dealing with Skill Abilities.
Uppity (2) (GC)
You are proud of your new status and clan--so proud that you've shot your mouth off to other Kindred and made some enemies. Wiser vampires laugh at you and chalk your rudeness up to youth, but others regard you as arrogant and insulting. These enemies will take action to embarass or harm you.
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.
Victim of the Masquerade (2) (GC)
The Camarilla's propaganda machine did too good a job on you. Even after your Embrace you refused to believe you were a vampire. You remain convinced that there is some logical explanation for your condition, and spend as much time as you can searching for it. You also have problems feeding, and may instead on trying to eat regular food. None of these habits makes you particularly pleasant company for other Kindred. This Flaw must be roleplayed at all times.
Visible Eye: (5) (Cbk Salubri)
You cannot get your third eye to close. It remains open even when you sleep. While you can cover it, covering it too tightly is too painful to be borne..
Ward: (3pt) (VPG)
You are devoted to the protection of a mortal. 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.
Weak-Willed: (2pt) (VPG)
You are highly susceptible to Dominate and intimidation by others.
Withered Leg (3) (Cbk Nos Rev)
For whatever reason, one of your legs does not work as well as the other. You move at half normal speed.