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Burned by Holy Water (2 pt Flaw)

Water blessed by clergy does aggravated damage when it comes in contact with your body. This damage cannot be
soaked, even with Fortitude.

Warded by Salt (2 pt Flaw)


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

Victim of Hospitality (3 pt Flaw)


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

Coffin Bound (3 pt Flaw)


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

Three Days Arisen (3 pt Flaw)


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

Bane of Holy Ground (3 pt Flaw)


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

For Whom the Bell Tolls (3 pt Flaw)


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

Cursed by Wood (6 pt Flaw)


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

Clumsy (2 pt. Physical Flaw)


You are a klutz, and continuously stumble over yourself, drop things, fall over, etc. Whether this is chopped up to uneven
legs or an inner-ear problem, all Dexterity-based rolls are made at a +2 difficulty.

Embarrassed (3 pt. Social Flaw)


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

Slated for Punishment (3-6 pt. Social Flaw)


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

Former Lupine Addict (4 pt. Physical Flaw)


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

Fascist (6 pt. Mental Flaw)


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

Child of the Mists - 4 point Flaw


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

Indentured Servitude - 1 to 5 point Flaw


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

Traveling Companion - 5 point Flaw


The vampire inflicted with a Traveling Companion suffers a very unusual difficulty - her beast is not simply a mindless
creature of instinct. Rather, her beast is canny and cunning, and possesses rudimentary desires and a distinct will of its
own - though all of these attributes are still rooted in the mind, will, and desires of the vampire herself. Whenever the
vampire gives in to rotschreck or frenzy, her traveling companion (her beast) takes over, and remains in control until
dawn forces her body to sleep. While the beast has control, it will act on the subconscious or denied desires of the
vampire - whatever those may be - without hesitation. It might travel great distances to seek an item or person, hunt
down an enemy, feed and kill indiscriminately, or engage in any number of behaviors depending on the repressed nature
of the vampire herself. During these activities, the traveling companion acts with the full attributes and abilities of the
vampire 'host' - though with a -1 to Intelligence and Manipulation, and a +1 to Wits and Charisma. When dawn comes
and the beast succumbs to sleep, the vampire may find herself awaking in strange places and perhaps even in very trying
or compromising situations - without any conscious memory of how she got to be where she is.

Vitae of Caine (1 point Flaw)


Your sire-given Vitae is so powerful that it has become a detriment to your nightly existence among other Kindred. While
in many ways this gift from your sire seems to benefit you, the risk you take each night is a price you could do without.
You seem to be far more capable than others of your generation when it comes to matters of the Blood, but your vitae is
also a curse. Merely the scent of it will drive Ancillae and Neonates to frenzy, attacking you for a taste of this glorious
nectar in your veins, and anyone that tastes your blood will become hopelessly addicted after the first draught - a
potentially deadly circumstance for you.
System: Creating ghouls only requires one drink for you, instead of the usual three. If you are a Sabbat vampire, all
others in your pack add three to their vinculum rolls for you each time they roll (i.e.: If they roll a 7, it becomes a 10).
Your Blood Pool is also more potent, functionally being 5 blood points higher than it should be (this does not indicate a
greater capacity, simply increased potency).
However, anyone that smells your blood - vampire or mortal - will immediately seek you out, wanting to drink from your
veins. Vampires must make a Humanity roll at difficulty 9 and spend a Willpower point to resist frenzy, and must continue
to spend a Willpower point for each turn thereafter that they can still smell your blood. If their Willpower reaches zero
while still in your presence they will succumb and attack.

Weak Vitae (2 point Flaw)


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

Cursed Vitae (5 point Flaw)


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

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