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13th Generation (2pt. Flaw) Your sire was one of the 12th generation, long thought unable to sire. The fact that you rose from the dead may even have come as a shock to him, and it certainly concerns any elders who put stock in a prophecy (in other words, most of them). You may be a clanless Caitiff or may carry your sire's clan, but you are likely seen as something less than proper among the High Clans. Thirtheenth-generation vampires must at least take the Cannot Embrace Flaw, but almost all suffer from Weak Blood.

Addiction (3pt. Flaw) You suffer from an addiction to a substance, which must now be present in the blood you drink. It can be alcohol, a plant extract or simply adrenaline. This substance always impairs you in some fashion (see "Drugs and Poisons" in the side bar for particulars).

Blind (6pt. Flaw) You cannot see. Characters can compensate for the loss of vision by becoming more sensitive to other sensory input, but visual cues and images are lost to them. Actions involving hand-eye coordination are very difficult to perform, especially under stressful conditions. Difficulties of all the Dexterity-based rolls increase by two. Vampiress with Auspex 2 (Soulsight) are still able to use this ability, though the information is interpreted via other senses.

Bloodrot (3pt. Flaw) You are afflicted with an insidious form of decay that blackens your skin and veins with mold as it slowly devours your unliving flesh. You may not have an Appearance rating higher than 1 and you suffer three dice of unsoakable lethal damage upon arising each night at dusk. Although your disease is not contagious, your mildewed visage makes other Cainites uneasy and inflicts the same Social penalties as Leprosy in civilized company unless you take great pains to cover yourself. This Flaw is worth only one point to Nosferatu and other monstrous vampires.

Child (4pt. Flaw) You were a small child (between five and 10 years old) at the time of your Embrace, leaving your Physical Attributes underdeveloped and making it difficult to interact with some aspects of mortal society. You may not have more than two dots in Strength or Stamina, except when raising Physical Attributes with blood points, and the difficulties of all die rolls when attempting to direct or lead mortal adults increases by two. This Flaw also includes the effects of the Short Flaw, so no character can have both.

Deaf (4pt. Flaw) You cannot hear. While you may ignore some applications of Dominate, you may not hear warnings, and you have great difficulty in normal communication. The difficulties of any Alertness rolls that involve hearing increase by three.

Elderly (4pt. Flaw) - Inquisitor Only God did not call you into service until late your life. Although your mind and faith are strong, your body is frail. Still, you bring experience to the Inquisition, which means that you never question the wisdom of His choice, even though you lack the ability to stand side by side with your more active brethren. All difficulties on physical rolls increasse by one, and if you ever botch such a roll, you must immediately roll the appropriate Attribute at difficulty 6. If that roll botches, you lose a dot from that Attribute. Dropping to zero in a Physical Attribute may cripple or kill at the Storyteller's discretion.

Face of the Beast (2pt. Flaw) The Beast Within emerges in times of hunger or stress, twisting your visage into a monstrous caricature of human form. Your Appearance rating can never exceed your current blood pool. In addition, you must roll Self-Control (difficulty 6) whenever you are subject to stress. This is in addition to any checks for frenzy. If you fail, your Appearance drops to zero for the rest of the scene. Characters with this Flaw who follow Instinct automatically assume their bestial visage if provoked, as do those who actually succumb to frenzy.

Flesh of the Corpse (5pt. Flaw) Your flesh does not fully regenerate itself once it is damaged. While you are able to heal yourself to the point of regaining full functionality, your skin still retains the cuts, tears and wounds you have incurred. Depending on the nature of the damage, this Flaw will make social dealings exceedingly difficult.

Infested (4 or 7pt. Flaw) Foul creatures live on or inside you; possibilities include worms, maggots, lice, ticks, mosquitos or something stranger, like bloodsucking fungus. Alternately, a cloud of buzzing flies or other insects perpetually follows you around. Truly wretched souls may even suffer both versions of this Flaw for seven points, with flying insects crawling in and out of their orifaces at inopportune moments. If you play host to hemovores, roll one die when you awaken at dusk. Divide the result by 3, rounding up, and subtract that many blood points from your pool. This blood loss cannot drive you into torpor; the worst that can happen is that you awaken in hunger frenzy. In addition, the constant itching makes you irritable, adding +1 to the difficulty of all Self-Control rolls. If you trail clouds of flies, the insects subtract one die from most Social rolls. Additionally, their constant buzzing announces your presence, adding +2 to the difficulty of all Stealth attempts.

Lame (3pt. Flaw) Your legs are damaged, which prevents you from running or walking easily. You are forced to walk with a cane or possibly leg braces, and you have a pronounced limp to your stride. Your walking speed is one-quarter that of a normal humna, and running is impossible.

Leper (2 or 3pt. Flaw) Before you were Embraced, you suffered from leprosy or a skin disease that might be easily confused with leprosy. Your Appearance may be no higher than 2, and your flesh is marred by rashes, pale patches, festering sores, scars and so on. Your skin disease, whatever it actually is, is obvious to any who look upon you. Mortal authorites refuse you entry to any city, and you are treated with fear and revulsion. You may be compelled to dress in a specific manner and even carry castanets or other devices to announce your coming. In the three-point version, your condition is still contagious. Althought it cannot have any further effects on your unliving form, you may transmit it to those upon whom you feed. This Flaw is worth only one point to Nosferatu, and then only if your disease is contagious.

Mask of Everyman (3pt. Flaw or 2pt. Merit) You have no face to call your own. Every sunset you awaken with a new visage, an amalgamation drawn from memory and imagination. Your attractiveness and outward sex remain constant, but your apparent ethnicity and features are utterly protean. You can use Malleable Visage and a looking glass or other reflective surface to reconstruct your true face from memory, but this requires at least three successes at difficulty 8 to make you recognizeable and five successes for a flawless copy. Characters must have at least one dot of Vicissitude to purchase this Trait. Although this Trait is normally a Flaw for vampires concerned with maintaining recognition and reputation, it may be a Merit for fiends on the run from vengeful sires or witch hunters.

Monstrous (3pt. Flaw) Your physical form was twisted during the Embrace, and it now reflects the Beast that rages inside you. Characters with the Flaw appear to be savage or disgusting monsters, and they have Appearance ratings of 0. Nosferatu may not take this Flaw ass it is already their clan weakness.

Mute (4pt. Flaw) You cannot speak. You may communicate with the Storyteller and describe your actions, but you cannot talk to player or Storyteller characters unless everyone concerned uses Linguistics dots to purchase a commonly understood sign language or you write down what you wish to say.

Permanent Wound (3pt. Flaw) You suffered injuries during your Embrace that your transformation somehow failed to repair. At the beginning of each night, you rise from sleep at the Wounded health level, although you may not heal this nagging damage by spending blood points.

Plague Bearer (3pt. Flaw) Your blood is infected with plague or some equally virulent disease. You might not show symptoms or suffer its ravages, but you can transmit it to all your victims. Even worse, you cannot rid yourself of the disease by purging your blood. Alchemy or thaumaturgy may offer a curse, as may the healing arts of the vanishing Salubri. If your condition is known, you might be forbidden access to many cities or restricted to feeding from lepers and other diseased wretches. Cainites who drink your blood must check for infection normally, although they may cure themselves by purging.

Poor Digestion (5pt. Flaw) Generations of royal inbreeding and minimal activity in life have left you inform in undeath… Your frail constitution has greater difficulty drawing nourishment from human or animal blood, requiring you to drink two blood points for every one added to your blood pool. Cainite blood still affords full nourishment, which may well lead you to the forbidden hunger of the Amaranth.

Ragged Bite (2pt. Flaw) Unlike most other Cainites, you lack the ability to lick the wounds of your feeding closed. Instead, you leave raw puncture wounds in the flesh of your prey. These wounds also have a one-in-five chance of becoming diseased. The Storyteller determines the precise nature of the infection.

Short (1pt. Flaw) You are well below average height - four feet tall or less. You have difficulty reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of a normally proportioned human.

Slow Healing (3pt. Flaw) You have difficulty healing wounds. It requires two blood points to heal one health level of normal damage, and you heal one health level of normal damage, and you heal one health level of aggravated damage every five days (plus the usual five blood points and Willpower expenditure).

Smell of the Grave (1pt. Flaw) You exude an odor of dampness and newly turned earth, which no amount of scents or perfumes will cover. Mortals in your immediate presence become uncomfortable, so the difficulties of most Social rolls to affect mortals increase by one. Characters on the Road of Humanity with this Flaw subtract one from their aura rating (so a +1 becomes a 0, a -1 becomes a -2, etc.).

Stench (2pt. Flaw) Even for a society skeptical of bathing, you stink. No one willingly stands downwind of you, and even Nosferatu find you revolting. You lose two dice from most Social and Stealth rolls unless you are standing several yards downwind of your target. In addition, anyone within a yard of you must reflexively roll Stamina at difficulty 6 (or 8 for individuals with a heightened sense of small). Those who fail lose one die from all actions due to overwhelming nausea until they withdraw from your immediate presence.

Unblinking Vigil (1pt. Flaw) Your eyes do not close - ever. Perhaps you stared too deeply into the Abyss or fleshcrafted away your eyelids for better alertness. Your quirk probably makes astute observers uncomfortable (+1 to the difficulty of friendly social interactions with anyone whose player makes a successful Perception + Alertness roll at difficulty 8 to notice).

Visage of Death (2pt. Flaw) You bear the stamp of death on your face and pallor, revealing the truth of your undead state for all to see. You cannot mimic the "flush of life" that other cainites may evince, and your corpselike mien adds one to the difficulty of all Social rolls not based on Intimidation. Cappadocians may not purchase this Flaw.

Weak Lungs (2pt. Flaw) - Inquisitor Only God gives all inquisitors their own burdens to bear. Yours is a deformity of the lungs, meaning that you become winded easily. Increase the difficulties of all substained physical activity (running, prolonged combat, climbing, etc) by one.

Pages in category "Physical Flaws"

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