Angel

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White Wolf

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FLAWS

Any special requirements concerning a Flaw are included in ( ) at the name or will be included in the description. Flaws may be issued after character creation at ST discretion. All Flaws require ST approval to ensure a proper understanding of their game effect. Flaws or definded by the following catagories.

Psychological | Mental | Aptitudes | Supernatural | Kindred Ties | Physical | Other | HoB | Merits

Psychological

1 Anachronism - As per LotH (pg. 81) You are an older hunter and have little understanding of technology. You are 1 trait down when confronting technology.

1 Compulsion - As per LotN. (pg. 50) You may spend a willpower to temporarily ignore your compulsion. This must be specified and submitted to an ST

1 Dark Secret - As per LotN:R. (pg. 119) If your secret gets out you may buy it off by gaining the Negative Trait: untrustworthy or loss of status. This must be specified and submitted to an ST

1-5 Death Wish - As per LoE (pg. 33) You have a wish for Final Death. Anytime during the night, an ST may make you retest a challenge and force you to use the lesser of the two. They may do this to you as many times per night as you have levels of this flaw.

1 Intolerance - As per LotN. (pg. 50) You have an unreasonable dislike for a particular thing. This must be specified and submitted to an ST

1 Isolated Upbringing - As per LotH (pg. 82) You were raised in an isolated life style and have difficulty interacting with the outside world. You are 1 trait down on any social challenges outside of your normal sphere of comfort.

1 Nightmares - As per LotN:R. (pg. 117) You are 1 trait down on all challenges for the evening. You must check in with an ST at the start of each game if you possess nightmares.

1 Prey Exclusion - As per LotN:R. (pg. 117) If you feed on your excluded subject, you enter frenzy and must make a 4 trait conscience/conviction challenge or lose a morality trait. You must make a self control/instinct test if you see someone feeding from your excluded type. Ventrue cannot take this flaw. This must be specified and submitted to an ST

1 Overconfident - As per LotN (pg. 51) You have an exaggerated and unshakable opinion of your capabilities.

1 Shy - As per LotN:R (pg. 117) You are 2 traits down on all social challenges with 3 or more people, 3 traits for 10 or more.

1 Soft Hearted - As per LotN:R (pg. 117) You must spend a willpower to overcome causing pain or suffering to anyone. This lasts for an hour. You must have a morality of at least 4.

1 Speech Impediment - As per LotN:R (pg. 117) You suffer 2 trait penalty on all verbal communication. You cannot have merit: enchanting voice.

1-3 Vainglorious - As per LoE (pg. 33) You believe that you are the best kindred ever. Depending on the level of this flaw, you must bid 1-3 additional traits in any social challenges used to manipulate you through flattery.

2 Amnesia - As per LotN:R (pg. 117) ST makes your history and reveals it as necessary.

2 Curiosity - As per tSH (pg. 116) You cannot resist puzzles or mysteries. An ST may let you make a static test to avoid following a puzzle or you may spend a willpower to temporarily ignore one should it present itself.

2 Low Self Image - As per LotN (pg 51) You are 2 traits down in any challenges where you don't feel you will succeed. You may be required to spend a willpower to do things involving self confidence.

2 Lunacy - As per LotN:R. (pg. 117) Under a crescent, half, or gibbous moon you suffer 1 trait penalty to all self control/instinct tests. Under a full moon, the penalty increases to 2 traits.

2 Pack Mentality - As per LotW (pg. 148) You are dependent upon a pack of individuals. You are up 1 trait on all challenges when acting with at least 2 members of your pack but are down 1 trait otherwise. You also have a hard time making decisions on your own and may be prompted to make a simple test in order to do so.

2 Phobia - As per LotN:R. (pg. 117) You must make a courage test when confronted by the source of your phobia with a difficulty of at least 3 traits. This must be specified and submitted to an ST

2 Short Fuse - As per LotN:R (pg. 118) You suffer 1 trait penalty on all tests of self control/instinct. Brujah cannot take this flaw.

2 Territorial - As per LotN:R (pg. 118) You must make a self control/instinct test if anyone who is uninvited is in your hunting grounds or you will attack.

2 Thirst for Innocence - As per LotN:CG (pg. 25) You must pass a self control test to avoid the source of your hunger; that being innocence.

2 Vengeful - As per LotN:R (pg. 118) You plan ways to get revenge constantly and must spend a willpower to take another action when confronted with the source of your revenge.

3 Blind Commitment - As per LotW. (pg. 144/78) You must choose something that you have a severe hatred for (cowardice, shyness, etc.). When confronted with it, you must win or tie a simple test otherwise you will attempt to remove it from your presence. Character must discuss with ST what a reasonable commitment would be.

3 Driving Goal - As per LotN. (pg. 52) You have a particular goal that compels and directs you in startling ways. You may spend a willpower to ignore it at times. This must be specified and submitted to an ST.

3 Hatred - As per LotN. (pg. 52) You have an unreasoning hatred towards a particular thing. This must be specified and submitted to an ST

3 Low Self-control - As per LotW (pg. 144/77) Any attempt to emotionally control you will succeed on a win or a tie. If a willpower is spent to avoid frenzy, you are still one trait down on all challenges for the scene.

3 Religious Hysteria - As per TI (pg. 57). It is one thing to be a bit of a fanatic, but you take it a jump too far for some people's taste. To you, everything is a sign of some sort from God, and you feel you have little choice but to act on it. After all, this is God's work and you are only his tool. You are down one trait in social encounters.

4 Bulimia - For some reason you have developed an eating disorder but adapted it to blood. You are unable to keep all of your blood in your system generally unless you consumed it during a blood frenzy. At the beginning of each game you must do a simple test for each blood trait you normally receive. You must win (not win or tie) to keep the blood. You will begin with at least one trait at each game.

4 Guilt-Wracked - As per LotN:CG. (pg. 25) You must pass a courage test when you feed because of guilt. You automatically start less two traits the blood pool you would start with.

2 Insomnia (ghoul only) - As per LdG (pg. 61) You start every event at full traits but half way through, all traits lower by one due to lack of sleep.

2 Squeamish (ghoul) - As per LdG (pg. 60) You must spend a willpower whenever you feed from your regnant. You must win a static test when faced with a gruesome scene. If you lose, you may stay but you are down 2 physical traits (may be replenished by willpower), and gain the negative trait: witless.

2 Swept Away (ghoul only) - As per LdG (pg. 61) You are down 2 traits on all dominate challenges from your regnant due to being blind to the true nature of vampirism.

3 Cannibalism (ghoul only) - As per LdG (pg. 60) You must feed from the flesh of humans. Animal flesh will not do.

3 Ostentatious Toady (ghoul only) - As per LdG (pg. 60) You constantly attempt to impress your regnant at all costs. You must spend a willpower not to do something particularly dangerous.

2 Superstitious (Gangrel) (pg. 36) - In the absence of a sire, you have come to believe that all you see on TV. is the truth about your new embrace. Severe forms of this may even think that they are actually Garou.

1-5 Image Obsession (Lasombra) (pg. 33) - You are slowly going mad over the inability to see your reflection. Is my hair o.k.? Do I have something on my face? The value of the flaw reflects (no pun intended) the severity of your obsession. A high level may lead you to violence related to your insecurity.

2-4 Religious Prohibition (Lasombra) (pg.) - (2pt.) You may only drink blood that has been ritually prepared and comes from animals. (4pt.)You may not feed unless it is absolutely necessary.

3 Necrophile (Nosferatu) (pg. 73) - No, not sex with dead people. You like to be around corpses. You collect them, talk to them, dress them up, chop them up and make interesting sculptures... Toreador Antitribu really like you though.

1 Poor Taste (Toreador) (pg. 40) - You wouldn't know Monet from a second grader. Because of this you are subject to the Toreador clan weakness for all performances of level two or higher instead of three.

1 Tortured Artist (Toreador) (pg. 41) - You are so emotionally screwed that even other artists think you're in too deep. You feel that your art only lives as a reflection of your pain, and you constantly find yourself seeking situations where you will suffer.

3 Privacy Obsession (Tzimisce) - You strictly adhere to the traditional belief of the sacred nature of anyone's home. You may only enter another's home or haven if invited unless you spend a willpower and succeed at a simple challenge. Likewise, if anyone enters your home/haven without permission you must make a test to resist frenzy.


Mental

1 Deep Sleeper - As per LotN:R (pg. 117) During the day, waking up is a static mental challenge against 10 traits.

2 Confused - As per LotN (pg. 52) The world seems distorted to you and this must be role-played. A willpower may be spent to temporarily ignore this.

2 Ignorance - You know nothing about anything, especially Kindred society. Unlike twisted Upbringing which caries false information about the World of Darkness. ignorance is just that...ignorance.

3 Weak-Willed - As per LotN:R (pg. 118) You get no test against Dominate. You also suffer a 2 trait penalty on all mental and social challenges. You cannot exceed a total of 3 willpower traits.

3 Absent-minded - As per LotN (pg. 52) You must spend a willpower trait to remember anything beyond your name and the location of your haven.

5 Unskilled - As per tLN (pg. 71) You have never trained in any skills or crafts and start with 3 less abilities in character creation.

2 Flashbacks - As per LotR. (pg. 105) One of your past lives appears from time to time. When in a situation that is similar to a past life experience, you must win a static mental test or flee. Spending a trait of Willpower allows a Vampire a temporary reprieve from this flaw.

1 Poseidon's Call (Lasombra) (pg. 64) - As per CB: Lasombra. In calm weather, the Lasombra has +1 trait to resist Frenzy. In bad weather, it is -1 and during severe weather it is -2.

2 Artistically Inept (Toreador) (pg. 41) - You suck at art. You must pay twice the normal cost for any artistic endeavor.


Aptitudes

1 Illiterate - As per LotN (pg. 54) You are unable to read or write.

5 Inept - As per LotH (pg. 77) You start the game with no ability or influence traits and may not buy them over a level 1 while having this flaw.


Supernatural

1 Cast no Reflection - As per LotN:R (pg 121) You cast no reflection. Lasombra cannot take this flaw.

1 Cold Breeze - As per LotN:CG (pg. 26) You are 1 trait down on any social interaction with mortals. A cold breeze follows you around. A card should be worn.

1-5 Cursed - As per LotN:R. (pg. 120) A powerful curse afflicts you according to the trait level. Curse must be specified and submitted to an ST

1-4 Demon Hounded - As per tLN.(pg. Demons will actively seek you out and be more frequent and powerful depending on the merit cost. This must be brought to the attention of the STs.

1 Repulsed by Garlic - As per LotN:R (pg. 121) You must spend a willpower when near garlic or be forced 10 feet away. After spending willpower, you are able to put up with the stench for 1 scene.

1 Taint of Corruption - As per tLN (pg. 81) Plants wither at your presence and die at your touch.

1 Touch of Frost - As per LotN:R (pg. 121) You pull heat away and can kill plants by touch.

2 Beacon of the Unholy - As per LotN:CG (pg. 26) You suffer the effects of true faith when on holy ground . Clergy and members with true faith recognize you are a creature of darkness. You radiate an evil aura.

2 Can't Cross Running Water - As per LotN:R (pg. 121) You must be 50 feet above water to cross it. Water must be 2 feet wide for effect. (listed as 3 point flaw)

2 Deathsight - As per LotN:CG (pg. 26) You have the negative traits: callous and oblivious that cannot be bought off. Everything seems to be dead or decaying around you. You are 2 traits up on any challenges involving physical appearance.

2 Eerie Presence - As per LotN:R (pg. 121) You suffer a 2 trait penalty in all social challenges with mortals. Must wear tag.

2 Magic Susceptibility - As per LotN (pg. 56) You are down on all challenges involving spells or thaumaturgy against you and their effects are doubled on you.

3 Clan Weakness - As per LdG. (pg. 63) You take on the clan weakness of the regnant you are bound to. List by clan name, not by weakness. Clan must be appropriate to the character's history. In many cases the PC will have the clan disadvantage of more than one clan.

3 Haunted - As per LotN:R. (pg 121) A malicious ghost torments you. You must see an ST at the start of each game and check in that you are haunted.

3 Repelled by Crosses - As per LotN:R (pg. 121) Must expend willpower to stay for a scene. If hit with symbol, you suffer aggravated damage that cannot be healed through fortitude.

3 Specter Meat - As per LotH (pg. 93) Specters are able to perceive you in the living lands and will take actions to be malevolent towards you.

4 Faerie Hatred - As per DSBH. (pg. 81) The Fae hate you, not vice versa.

4 Grip of the Damned - As per LotN:R (pg. 121) Your bite to feed induces pain and terror.

5 Dark Fate - As per LotN:R. (pg. 121) The fate should be noted with an ST. A specified death will not eliminate the chance for a character to die in some other manner. This cannot be interpreted as a merit of any sort. You gain visions of the impending death and must spend a willpower to shake them off.

5 Endless #@%$#*$@ Frustration - As per tSH (pg. 103/57) There is always an imperfection with your craft or ability. An item crafted by you always has at least the negative trait: heavy, loud, or fragile. You may choose which ability this effects.

5 Light-Sensitive - As per LotN:R (pg. 122) Sunlight inflicts double damage and direct moonlight causes 1 level of lethal damage per turn.

1 Offensive to Animals (ghoul only) - As per LotH (pg. 92) You are 1 trait down on challenges with animals as they do not like you.

3 Wyrm-Tainted (ghoul only) - As per LotH (pg. 93) For some reason, you stink of the wyrm and Garou can sense this. This flaw cannot be removed by a Rite of Cleansing.

3 Clan Weakness (Caitiff) - You have gained the clan weakness of one of the clans that possess a discipline that you also possess.

6 Shadow Walker (Giovanni) (pg. 78) - As per CB: Giovanni. You suck. You are subject to the creatures and structures of both our normal world and the Shadowlands. Because of this, you are unable to make your way as easily as others, having to avoid 'invisible walls' or sometimes tripping over ghosts playing jokes. This flaw is reserved for advanced players able to maintain the flaw's demands. In addition, once per night, an ST may cause your automatic failure at any challenge (usually a rather important one) because you were hindered by a spirit creature or obstacle. You cannot see these creatures and structures unless you use a power you already possess to do so. You may suddenly run into a wall full speed or be suddenly tripped by a playful Wraith.

2 Uncontrollable Night Sight (Lasombra) (pg. 64) - As per CB: Lasombra. As per the Controllable Night Sight merit except that the Lasombra is permanently inverted.

4 Cloaked in Shadow (Lasombra) (pg. ) - Shadows flock to you without your bidding. They enjoy wrapping themselves around you giving the impression of a surreal cloak that is always dancing around you. This obviously makes you stand out in a crowd and most kindred fear being near you while this displays itself. Other Lasombra see your sloppy shadow work as a serious failure and treat you as an oaf.

2 Disconnected (Malkavian) - ST discretion. You have no connection to the Malkavian Madness Network and will not be recognized as a Malkavian through that medium. You never hear the Call, cannot talk through Babble, and have a continual vague sense of emptiness. You may not purchase Malkavian Time, will not register as a "ping" to other Malkavians, nor can you access or use the Madness Network in any way.

5 Aura of the Wyrm (Setite) (pg. 39) - You radiate the wyrm so greatly that you attract the attention of Garou from anywhere in the locale. You are constantly threatened by extinction at the hands of a Garou.

2 Ancestral Soil Dependency (Tzimisce) - As per CB: Tzimisce. Unless you have two handfuls of soil from your European homeland with you at any time, you are down two traits in all challenges.


Kindred Ties

1-5 Enemy - As per LotN:R (pg. 119) A vampire of similar power to yours is a 1. An entire organization is a 5. They will interfere with you as often as possible.

1 Infamous Sire - As per LotN:R (pg. 119) You are treated as though you are one status down.

1 Insane Sire - As per LotN (pg. 58) Your sire has lost his grip on reality. Any wrongs that he commits may reflect upon you. Malkavians cannot have this flaw.

1-3 Jilted Paramour - As per LoE (pg. 32) You had a relationship with a kindred (minimum of 50 years) that did not end well. This individual will attempt to make life difficult for you. The level of this flaw indicates the standing, age, etc. of the kindred.

1 Mistaken Identity - As per LotN:R (pg. 119) You bear a striking resemblance to another kindred and should wear a tag to represent this.

1-5 Prestation Debt - As per LoE (pg. 33) You owe a boon to a kindred. The degree of this boon (or boons) is indicated by the number of traits in this merit.

1 Sire's Resentment - As per LotN:R (pg 119) You are unlikely able to have a mentor or allies.

1 Special Responsibility - As per PG:S. (pg. 126) There is a special responsibility that you need to perform for your organization/sect/clan. You are not given any special credit for doing it, but if you stop, you will surely be shamed.

1 Twisted Upbringing - As per LotN (pg. 58) Your sire twisted everything about kindred society to you. You may overcome this but you will initially believe in the teachings of your sire.

2 Bastard Childe - As per LoE (pg. 33) You have sired a childe without the permission of a Prince and may be blood hunted for it should you be caught. This flaw may be cumulative.

2 Bound - As per LotN:CG (pg. 26) You begin the game blood bound to another player's character.

2 Clan Enmity - As per LotN. (pg. 58) You are 2 traits down on any social challenges with this particular clan. Details must be specified and submitted to an ST (what clan and why)

2 Diabolic Sire - As per LotN (pg. 58) Your sire is causing great chaos in the Camarilla which may provoke investigators to come to you to find his location.

2 Secret Diablarist - As per LoE (pg. 34) You have committed diablerie and should an elder learn of this, they are 3 traits up on you in any social challenges.

2 Vengeful Childe - As per LoE (pg. 33) You have a childe that despises you.

3 Notoriety - As per LotN. (pg. 58) You are treated as if you are 1 status lower than you actually are. You may not take merit: reputation with this. Reason for Notoriety must be specified and submitted to an ST

3 Siege Mentality - It is all about us or them. You are part of an organization or maybe it is for your clan, but anyone not involved is an outsider and cannot be trusted. They are all out to bring you and your "family" down. Often the "little people" drive you to the point when you feel that a little justice of your own is required.

4 Thin Blooded Regnant (ghoul only) - As per LdG (pg. 63) You must feed from your regnant every week and cannot use blood to fuel disciplines.

4 Hunted - As per LotN:R (pg. 119) A mortal hunter is seeking you putting friends, allies, and other associates at risk.

4 Matricide/Patricide - As per LoE (pg. 34) You diablerized your sire. You are constantly paranoid that someone may use this as blackmail against you.

4 Probationary Sect Member - As per LotN:R. (pg. 119) You are suspect with your new organization. You may have status but may also be treated as if you only have one status trait.

5 Known Diablerist - As per LoE (pg. 34) It is known that you have committed diablerie and it is spreading through the sect. Any elder who knows of this is 3 traits up on you in any social challenges.

5 Manchurian Candidate - As per TT:CG (pg. )You have been brainwashed and work for some secret person or organization. You will perform any duty this person or people direct you to. They will give you orders and you will not remember that they are from them. You will believe it is of your own will as they have conditioned you to act such a way.

1 Vulgar (Toreador) (pg. 41) - You are down right vulgar and disgusting with the way you generally present yourself. You are automatically down one status trait against all other Toreador.

2 Family Enmity (Ravnos) (pg. 44) - You have fallen from grace with one of the families. They will work against you and may even instigate problems with your everyday life. You must make amends before your life becomes too unbearable.

2 Unconquered Enemy (Assamite) (pg. ) - You have an enemy among the Antitribu who will work against you and even try to destroy you.

3 Enemy Brood - As per CB: Nosferatu (pg. 73)You've made enemies of your fellow Nosferatu. They will make your unlife hell and do everything in their power to see you fail. They don't necessarily want you dead, just taught one truly heinous lesson.

3 Marhime (Ravnos) (pg. 44) - You have somehow upset all the gypsy families and the Ravnos Clan as well. Though, they will not work against you but they will not help you and will not associate with you. You are a social outcast of the social outcasts.

3 Social Outcast (Toreador) (pg. 41) - You would be an Anarch...if they would take you. So now, no one wants you. You gain no support from your elders or those beneath you. It just sucks to be you.

4 Traitor (Nosferatu) (pg. 74) - You're the turncoat and the other Nos would kill you in a heartbeat if they found out. You are leaving information for a mysterious NPC-type about your supposed friends. Once per session you must actively betray one of your allies/coterie mates/clanmates/etc. If you don't come through for your contact, one of YOUR secrets is leaked to the local ShreckNet.


Physical

1-3 Allergic - As per LotN. (pg. 59) If allergy is in blood when ingested, you are down 3 traits on all bids for 20 minutes. If it is touched, you are down 1 trait for 20 minutes. Allergy must be specified.

1 Color Blindness - As per tSH (pg. 104) You may only see in black and white.

1 Hard of Hearing - As per LotN:R (pg. 113) You suffer 2 trait penalty on all tests of hearing. You cannot have merit Acute Sense: Hearing.

1 Offensive Musk - like Animal Musk, as per LotW (pg. 145) You smell like an animal. You must bid 2 traits in social challenges (not involving intimidation) when your smell may be noticeable.

1 Short - As per LotN:R (pg. 113) You can only take 2 steps in an action instead of 3.

1 Smell of the Grave - As per LotN:R (pg. 114) You smell of wet earth and are 1 trait down in social interactions with mortals.

2 Bad Sight - As per LotN:R (pg. 114) Challenges with eye sight result in 2 trait penalty. Cannot have merit Acute Sense: Sight.

2 Disfigured - As per LotN:R. (pg. 114) Description required. You cannot take any appearance related social traits. You suffer 2 trait penalty on any social tests except intimidation.

2 Dulled Bite - As per LotN:CG (pg. 24) Your fangs never fully developed. You must find other ways to feed.

2 Fangless - you have no fangs and must use a knife or something like it to open the wounds to feed. You also, obviously, lose that natural ability to cause an aggravated wound from your bite.

2 14th Generation - As per Time of Thin Blood (pg. 77) You are unable to create childre and may not create blood bonds.

2 Glowing Eyes - As per LotN:CG (pg. 25) Your eyes glow. You suffer the negative traits: beastial and oblivious that cannot be bought off. You gain the social trait: intimidating for free.

2 Infectious Bite - As per LotN:R (pg. 114) You cannot heal your bite by licking wound. Failing a simple test after feeding from a mortal gives them a serious disease (listed as 3 point flaw in book)

2 Lord of the Flies - As per LotN:CG (pg. 26) You are 1 trait down on stealth challenges due to swarms of flies around you.

2 Low Pain Threshold - As per LdG (pg. 65) You will do anything to keep from having pain inflicted upon you. This is a psychological disorder that will cause you to take actions to avoid pain.

2 One Eye - As per LotN:R (pg. 114) You are 2 traits down on depth perception.

2 Permanent Fangs - As per LotN:CG (pg. 25) Your fangs do not retract and you gain the negative trait: beastial.

2 Selective Digestion - As per LotN. (pg. 59) You can digest only certain types of blood. Ventrue cannot take this flaw. This must be specified and submitted to an ST

2 Surreal Quality - As per tSH (pg. 112) You exude a mysterious quality that lures mortals into unhealthy relationships with you.

2 Unnatural Appearance (ghoul only) - As per LdG (pg. 66) You are 2 traits down in any social challenges as you have taken on physical appearances of the undead. Nosferatu and Gangrel ghouls cannot take this.

2 Vitae Sink (ghoul only) - As per LdG (pg. 66) You cannot go longer than 2 weeks without the blood of your regnant.

2 Vulnerability to Silver - As per PG:S (pg. 128) You are affected by silver as if a Garou. You take aggravated damage.

2 Weak Sense - As per LotH (pg. 77) One of your senses is weak causing you to be 2 traits down when using it.

3 Addiction - As per LotN:R (pg. 114) You must feed on blood with the drugs you are addicted to. Alcohol/depressants give negative trait: lethargic while amphetamines give negative trait: impatient.

3 Aging - As per LotH (pg. 80) You lose one physical trait and are 1 trait lower than your maximum. You may take this merit once per every decade after 40.

3 Child - As per LotN:R. (pg. 114) Age 5-10 years. You cannot have more than 6 physical traits and suffer 2 trait penalties on tests of authority with adults. You must take flaw: short.

3 Deformity - As per LotN:R. (pg. 114) Description required. You have 1 trait penalty on physical tests and 2 trait penalty on social tests.

3 Hemophiliac - As per LotH (pg. 80) You take an additional health level of damage for every 10 minutes that you are wounded unless you (or someone else) are able to make a mental test against 6 traits (retest medical ability) to heal. Your wounds cannot be licked closed either.

3 Inefficient Digestion (ghoul only) - As per LdG (pg. 65) You need twice as much blood from your regnant. Every blood trait is halved and rounded down.

3 Infertile Vitae - You are unable to create any childer or ghouls no matter what you do. you can form no blood bonds. All those whom you try to embrace quickly die. This does not affect the Vaulderie.

3 Lame - As per LotN:R (pg. 115) You can only take 1 step per action and have negative trait: lame.

3 Leper - As per tLN (pg. 79) You suffered from this disease before your embrace. You may not take any social traits that enhance your appearance. Nosferatu may only take this at 1 point and it must be contagious.

3 Monstrous - As per LotN:R (pg. 115) You cannot initiate social challenges except ones concerning intimidation and may not take appearance related traits. Nosferatu and Samedi cannot take this flaw.

3 One Arm - As per LotN (pg. 60) You have a 2 trait penalty to any tests involving two hands.

3 Partially Crippled - As per LotH (pg. 80) Your legs are injured and you are 3 traits down on any challenges involving movement.

3 Permanent Wound - As per LotN:R (pg. 115) You wake each evening at your first wound level with lethal damage. You may heal it normally.

3 Potent Blood (ghoul only) - As per LotH (pg. 80) Vampires get double the blood for every trait they take from you. You cannot have the merit: lifegiver.

3 Slow Healing - As per LotN:R (pg. 115) It takes 2 blood traits to heal 1 level of damage and you can only restore 1 aggravated level of damage per week.

4 Conspicuous Consumption - As per LotN:R (pg. 118) You must have merit :eat food. You may only absorb blood traits by eating organs.

4 Deaf - As per LotN:R (pg. 115) You are immune to Dominate commands (unless implanted telepathically or otherwise). You suffer 3 trait penalty on tests of perception and alertness. You are surprised automatically by anyone outside of your line of site. You may not take merit acute sense: hearing.

4 Disease Carrier - As per LotN:R (pg. 115) You must spend an additional blood trait to wake each night to negate its weaknesses. When a vampire feeds from you, they must make 2 simple tests. If both are lost, they gain the disease.

4 Mute - As per LotN:R (pg. 115) You cannot speak at all.

4 Thin Blood - As per LotN:R (pg. 115) All costs for blood traits are doubled. You cannot create blood bonds and must win a test straight out to embrace.

5 Flesh of the Corpse - As per LotN:R (pg. 115) Every time you take a wound you gain the negative trait: repugnant. And it persists even after you heal yourself. After a day of sleep, it returns to normal.

5 Paraplegic - As per LotN (pg. 60) You cannot move without assistance. You may not have the merit: double jointed.

6 Blind - As per LotN:R (pg. 116) You lose all ties where sight would be a factor. You fail any challenge requiring sight. You cannot be affected by Dominate. You can still have Auspex but you use smell, hearing, etc.

1-5 Inbred (Giovanni) (pg. 78) - As per CB: Giovanni. The severity of the Inbreeding is represented by the flaw's point value. STs should give careful consideration when assigning the negative aspects of this flaw. Use the guidelines in the book and keep the PC playable, but feel free to be creative and play some banjo chords.

2-4 Stigmata (Malkavian) (pg. 66) - CB: Malkavian. ST discretion. You constantly seep blood from your phantom wounds; even through your flesh remains unbroken, you bleed. The bleeding is fairly slight, but is incessant, costing you an extra blood point each evening (marked off just before dawn).

1 Blunt Fangs (Nosferatu) (pg. 72) - You have large, square, blunt teeth. You automatically have to test twice to be able to feed on a victim and you do a normal wound for each two traits that you feed due to chewing...and chewing...and chewing...

1 Club Foot (Nosferatu) (pg. 24) - Due to your club foot you move at half normal speed.

1 Stench (Nosferatu) (pg. 24) - You stink and anything downwind of you knows you're coming long before you get there. You lose all ties on Stealth. Wear a card for this one.

2 Anosmia (Nosferatu) (pg. 73) - You lost your sense of smell and taste. You automatically lose all challenges related to those senses, and Heightened Senses has no affect on it. Hope that blood isn't poisoned.

2 Parasite Infestation (Nosferatu) (pg. 73) - Suffice it to say you have all kinds of things crawling on you, in you, and delightfully feeding off of you. At the beginning of game play, make the usual test for blood traits. After challenge is completed, make four simple tests. Each loss or tie is blood lost to the parasites. You also suffer -1 to Self-Control Tests... all that creeping under the skin puts you on edge. This also requires a card indicating that your skin is visibly crawling.

3 Withered Leg (Nosferatu) (pg. 73) - You get the Negative Trait: Lame x 3 and fail any challenges requiring two good legs (like running etc.)

4 Putrescent (Nosferatu) (pg. 74) - You could be mistaken for a Samedi. You've continued to decay, and you're constantly losing body parts because of it. You stink something awful too. Whenever you take damage make a Static to see if it becomes Aggravated due to your accelerated decay.

5 Contagious (Nosferatu) (pg. 74) - Any mortal you come in contact with makes a challenge to see if they fall ill for the next week. At the end of the week they make another roll to try to recover. Makes ghouls hard to get.

5 Incoherent (Nosferatu) (pg. 74) - You cannot talk. Maybe you lost your jaw or your tongue fell out or you have been alone in the sewers for waaaaaaay too long. You can use sign language or write it out or even make caveman grunts to communicate. Not quite Mute (hey, you could still take Performance: Humming), but it's darn close.

1-3 Scales (Setite) (pg. 39) - You are covered in scales to a degree relative to the value of the flaw.

2 Forked Tongue (Setite) (pg. 39) - You speak with a hiss and upholding the masquerade is difficult at best. Note: This is not a tongue that inflicts aggravated wounds or draws blood.

4 Heartless (Setite) (pg. 39) - At some point you have had your heart removed, but you don't know where it is or who has it. Or worse yet, you know who has it, and he isn't planning on being nice about it. Ha Ha.

4 False Third Eye (Tremere) (pg. ) - You have the third eye of the Salubri imprinted in your forehead. You have become an embarrassment to the clan because of the dark historical association. The eye does not open or function. You may conceal it under a hood, but if it is seen, it causes you to be down two traits in any social challenge outside of a coterie that may have accepted your blemish.

2-4 Scarface (Tzimisce) - As per CB: Tzimisce. 2 pt = gain negative traits Scarface x2, which must be presented on a badge for others to see. 3 pt. = as 2 pt plus gain the limitation of Social trait max of 5. 4 pts = include 2 and 3 and in addition, you are down one trait in all physical challenges.

3 Revenant Weakness (Tzimisce) - As per CB: Tzimisce. You have both the clan flaw and your revenant family flaw. The STs must approve a history that includes membership from a revenant family.


Other
(details must be provided concerning these flaws)

1 Poverty - As per LoE (pg. 32) You are a poor elder. You may not collect any money from influences.

3 Recently Arisen - As per LoE (pg. 34) You have been in torpor until recently. You are at a 2 trait penalty in challenges regarding modern technology or society. You do not get this penalty when involved with elders.

1-2 Blackmailed - As per LotH (pg. 85) Someone has dirt on you and uses it against you to obtain money or favors. A 1 trait in this flaw indicates a small embarrassing matter while 2 traits could result in information that could get you killed.

1-3 Rebel - As per LotH (pg 85) You are seen as a rebel and find interaction with others very difficult depending on the rate of this flaw. You gain the flaw: notoriety.

1-5 Supernatural Enemy - As per LotH (pg. 85) You are stalked by a supernatural enemy. Depending on the rank of this flaw, your enemy will make more appearances in your life.

2 Dangerous Secret - As per LotH (pg. 85) You have access to dangerous information that should it be uncovered, you will be hunted.

2 Secret Friendship - As per LotH (pg. 86) You have an unknown friendship to a denizen in the world of darkness that should it be uncovered, you will be hunted.

2 Persistent Relations - (pg. 107) As per Persistent Parents in tSH except that it involves people the character knew while still a mortal. They will use what is at their disposal to try and find you.

3 Ward - As per tSH (pg. 107) You are devoted to the protection of a particular mortal. You may create this mortal with an ST.

2 Known to be Dead - As per tLN (pg. 77) Local mortals in the society all know you to be dead.


Habit of Being

1 Clan Infamous Sire (created by Brent Adams)- Your sire is looked upon poorly within the clan, and so thus are you. You are perceived to have one less Prestige within your clan. Caitiff cannot take this flaw.

3 Clan Notoriety (created by Brent Adams) - You have a poor reputation within the clan, and are treated ill for it. You are perceived to have one less prestige within your clan. The reason for your notoriety must be submitted and approved by an ST. Caitiff cannot take this flaw.



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