Flaws

Illiterate: (**) You cannot read or write. Your Academics and Science Skills are capped at 1, and you can have no specialty in them incorporating modern knowledge.   Ugly: (*) You lose one die from all relevant Social dice pools.   Repulsive: (**) You lose two dice from all relevant Social dice pools.   Addiction: (*)  Lose one dice from all pools when the last person you fed from was not on your drug, except pools for actions that will immediately obtain your drug.   Hopeless Addiction: (**) Lose two dice from all pools when the last person you fed from was not on your drug, except pools for actions that will immediately obtain your drug.   Living in the Past:  (*) You haven’t grasped the modern mindset, or you just don’t want to. You have one or more seriously outdated Convictions, e.g. “The Pope’s word is law,” “Women are delicate flowers,” “Lower classes exist only to serve,” or “Burn your enemies’ baggage.” These archaic moralities maintain your Humanity but are odious to many; you lose one die from Social test dice pools involving such archaic beliefs except with vampires your age and older, who may admire your steadfast virtue.   Archaic.  (**) You haven’t been able to adapt to the present, or you have been long in torpor. You cannot use computers or cell phones, and your Technology rating is permanently 0. The Storyteller may penalize other dice pools involving very modern technology by one die   Long Bond: (*) Blood Bonds on you lose their Bond strength more slowly than normal, decreasing by one for each three months without being reinforced.   Bondjunkie: (*) The Bond feels sweeter to you once it happens. Subtract one die from your dice pools to act against a Blood Bond.   Bondslave. (**) You bond instantly with the taste of another’s vitae; only one drink of blood binds you, not three. Either you begin as your sire’s thrall, or consult with the Storyteller to come up with a reason that first bond has broken. Possibly your sire has been staked or in another city for more than six months?   Methuselah’s Thirst: (*) Your Hunger can only be fully slaked by the blood of supernatural creatures. (Alchemists may be able to thicken the Blood of thin-bloods enough to sate you.) Otherwise, it constantly remains at a minimum of 1. (Or higher, depending on Blood Potency   Prey Exclusion: (*) You refuse to hunt a certain class of prey: drug users, women, children, policemen, innocents, a given minority or ethnic group, etc. If you feed on such prey, you gain Stains as though you had violated a chronicle Tenet. Witnessing other Kindred feeding on the object of your exclusion without interfering might also give Stains, at the Storyteller’s discretion. Ventrue with this Flaw gain an additional restrict, making their choice of vessels extremely narrow.   Organovore: (**) You can slake Hunger only by eating human flesh and organs, especially those rich in blood such as the heart, liver, lungs, placenta, and spleen. (Most organovore Kindred these nights make smoothies from the organs first.) Only the heart provides Resonance, if any.   Farmer: (**) You feed only on animal blood. You must spend two points of Willpower to drink human blood. Ventrue may not take this Flaw.   Stake Bait: (**) You meet Final Death when staked through the heart, rather than entering torpor.   Folkloric Bane: (*) You take Aggravated damage from a folkloric bane. Folkloric banes include:
  •  Ultraviolet light (damage as direct sunlight)
  •  Silver or silver-plated weapons (damage as weapon damage: simply touching a silver coin or silverware does one point of Aggravated damage)
  • Holy water (damage as fire)
Folkloric Block: (*) When faced with a folkloric block, you must shrink away from it or spend a Willpower point to push through it. Each folkloric block you take counts as a separate one-point Flaw. Folkloric blocks include:
  • Holy symbols presented by any believer
  • Crossing visible running water
  • Crossing a threshold to a home uninvited by the owner
  • White animal
  • Garlic
  • Wild roses
  • Spilled seeds you haven’t counted
Stigmata: (*) You begin to bleed from open wounds on your hands, feet, and forehead when you reach Hunger 4. This attracts attention, leaves traces, and may penalize some dice pools at the Storyteller’s discretion.   Enemies: (Varies) All Enemies are rated two fewer dots than their Effectiveness; a Gifted mortal Ally costs three dots as an Ally, but only provides one dot as a Flaw. Enemies all have the same Reliability: whenever the Storyteller thinks they should show up, but probably at least once per story.   infamy: (varies) You are famous for something horrible. At the very least, the Difficulty of most reaction tests increases by the amount of the Flaw; at worst, the authorities attempt to kill or capture you whenever you appear.   Dark Secret: (* or **) The Dark Secret Flaw provides one fewer point than the equivalent Infamy, as your black deeds remain unknown to all but you and perhaps one or two very motivated enemies. The one-dot version of Infamy also provides one point as a Dark Secret, because it’s easier to uncover than a truly life-threatening secret.
  • (*) You owe a big debt to bad people or have made yourself generally odious. Alternately, your spouse, lover, or close family member has Infamy **.
  • (**) You are a Cleaver or serial breacher of the Masquerade, have been Blood Hunted out of another city, or have grievously offended this domain’s ruler.
  Disliked: (*) Subtract one die from Social test dice pools involving any group in the city except your Contacts and Allies or other explicitly loyal supporters.   Despised: (**) One group or region of the city lives only to thwart you and your faction. Subtract two dice from dice pools attempting to convince a neutral actor to support you politically or do you a favor. The Storyteller should take any opportunity to involve your haters in the story.   No Haven: (*) You must go to some effort (at least a basic test) to find a new resting place every morning.   Compromised: (**) Your haven has been raided once before, perhaps before it was yours. It probably appears on someone’s watchlist. Invaders or spies can add two dice to their pool to penetrate or surveil your haven. If you ever do get on the Inquisition’s radar, you should think about moving out.   Creepy: (*) Your haven looks like the den of a serial killer, which in fairness is probably exactly what it is. Unknowing neighbors might phone in a tip to the cops or just talk about the creepy place they saw. Your dice pools on Social tests to seduce or otherwise put human guests at ease are at a two-dice penalty.   Haunted: (*) Your haven has a supernatural manifestation in it that you do not control or really even understand. It might just have a ghost, but a Haunted haven could hold a dimensional portal, a cursed meteorite, or anything else you can’t get rid of. Obviously, someone who does understand the manifestation could use it to breach your haven’s security. The Storyteller defines any other effect of the haunting, imposing at least a one-die penalty   Obvious Predator: (**) You exude a predatory demeanor, and humans instinctively fear and mistrust you. Lose two dice from any dice pool for hunting except purely Physical expressions of stalking, chasing, and killing. Lose one die from any dice pool for any Social test intended to put humans at ease. You cannot maintain a Herd.   Known Corpse: (*) People know you died recently and react with shock and horror if you appear among them. This Flaw also applies to any database lookups on your identity.   Known Blankbody: (**) Your biometrics, name, history, known associates, and aliases appear in several intelligence agency databases, flagged as a potential terrorist. Any inquisi- tor can read between the lines and recognize you as a vampire.   Adversary: (* to ***) A fellow Cainite who generally wishes you (or more likely your sire, lineage, or mentor) ill, an Adversary is the reverse Flaw of the Mentor Background. Adversaries range from one-dot elders to three-dot Princes or powerful cabals. The Storyteller uses either the Adversary’s Status or some specific other Trait when building dice pools with which to oppose the player characters, not the dots in Adversary.   Destitute: (*) You have no money and no home.   Stalkers: (*) You have a tendency to attract people who become a tad too smitten with you for your own good. A former retainer retains their memory of you and a desire to reconnect. They may be hungry, love-maddened, desperate, opportunistic, or any combination or variation. Should you get rid of them, another soon appears.   Suspect: (*) You’re not good with this sect at all. You weaseled out of a boon, broke an oath, or did something similar. You can try to stay out of sight and out of mind, but unless you somehow make amends, you suffer a two-dice penalty to all Social tests involving the offended faction.   Shunned: (**) You’re completely loathed by this sect. You betrayed them, crossed a local leader, or fought them in the past. Members of this group will actively work against you if they can.