Merits and Flaws - Flaws

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Merits and Flaws - Flaws

Post  Myna on Sat Jan 30, 2010 3:25 am

As stated this is the continuation of the Merit's and Flaws - Merit's thread. Refer to it for the rules.


Illiterate (1/3 pt. Flaw): You cannot read or write in any language, either through lack of education (1 point) or the result of a condition like dyslexia (3 points).

Inept (5 pt. Flaw): You are not attuned to your natural aptitudes, and therefore have five less points to spend on your Talents.

Uneducated (5 pt. Flaw): As the Inept flaw above, but deals with Knowledge abilities.

Unskilled (5 pt. Flaw): As the Inept flaw above, but deals with Skill abilities.

Bad Sight (2 pt. Flaw): Your sight is defective. This is not nearsightedness nor farsightedness - it is a minor form of blindness and is not correctable.

Blind (6 pt. Flaw): You cannot see at all, the world of color and light being lost to you.

Color Blindness (1 pt. Flaw): You can only see in black and white, or shades of grey (depending upon the actual colors) - you cannot use the Aura Perception power (Auspex 2), though some people have learned to sense things in different ways.

Deaf (4 pt. Flaw): You cannot hear any sound.

Hard of Hearing (1 pt. Flaw): Your hearing is defective.

One Eye (2 pt. Flaw): You have only one working eye (determine which or choose randomly at character creation). On your blind side you have no peripheral vision, and your depth perception is also terrible.

Absent-Minded (3 pt. Flaw): This may not be taken with the Concentration merit. Though you do not forget things like Knowledges or Skills, you do forget names, addresses, and when you last ate.

Amnesia (2 pt. Flaw): You are unable to remember anything about your past, yourself, or you family - your life is a blank slate, though it may someday come back to haunt you.

Confused (2 pt. Flaw): You are often confused, and the world seems to be a very distorted and twisted place. Sometimes you are simply unable to make sense of things. You need to roleplay this behavior all the time to a small degree, but your confusion becomes especially strong whenever stimuli surround you (such as when a number of different people talk all at once, or you enter a nightclub with loud pounding music).

Deep Sleeper (1 pt. Flaw): When you sleep it is very difficult for you to be woken up. You'll get up when your ready which can be quite annoying if you need to be somewhere at a certain time.

Weak-Willed (2 pt. Flaw): You are highly susceptible to Dominate and intimidation by others.

Anachronism (2 pt. Flaw): You have been a vampire for some time, and are unable (or unwilling) to keep up with the changing times. A bit stuck in your ways you have a hard time dealing with things that are not from your time. Note that characters with this flaw will generally have been vampires for longer than the 50 years suggested.

Secret Friendship (Sabbat, 1 pt. Flaw): You maintain a friendship with a mortal or a vampire outside the Sabbat, despite knowing that if you are discovered there is a good chance that both of you would be destroyed. You are always having to cover up this relationship. You must never reveal this secret or you will be in deep trouble.

Ward (3 pt. Flaw): 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.

Addiction (3 pt. Flaw): You are addicted to some substance in addition to blood, and make sure your victims have ingested the substance before you drink from them so that you can enjoy the effects. The substance can be alcohol or any form of drug. You are more likely to frenzy if you do not get your fix for the night.

Allergic (1-4 pt. Flaw): You are allergic to some substance, in a manner not unlike mortal allergies. However, you do not get hives or sneeze, but are actually incapacitated by your reaction. If the substance was in the blood you drank the reaction will be very strong, though touch alone is enough to disturb you.Use the following as a guide:

  • 1 pt. - Plastic
  • 2 pt. - Alchahol
  • 3 pt. Illegal Drugs
  • 4 pt. Metal

Child (3 pt. Flaw): You were a small child at the time of the Embrace. Although time and experience may have changed your outlook, you are stuck with a child's body. You have the Short flaw, and you find it difficult to be taken seriously by others. Because you have never before experienced any sort of transformation change (never having undergone the experience of puberty), you are ill-suited to withstanding the demands of the Hunger - additionally certain clubs may not admit you, because you are "underage".

Deformity (3 pt. Flaw): You have kind of deformity - a misshapen limb, a hunchback, or whatever - which affects your interactions with others and may inconvenience you physically.

Disease Carrier (4 pt. Flaw): Your blood contains a disease that affects the mortals upon whom you feed (not all of them all the time, but fairly regularly - anyone you feed from or who feeds from you will probably become infected). You are not allowed to drink directly from vessels because you will contaminate them, so you have to remove the blood and pour it into a cup first. Sabbat with this flaw are not allowed to participate directly in the Vaulderie, but still has to drink their packmates.

Disfigured (2 pt. Flaw): A hideous disfigurement makes you ugly and easy to notice as well as remember. You therefore have a 0 Appearance, much like the Nosferatu (who cannot take this flaw).

Fifteenth Generation (6 pt. Flaw): Your vampiric blood is so weak that you are barely a vampire. For more information, please contact the Storytellers. Note: playing a 15th generation vampire is more or less like playing a ghoul that still takes damage from sunlight.

Fourteenth Generation (2 pt. Flaw): You are a 14th generation vampire, and as such you are much weaker than most vampires and have substantially less power to draw from and need to feed more often. Additionally you cannot actually learn disciplines. You must also take the Thin Blooded flaw.

Infertile Vitae (3 pt. Flaw): For some reason you are unable to create new vampires. All those you try to Embrace die. Your vitae is faulty even beyond that of Thin Blood. You may not create any childer no matter what you do. However, unlike the Thin Blood flaw, you can use your blood just as all other vampires can.

Lame (3 pt. Flaw): Your legs are injured or otherwise prevented from working effectively. This flaw may not be taken with the Double-Jointed merit.

Lazy (1 pt. Flaw): You are simply lazy. You do not like to do anything that requires a lot of effort on your part. You prefer to let others do the hard work. You like to lie around and, by vampiric standards, you are certainly a coffin potato.

Monstrous (3 pt. Flaw): There is something wholly monstrous about you, something that makes you even more hideous than a Nosferatu. You scarcely look human, but the manner in which you differ is up to you. Perhaps you have grown scales or warts all over your body, or perhaps the scream you issued when you died has been permanently frozen on your face. Not only do you have 0 Appearance, but you make even the Nosferatu uneasy. Nosferatu my take this flaw, but gain only 1 point for it.

Mute (4 pt. Flaw): Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means - typically writing or signing.

One Arm (3 pt. Flaw): You have only one arm - choose which, or determine randomly at character creation. This happened before the Embrace. It is assumed that you are accustomed to using your remaining hand, so you suffer no off-hand penalty. A character may not take this flaw along with the Ambidextrous merit.

Paraplegic (6 pt. Flaw): You can hardly move without assistance, such as a pair of crutches or a wheelchair. Even then it can be painful and cumbersome to do so. The Storyteller and you should take care to roleplay this flaw correctly, no matter how difficult it makes things. A character may not take this flaw along with the Double-Jointed merit.

Permanent Fangs (2 pt. Flaw): Your fangs won't retract. You are a walking masquerade breach, and have to be extremely careful when in mortal company.

Permanent Wound (3 pt. Flaw): You suffered injuries during the Embrace, which your sire did nothing to repair. You start each night at the Wounded Health Level. This can be healed like normal damage, but each evening, after sleep, your wounds always return.

Selective Digestion (2 pt. Flaw): 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 be taken by Ventrue characters, however it must limit what they can drink even further.

Short (1 pt. Flaw): You are well below average height, and have trouble seeing over high objects and moving quickly (Can be overcome by Celerity ranks). In some circumstances, this will give you a concealment bonus.

Slow Healing (3 pt. Flaw): You are slow to heal all wounds (this can be dangerous for aggravated wounds). You are slow to heal normal wounds, needing greater attention and healing times to recover fully.

Smell of the Grave (1 pt. Flaw): You exude an unconcealable smell of wet earth, which draws negative attention towards you.

Thin Blooded (4 pt. Flaw): 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).

Vulnerability to Silver (2 pt. Flaw): You suffer aggravated wounds from silver, just like a werewolf.

Compulsion (1 pt. Flaw):You have psychological compulsion for some activity which can cause you problems, be it gambling, lying, cleanliness, stealing, etc.

Driving Goal (3 pt. Flaw): You have some personal goal that is the center of your unlife and sometimes compel and directs you in startling ways. This goal is limitless in depth and you can almost never truely achieve it - everything you do relates to this goal, and you must always work toward it (this can get you in trouble and may jeopardize other actions). Choose this one carefully, as it will direct and focus everything that your character does.

Frenzy Condition (2 pt. Flaw): This is a special situation or object that causes you to automatically enter Frenzy.

Hatred (3 pt. Flaw): You have a total and unreasoning hatred of a certain thing (this is total and largely uncontrollable). You may hate species of animals, a class of person, a color, a situation - anything. You constantly pursue opportunities to harm the hated object or to gain power over it.

Intolerance (1 pt. Flaw): You have an unreasoning dislike for a certain thing (much like the Hatred flaw but milder - note that this is not a trivial dislike, such as for a particular magazine or tissue paper or the like).

Low Self-Image (2 pt. Flaw): You lack confidence in yourself, this can be anything from thinking you are fat and ugly to not feeling on par with others, even if in actuality you are stronger, or better than them.

Lunacy (2 pt. Flaw): You are affected by the phases of the moon. On nights of the new moon you are extremely passive, but on nights of the full moon you are extremely emotional and volatile. During the waxing moon you are pleasant and more focused on your tasks. During the waning moon you are a little apathetic and touchy. During the entire cycle of the moon, you vary your emotional level to suit the stage of the moon. This flaw is made truely effective with good and accurate roleplaying, though the Storyteller can enforce it through frenzies.

New Road (3 pt. Merit): You are inventing your own way to deal with your vampiric nature. You may create your own Road, and follow its tenants in gameplay. Note: This merit takes a lot of work, and the Storytellers reserve the right to disallow any Roads or parts of Roads as they see fit (for any reason or even none at all).

Nightmares (1 pt. Flaw): You experience horrendous nightmares (daymares?) every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad they cause you to be less effective on all your actions for the next night (Storyteller's discretion).

Overconfident (1 pt. Flaw): You have an exaggerated and unshakeable opinion of your own worth an capabilities - you never hesitate to trust your abilities, even in situations where you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough you can infect others with your overconfidence.

Phobia: Mild (1 pt. Flaw): You have an overpowering fear of one thing or circumstance, instinctively and illogically retreating from and avoiding the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces, and heights. Either way it makes you remove yourself from whatever your afraid of.

Phobia: Severe (3 pt. Flaw): Much like the Phobia: Mild flaw, but much more potent, if you come into contact with whatever your phobia is it can do anything from paralyze you in terror to making you run away screaming.

Prey Exclusion (1 pt. Flaw): You refuse to hunt a certain class of prey for some reason - you are disturbed and may Frenzy when others feed on this type of prey in your view. If you accidentally feed upon this class of prey yourself, you will automatically Frenzy. This is not as restrictive as the Ventrue's Clan limitation and cannot be taken by Ventrue.

Short Fuse (2 pt. Flaw): You are easily angered, making it easier to frenzy when your temper gets the best of you. This is a dangerous flaw, so don't choose it without careful thought.

Shy (1 pt Flaw): You are ill at ease dealing with people and try to avoid social situations wherever possible. Don't expect the character to make a public speech.

Soft-Hearted (1 pt. Flaw): 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 (1 pt. Flaw): You have a stutter or other speech impediment which hampers verbal communication. You do not have to roleplay this impediment at all times, but in times of duress or when dealing with outsiders, you should attempt to simulate it.

Territorial (2 pt. Flaw): You are extremely territorial, not liking to leave your territory or liking it when strangers enter it. In addition you may become very angry when someone enters your territory uninvited and may fall into frenzy.

Vengence (2 pt. Flaw): You have a score to settle and focus on it intently (it may be from your mortal or vampiric days). You are obsessed with wreaking vengeance on an individual or group, and make this revenge your first priority in all situations. Some day you may have your revenge, but the Storyteller won't make it easy.

Clan Enmity (2 pt. Flaw): For some reason, something about you inspires contempt or hatred in members of a clan other than your own. Select the 'enemy' clan randomly or choose.

Dark Secret (1 pt Flaw): You have a secret that would have terrible consequences if it was found out, being terribly embarrassing and making you a pariah in the Kindred community. This can be anything from having murdered an Elder to having once been a member of the Sabbat (or the Camarilla, if in a Sabbat chronicle). While this secret weighs on your mind at all times it only occasionally surfaces in storylines (else it would begin to lose its impact).

Diabolic Sire (2 pt. Flaw): Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla. She could be wantonly breaking the Masquerade, or hunting down the elders of the city and feasting on their blood. Archons are likely to come to you in order to discover your sire's whereabouts, and they may not believe you if you tell them you do not know.

Enemy (1-5 pt. Flaw): Someone out there is very unhappy with you. The more points you take, the more unhappy or powerful (or both) they are. The most powerful enemies (Methuselahs or Archmages) would be five-point flaws, while someone nearer to your own power would be worth only one point. You must decide who your enemy is and how you became enemies in the first place.

Hunted (3 pt. Flaw): Some mortal or group of mortals is gunning for you, and will find you at some point. All those with whom you associate may be hunted by the same individual as well. Though the hunter seeks to destroy all vampires, something about you drives the passion of this killer.

Infamous Sire (1 pt. Flaw): Your sire was (and perhaps still is) distrusted and disliked by many of the Kindred in the city. As a result, you are distrusted and disliked as well. This is a heavy load and not one easily shed.

Insane Sire (1 pt. Flaw): Your sire has completely lost his grip on reality, and has become dangerously insane. Any wrong committed by your sire may affect your standing, and some of your sire's dangerous schemes may somehow involve you. Because their sires are already assumed to be insane, Malkavians cannot take this flaw.

Mistaken Identity (1 pt. Flaw): You look similar to another Kindred, and are mistaken for her, much to your chagrin. This individual's allies will approach you and tell you things you do not want to hear, her enemies will attempt to do away with you, and others will treat you in odd ways. Ultimately you might be able to sort out things, but it will take tremendous effort.

Notoriety (3 pt. Flaw): You have a bad reputation among the Kindred of your chosen city. This may be your own reputation, or it may be derived from your sire. A character with this flaw may not take the Reputation merit.

Owe a Boon (1-3 Flaw): You owe a boon to another vampire, who can call it due at any time. Higher point cost indicates a more serious boon.

Pack Disgrace (Sabbat, 2 pt. Flaw): You have done something that has brought shame to your pack and you personally.

Pack Enemy (Sabbat, 2/3 pt. Flaw): You have made an enemy within your pack. This individual would like to see you out of the pack and possibly destroyed: perhaps just because he doesn't like you or perhaps for a good reason. In any case, this pack member tries to get others to side against you, and he tries to ruin every positive thing you accomplish for yourself or for the pack. This is a 3-point flaw if the Pack Enemy is also the pack leader. The Vinculum scores between you and your enemy are automatically zero, and will never increase no matter how many times you partake of the Vaulderie together.

Pack Punishment (Sabbat, 1 pt. Flaw): You are bound by some special punishment imposed on you by your pack for doing something in opposition to pack rules. You are limited from doing something you normally could do, such as making solo trips, going with the pack out of town, hanging around the rack, associating with certain individuals, and so on. The exact nature of the punishment is left to you and the Storyteller.

Pack Rival (Sabbat, 1 pt. Flaw): You have an intense rivalry with a member of your pack. You are always competing with this individual, either for fun or out of spite. You have been known to go to extremes to best this individual, and he has been known to do the same to you. Your rival occasionally gets the best of you, but you do the same to him.

Probationary Sect Member (Sabbat, 4 pt. Flaw): You are a defector. You turned traitor to the Camarilla, Follwers of Set, or some other vampire group. You have just been accepted on probation into the fold and still have much to prove before you will be an accepted member. You are treated well by most Sabbat, but you know you are not trusted. You are always assigned the most dangerous missions and you are always at the front of the fray. Your pack watches you like a hawk and limits your actions. You are not allowed to speak to Kindred outside the sect, you are not allowed to go anywhere outside pack territory without a fellow pack member, and you are required to prove your loyalty time and time again.

Sire's Resentment (1 pt. Flaw): 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.

Special Responsibility (Sabbat, 1 pt. Flaw): You have some sort of duty that you are required to perform for the entire pack. You are not really given any special credit for doing it, but if you were to stop you would lose much of it's respect. The exact nature of the duty can be anything: act as pack messenger and coordinator, gather victims for Blood Feasts, cover up other pack members' messes, or issue loans to fellow pack members.

Twisted Upbringing (1 pt. Flaw): 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 (the Storyteller will tell you when). But until then, you will continue to believe what you were first told, no matter how others try to "trick" you into thinking otherwise.

Beacon of the Unholy (2 pt. Flaw): You radiate palpable evil that everyone around you feels, and clergy and devout mortals can sense that something is horribly wrong with you. You cannot enter churches or other places of worship, as they repel you automatically.

Can't Cross Running Water (3 pt. Flaw): You cannot cross running water unless you are at least 50 feet above it ("running water" is any body of water more than 2 feet wide in any direction and not completely stagnant - underground water, such as sewers, don't count). A Kindred with this flaw obviously believes too much in old wives' tales.

Cast No Reflection (1 pt. Flaw): You actually cast no reflection, just like the vampires of legend (can have a very detrimental effect when trying to pass as human). Vampires of Clan Lasombra automatically have this flaw (and you may be mistaken for one of them if you possess this).

Cursed (1-5 pt. Flaw): A powerful curse affects you, the number of points taken in this flaw determining the power and tenacity of the curse.

  • 1 pt - if you pass on a secret your betrayal will later harm you in some way.
  • 2 pt - you stutter uncontrollably when you try to describe what you have seen or heard.
  • 3 pt - tools often break or malfunction when you attempt to use them.
  • 4 pt - you are doomed to make enemies of those to whom you become most attached.
  • 5 pt - every one of your accomplishments will inevitably become soiled or fail in some way.

Dark Fate (5 pt. Flaw): You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday you will be out of the picture. In the end, all your efforts, struggles, and dreams will come to naught - your fate is certain and there is nothing you can do about it. Even more ghastly, you have partial knowledge of this, for you occasionally have visions of your fate - and they are most disturbing. At some point in the chronicle you will face your fate (how and when is completely up to the Storyteller).
Though you can't do anything about your fate you can still attempt to reach some goal before it occurs, or at least try to make sure that your friends are not destroyed as well. This is a difficult flaw to roleplay - though it may seem to take away all free will, it also ironically grants freedom.

Eerie Presence (2 pt. Flaw): Other people get a strange feeling when they are around you - you seem to make others very uncomfortable, especially animals and mortals.

Grip of the Damned (4 pt. Flaw): There is no ecstasy in your embrace - only terror and pain. Mortals upon whom you feed struggle and shriek all the while as you attempt to feed, requiring you to grapple with them for as long as you wish to take their blood.

Haunted (3 pt. Flaw): You are haunted by a ghost that only you (and Mediums) can see and hear. It actively dislikes you and enjoys making your life miserable by insulting, berating, and distracting you - especially when you need to keep your cool. The ghost also has a number of minor powers it can use against you (once a month for each power): hide small objects; bring a "chill" over others, making them very ill-at-ease with you; cause a loud buzzing (in your or another's ears); move a small objects like a knife or pen; break a fragile object such as a bottle or mirror; trip you; or make eerie noises such as chains rattling.
Yelling at the ghost can sometimes drive it away, but will confuse those around you. The Storyteller will likely personify the ghost in order to make things all the more frustrating for you.

Light Sensitive (5 pt. Flaw): You are even more sensitive to sunlight than other vampires are. Sunlight causes double normal damage, and even moonlight (reflected light of the sun) harms you (even bright lights can be painful, though sunglasses will mitigate this). When the moon is shining the light it casts will cause wounds in the same way that sunlight does for normal Kindred (though this is only lethal damage, not aggravated, and may be healed normally). Remember: even on nights when the moon is full, it may have already set when you venture outside (or be obscured by clouds).

Magic Susceptibility (2 pt. Flaw): You are susceptible to the rituals of the Tremere and the Lasombra.

Repelled by Crosses (3 pt. Flaw): You are repelled by the sight of ordinary crosses (just as if they were holy). Kindred who were of the Church prior to their Embrace are the ones most likely to possess this flaw - they perceive that their new form is a judgement from God. Note that windmills, crossed candlesticks, and the like are NOT considered to be crosses!

Repulsed By Garlic (1 pt. Flaw): You cannot abide the smell of garlic, and the smallest taint of its scent will drive you from a room. The full force of it's pungent odor will bring bloody tears to your face and render you nearly blind, which its touch can cause boils and even open wounds.

Touch of Frost (1 pt. Flaw): Plants wither when you approach and will die if you touch them - your touch leeches heat from living beings, as though you are made of ice. It is rumored that Caine himself possesses this flaw.

Artistically Inept (Toreador, 2 pt. Flaw): You must work harder than most artists to accomplish great work. You are still capable of creating a masterpiece, but it is tougher for you than for someone else of equal training

Anarch Tendencies (Brujah, 1-3 pt. Flaw): You are a known anarch supporter, and are distrusted and disliked by the powers that be. The greater the point value of this flaw, the more Camarillia society as a whole distrusts you.

Blunt Teeth (Nosferatu, 1pt Flaw): Your teeth are huge and square, not sharp like those of most other Vampires. Once you have locked your teeth into your prey, you automatically cause the victim more pain than blood you may get for it. (you have to chew and chew and chew...).

Club Foot (Nosferatu, 1pt Flaw): One of your feet is gnarled and deformed. You move at only half normal speed.

Hierarchy Whipping Boy (Tremere, 5 pt. Flaw): Blame flows downhill, and for some reason, every ounce of it seems to slide down the pyramid and land on you. You are always the scapegoat for anything that goes wrong near you, and never get credit with the higher-ups for your successes.

Nosferatu Caitiff (Caitiff and Nosferatu, 1pt Flaw): You were Embraced by a Nosferatu, but failed to meet the standards of even that clan, and were subsequently rejected by your sire. As you did not complete the Becoming process, you were not fully transformed, but you still look rather odd. You can improve your looks with time, money and effort.
In addition, you present a tempting target for just about any bully - other Caitiff may not have much to kick around, but a "Nosferatu reject" certainly offers possibilities for abuse. Not all Caitiff sired by Nosferatu have this flaw; nobody knows why some do and some don't.

Parasitic Infestation (Nosferatu, 2pt Flaw): In many ways this Flaw is the negative counterpart to Swarm Attractor (above). Several species of hemovores - ticks, lice, mosquitoes, gnats, chiggers, leeches and the like - find your blood particularly tasty. These creatures crawl and hide among the creases and folds of your skin despite your best efforts to remove them. Particularly persistent are those vermin that drink from you three times and thus become enormous, bloated, Blood Bound ghouls. You may not command the vermin in any fashion; they are too intoxicated on your vitae to be of any use (though they do love you, for what it's worth).

Poor Taste (Toreador, 1 pt. Flaw): You can never have the Art Appreciation skill. You are forever a Poseur, and you have no ability to judge a masterpiece from trash. In fact, if you had the choice, you would choose the trash.

Public ID (Ventrue, 2 pt. Flaw): You are a known, relatively high profile mortal, and must put a great deal of effort into maintaining your masquerade.

Putrescent (Nosferatu, 3pt Flaw): The mystic processes that inhibit the natural decay of the vampiric form were less effective on you. As a result, you constantly rot, though a day's rest checks and to some degree heals the effects.

Rival (Toreador, 1 pt. Flaw): You have an intense rivalry with another Kindred. You are always competing with this individual, either for fun or out of spite. In besting this individual, you got to extremes, and he behaves similarly towards you. Your rival occasionally gets the best of you, but you do the same to him.

Social Outcast (Toreador, 3pt Flaw): You have severed your ties to the Artistes and the Poseurs. You no longer play their silly games. You will never rise in Clan Prestige, and you are the equivalent of an anarch. However, the anarchs will not accept you due to some past transgressions you have committed against them (discuss this with the Storyteller). You have no place in the world of the Damned.

Stench (Nosferatu, 1pt Flaw): Few Nosferatu smell good, but you reach a new nadir of odiferousness. Even other Nosferatu are repulsed by your stink.

Tortured Artist (Toreador, 1pt Flaw): You must suffer for your work. Your work is never good enough to suit you. You often suffer ennui for extended periods of time, preventing you from working steadily. In addition, you constantly find yourself in heartbreaking positions; perhaps you subconsciously lead yourself into those situations to acquire the experience you need for your work.

Vulgar (Toreador, 1 pt. Flaw): You will never fit into high society. You are crude, rude and socially unacceptable, forever a Philistine. You are treated as having one less level of Status when invitations to Toreador socials are prepared. You will never be fully accepted as a Toreador. Many will question your Sire and possibly ridicule him for choosing you.

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