Good Map Reader (1 pt Merits)
You're the Holy Grail of travelers everywhere: someone who can read a map well. Whether you're using an old map carved into animal leather or a few brushes on a vellum scroll, you can find your way to where you need to be.
Fast Reader (1 pt Merits)
You can read and understand a piece of writing far faster than most people. Although it can make long journeys by train or carriage expensive propositions due to the number of books you go through, it allows you to quickly extract useful information from anything written in your native language.
Good Recognition (1 pt Merits)
You are great at remembering the names of people you've encountered, and places you've been. You can call to mind the name of somebody you met briefly at a party three years ago, while you were a bit drunk, as clearly as if you'd met them only yesterday. You can also remember the streets you staggered along on your way home. You're even good at remembering the names of people mentioned in newspaper stories and broadcast reports, and locations glimpsed in still photographs.
Healthy Skepticism (1 pt Merits)
You're good at separating truth from fiction, and someone has to be up pretty damn early to catch you off guard. You rarely take what people say at face value until you're able to check the details yourself. This merit allows you to reduce the difficulty of any roll to perceive a lie by two. It should be role played as much as possible.
Unflappable (3 pt Merits)
You are a naturally placid person and take most things in stride. You were almost hit by a car? That was close. Your wife has left you? Ah, well. Although you have emotions as others do, you don't let them affect you to the same degree. You gain two extra dice on any Willpower roll that involves staying calm and not overreacting to mundane experiences. It simply helps you to cope with the plausible and unfortunate aspects of everyday life. You might have witnessed dead bodies before, and can deal with seeing them now, but seeing a dead body that's partially devoured is probably beyond your previous experience.
Optimistic (4 pt Merits)
Despite the horrors you've experienced, you have retained a basically positive outlook on life. Even when things go wrong, you face each day with the hope that things will get better. Regain two willpower when you wake each morning instead of one.
Common Sense (1-PT. Merit)
You have a significant amount of practical, everyday wisdom. Whenever the character is about to act in a way contrary to common sense, the Storyteller can make suggestion or warnings about the implications of said action. This is a very useful Merit to give to beginning players unfamiliar with the game.
Concentration (1-PT. Merit)
You have the ability to focus your mind and shut out any distractions or annoyances. Characters with this Merit are unaffected by any penalties stemming from distracting circumstances (e.g., loud noises, strobe lights, hanging upside down).
Time Sense (1-PT. Merit)
You have an innate sense of time and are able to estimate the passage of time accurately without using a watch or other mechanical device.
Code of Honor (2-PT. Merit)
You have a personal code of ethics to which you adhere. The specifics of this code must be worked out with the Storyteller prior to play, and the character must follow it strictly. Characters with this Merit gain two additional dice to all Willpower or Virtue rolls when acting in accordance with their code (e.g., defending the helpless) or when attempting to avoid situations that might force them to violate their code.
Eidetic Memory (2-PT. Merit)
You remember, with perfect detail, things seen and heard. Documents, photographs, conversations, etc., can be committed to memory with only minor concentration. Under stressful conditions involving numerous distractions, you must make a Perception + Alertness roll (difficulty 6) to summon enough concentration to absorb what your senses detect.
Light Sleeper (2-PT. Merit)
You can awaken instantly at any sign of trouble or danger, and do so without any sleepiness or hesitation. You may ignore rules regarding how Humanity/Path restricts the number of dice available during the day.
Natural Linguist (2-PT. Merit)
You have a flair for languages. You may add three dice to any dice pool involving written or spoken languages.
Calm Heart (3-PT. Merit)
You are naturally calm and do not easily fly off the handle. You receive two extra dice when attempting to resist a frenzy. Brujah may not take this Trait.
Berserker (2-PT Merit)
The Beast is in you, but you know how to direct and make use of it. You have the capacity to frenzy at will, and are thus able to ignore your wound penalties. However, you must pay the consequences of your actions while in frenzy just as you normally would. Your chance of entering an unwilling frenzy is also unaffected.
Dual Nature (2-PT Merit)
You have two distinct Natures, both of which have an influence on your personality and behavior. When you pick these Natures, be careful to choose Archetypes that are somewhat compatible. Dual Nature does not mean schizophrenia (that is a Derangement). This Merit allows you to regain Willpower using both Natures. You may still choose a Demeanor, and it can be as different from the character Natures as the player desires.
Iron Will (3-PT. Merit)
When you are determined and your mind is set, nothing can thwart you from your goals. When you are affected by a Dominate power, you may spend a point of Willpower to shake off the effects. In addition, you receive three extra dice to resist the effects of any mind-altering magic, spell or Thaumaturgy path. This Merit does not affect Presence or other powers dealing with the emotions.
Self-Confident (5-PT Merit)
When you spend a point of Willpower to gain an automatic success, your self-confidence may allow you to gain the benefit of that expenditure without actually losing the Willpower point. You do not lose the point when you spend it, unless you end the roll with only one success, i.e. you do not gain any additional successes from the dice you roll. This Merit may only be used when you need confidence in your abilities in order to succeed. This means you can use it only when the difficulty of your roll is six or higher. You may spend Willpower at other times; however, if the difficulty is five or less, the Willpower will be spent no matter what you roll.
Coldly Logical (1-PT. Merit)
While some might refer to you as a cold fish, you have a knack for separating factual reporting from emotional or hysterical coloration. You may or may not be emotional yourself, but you can see clearly when others are clouding the facts with their feelings (-1 difficulty on all Sense Deception and related rolls).
Higher Purpose (1 pt Merit)
You have a goal that drives and directs you in every thing. You do not concern yourself with petty matters and casual concerns, because your higher purpose is everything Though you may sometimes be driven by this purpose and find yourself forced to behave in ways contrary to the need of personal survival, it can also grant you great persona strength. You gain two extra dice on all rolls that have anything to do with this higher purpose. You need to decide what your higher purpose is. Make sure you talk it over with the Storyteller first. (If you have the Flaw Driving Goal below you cannot take this Merit )
Judicial Ties (2 pt Merit)
You have both influence over and contacts in the justice system. You know most of the judges as well as the attorneys in the prosecutors department, and can affect the progress of various cases and trials with limited difficulty. Though it is difficult to intervene in a case, you can influence it in one direction or another. These ties can also make it easy to acquire search warrants.
Mansion (2 pt Merit)
You own a large mansion a home with 25 or more rooms รณ as well as the surrounding estate. The servants, if you have any, are provided for if you choose this Merit, though they cannot be used as Herd or Retainers unless you purchase the appropriate Background. The mansion is assumed to have the most current electronic security available, as well as a fence around the perimeter. While the mansion can be in as poor or as good shape as you wish, the more inhabited it appears to be, the more attention it will garner. A ghost house wont attract IRS audits.
Media Ties (2 pt Merit)
You have both influence over and contacts in the local media. You can suppress and create news stories (though not always with 100 percent efficiency; journalists are an unruly bunch) and you have access to the files and gossip of the staffs of newspapers and TV stations.
Nightclub (2 pt Merit)
You own a moderate-sized nightclub, perhaps one of the hottest nightspots in the city. This club brings in enough money to support you in moderate luxury ($1000 a month, but it can grow), but more important than the money is the prestige. You may use the nightclub as your haven, or you may simply hang out there. The name of the nightclub, its style, design, and its regular patrons are all up to you. Variations on this theme could include: a restaurant, theater, comedy club, sports arena or retail store.
Church Ties (3 pt Merit)
You have influence and contacts in some local churches, and have the means to create protest rallies and raise money. The more you use your ties, of course, the greater your risk of being found out.
Corporate Ties (3 pt Merit)
You have both influence over and contacts in the local corporate community. You understand the dynamics of money in the city and have links with all the major players. In times of need, you can cause all sorts of financial mayhem, and can raise considerable amounts of money (in the form of loans) in a very short period of time.
Police Ties (3 pt Merit)
You have both influence over and contacts in the local police department. You can, with a single phone call, cause an APB to be issued. However, the more often you use your ties with the police department, the weaker they become, and the more attention you attract toward yourself. Your influence is not solid (that can be achieved only through game play), and can let you down at times.
Political Ties (3 pt Merit)
You have both influence over and contacts among the politicians and bureaucrats of the city. In times of need, you can shut off the power and water to a building or neighborhood, and can unleash many different means of harassment against your enemies. The more you use your political ties, the weaker they become. Total control can only be achieved through game play.
Underworld Ties (3 pt Merit)
You have both influence over and contacts in the local Mafia and organized street gangs. This provides you with limited access to large numbers of "soldiers," as well as extensive links to the underworld of crime. The more often you use your
Corporation CEO (5 pt Merit)
You have a particular influence and sway over a major corporation and associated companies, just as if you were its chief executive officer. Indeed, you may have owned this company before your Embrace, and retained your control. Through this corporation, you know much that takes place in the corporate community, and have the means to wage economic warfare. This Merit provides you with some informal Contacts and Resources, the exact extent of which are determined by the Storyteller.
Anachronism (2 pt Flaw)
You have been a vampire for some time, and are unable (or unwilling) to keep up with the changing times. An Intelligence roll is needed whenever you have to deal with something from a later period than your own breathing days. If the roll is failed, total the net failures and use this total as a negative modifier to your attempts. Example: Osric, a fifth-century Goth by birth, has this Flaw and is attempting to deal with a computer. His Intelligence roll results in two net failures. Osric now has a two-dice penalty when determining the outcome of his attempt to make the infernal machine cooperate. Note that characters with this Flaw will generally have been vampires for longer than the 50 years suggested in Vampire, so Storytellers should decide whether or not to allow this Flaw in their chronicles.
Compulsion (1 pt Flaw)
You have a psychological compulsion of some sort which can cause you a number of different problems. You compulsion may be for cleanliness, perfection, bragging stealing, gaming, exaggeration or just talking. A compulsion can be temporarily avoided at the cost of a Willpower point,. but is in effect at all other times.
Dark Secret (1 pt Flaw)
You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make 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. While this secret weighs on you mind at all times, it will only surface in occasional stories Otherwise. it will begin to lose its impact.
Intolerance (1 pt Flaw)
You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or just about anything at all. The difficulties of all dice roll involving the subject are increased by two. Note that some dislikes may be too trivial to be reflected here-a dislike of White Wolf Magazine or tissue paper, for instance, will have little effect on play in most chronicles. The Storyteller is the final arbiter on what you can pick to dislike.
Overconfident (1 pt Flaw)
You have an exaggerated and unshakable opinion of your own worth and 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.
Low Self-lmage (2 pt Flaw)
You lack self-confidence and don't believe in yourself You have two fewer dice in situations where you don't expect to succeed (at the Storytellers discretion, though the penalty might be limited to one die if you help the Storyteller by pointing out times when this Flaw might affect you ). At the Storytellers option, you may be required to make Willpower rolls to do things that require self confidence, or even to use a Willpower point when others would not be obliged to do so.
Driving Goal (3 pt Flaw)
You have a personal goal, which sometimes compel and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to eradicate the Sabbat or achieve Golconda.. Because you must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower), it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.
Hatred (3 pt Flaw)
You have an unreasoning hatred of a certain thing. This hate is total and largely uncontrollable. You may hate species of animal, a class of person, a color, a situation- anything. You must make a frenzy roll whenever faced with the object of your hatred. You constantly pursue opportunities to harm the hated object or to gain power over it.
Ward (3 pt Flaw)
You are devoted to the protection of a mortal. You may describe your ward, though the Storyteller will actually create her. 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 characters enemies.
Deep Sleeper (1-PT. Flaw)
When you sleep, it is very difficult for you to awaken. The difficulty of any die roll to awaken during the day is increased by two.
Nightmares (1-PT. Flaw)
You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you are locked in a nightmare.
Phobia (2-PT. Flaw)
You have an overpowering fear of something. Spiders, snakes, crowds and heights are examples of common phobias. You must make a Courage roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller, and if you fail the roll you must retreat from the object.
Phobia (Severe) (3 pt Flaw)
You have an overpowering fear of something. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights, and so on. You must make a Courage roll not to enter Rotschreck when faced with the object of your fear. The difficulty depends on the circumstances. If you fail the roll, you must retreat in terror from the object of fear. If you score fewer than three successes, you will not approach it. The Storyteller has final say over which phobias are allowed in a chronicle.
Prey Exclusion (1-PT. Flaw)
You refuse to hunt a certain class of prey. You might refuse to feed upon drug dealers, or policemen, or accountants, or rich people - if you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storytellers discretion. Ventrue, owing to the limitations imposed on their feeding by their clan weakness, may not take this Flaw.
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 role-play 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). You may spend Willpower to override the effects of your confusion, but only temporarily.
Shy (1-PT. Flaw)
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Difficulties for all rolls involving social interaction with strangers are increased by two. If the character becomes the center of attention in a large group, difficulties are increased by three.
Soft-hearted (1-PT. Flaw)
You cannot stand to watch others suffer. You avoid any situation that involves causing someone physical or emotional pain, unless you make a Willpower roll (difficulty Cool. You must have a Humanity rating of 7 or above to take this Flaw.
Speech Impediment (1-PT. Flaw)
You have a stammer or other speech impediment that hampers verbal communication. The difficulties of all die rolls involving verbal communication are increased by two. You must roleplay this Flaw whenever possible.
Short Fuse (2-PT. Flaw)
You are easily angered. Difficulties to avoid frenzy are two greater. Brujah vampires cannot take this Flaw, as they already suffer from a similar malady.
Territorial (2-PT. Flaw)
You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers. If another vampire enters your territory uninvited, you must make a frenzy roll. If you fail, you immediately attack the interloper and continue attacking until the intruder is dead or has left your hunting grounds. You are reluctant to leave your territory except in desperate circumstances.
Low Self-image (2-PT Flaw)
You lack self-confidence and don't believe in yourself You have two fewer dice in situations where you don't expect to succeed (at the Storytellers discretion, though the penalty might be limited to one die if you help the Storyteller by pointing out times when this Flaw might affect you ). At the Storytellers option, you may be required to make Willpower rolls to do things that require self confidence, or even to use a Willpower point when others would not be obliged to do so.
Vengeful (2-PT. Flaw)
You have a score to settle, incurred either during your mortal days or after the Embrace. You are obsessed with taking your revenge on an individual or group, and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending a Willpower point.
Amnesia (2-PT. Flaw)
You are unable to remember anything about your past, yourself or your family, though your past might well come back to haunt you. Your origins and the circumstances behind your amnesia are for the Storyteller to determine, and she is encouraged to make it as interesting as possible.
Lunacy (2-PT. Flaw)
You are affected by the phases of the moon, increasing your chances to frenzy. Under the crescent moon, difficulties to avoid frenzy increase by one. Under the half or gibbous moon, difficulties rise by two. When the moon is full, difficulties increase by three.
Absent-Minded (3-PT Flaw)
This Flaw may not be taken with the Merit Concentration. Though you do not forget such things as Knowledges or Skills, you do forget names, addresses, and when you last ate. In order to remember anything more than your own name and the location of your haven, you need to make a Wits roll or, as a last resort, spend a Willpower point.
Weak-willed (3-PT. Flaw)
You are highly susceptible to Dominate and intimidation by others; Dominate attempts automatically affect you unless the Discipline wielder is of higher generation, and your difficulties to resist Social abilities such as Intimidation or Leadership, as well as mind-altering spells or magic, are increased by two. Your Willpower Trait may never rise above 4.
Conspicuous Consumption (4-PT. Flaw)
It is not enough for you to draw nourishment from the blood of mortals - you believe you must also consume your victims heart, liver and other blood-rich tissue. Of course, this will necessitate the deaths of all of your victims (unless you are extremely creative), which might lead to numerous problems with the Masquerade and maintaining Humanity. Characters with this Flaw must additionally purchase the Eat Food Merit.
Impatient (1-PT. Flaw)
You have no patience for standing around and waiting. You want to do things NOW and the Devil take the hindmost. Every time you are forced to wait around instead of acting, a Self-Control roll is required to see if you go haring off on your own instead.
Unconvinced (1-PT. Flaw)
You fail to see the need for the Masquerade and have gone on record as saying so. Taking your stand has made you suspect in the eyes of your elders, and may have attracted the Sabbats attention as well.
Stereotype (2-PT Flaw)
You buy heavily into all the vampire legendary you've read and heard. You wear a cape, speak with an accent and otherwise act in a cartoonish fashion. Such behavior is embarrassing in the extreme to other Kindred, who are likely to ostracize or mock you (+2 difficulty to Social rolls with other vampires who don't share your habits). Also, you stand out to hunters, and run the risk of violating the Masquerade every time you take to the streets.
Thirst for Innocence (2-PT Flaw)
The sight of innocence - of any sort - arouses in you a terrible bloodlust. Roll Self-Control, or else frenzy and attack the source of your hunger.
Jack-Of-All-Trades (5 pt Merit)
You have a large pool of miscellaneous skills and knowledge obtained through your extensive travels, the jobs you've held, or just all-around know-how. You automatically have one dot in all Skill and Knowledge Dice Pools. This is an illusory level, used only to simulate a wide range of abilities. If the character trains or spends experience in the Skill or Knowledge, he must first buy one dot, then two, etc. as if he had no dot in it.
Illiterate (1 pt Flaw)
Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.
Inept (5 pt Flaw)
You are not attuned to your natural aptitudes, and therefore have five fewer points to spend on your Talents (so the greatest number of points you can spend on your Talents at the beginning of play would be eight, and the fewest would be zero). Of course, you can still spend freebie points to buy Talents. However, at the beginning of the game, you cannot have more than three dots in any Talent.
Uneducated (5 pt Flaw)
As Inept, above, but dealing with Knowledge Abilities.
Unskilled (5 pt Flaw)
As Inept, above, but dealing with Skill Abilities.
Bad Liar (1 pt Flaw)
You have tremendous trouble lying. The spontaneous excuses that you come up with are usually unbelievably elaborate or easily refuted with the bare modicum of research. While telling a prefabricated lie, you stutter, stammer, blush and generally look guilty. Increase the difficulty of any roll that involves verbal deception by two.
Balding (1 pt Flaw)
You barely have any hair left on your head, whether its due to old age or cruel genes. You are relatively easy to pick out of crowds, and you have problems making a good impression on others, especially in romantic situations. Increase the difficulty of any Ability rolls involved in a seduction attempt by one.
Bully (1 pt Flaw)
You tend to push people around when you can get away with it. This aggression doesn't necessarily require a physical display; it is often purely social. You chafe under the leadership of more forceful personalities and can be a malcontent when you aren't in charge.
Children (1 pt Flaw)
You have children for whom you are a primary emotional, social, and economic provider. You take a lot of joy in your kids and pride yourself on being a good parent. Unfortunately, your life gets in the way of parenting. If you go more than three days without seeing your kids because of work or activities related to your calling, you feel tremendous guilt.
Chronic Pessimist (1 pt Flaw)
You think the glass is half-empty, the water in the glass is contaminated, and that the glass will probably tip over at any second. Others practice pessimism out of habit. For you, its an art form. Nothing can ever go right, especially plans that others propose. You are the implacable voice of gloom and doom, always ready to point out a potential problem no matter how remote a chance it has of coming to pass. Add two to the difficulty of your leadership rolls.
Clannish Family (1 pt Flaw)
Your family is tightly knit. They don't take kindly to strangers, however. Your relatives either disapprove of your friends or they like to keep favors within the family. Your kin don't do anything that directly or indirectly helps anyone apart from their own.
Crude (1 Pt Flaw)
You never learned any manners while growing up. You talk with your mouth full, burp loudly and slurp your soup. When interacting with others in any refined or formal environment, increase the difficulty of all Social rolls by two.
Cultural Snob (1 Pt Flaw)
You have nothing but disdain for popular music, books, and the like. You couldn't name any of the current top 10 songs, and you think knowledge of TV is a sign of poor taste and incorrigible stupidity. Unfortunately, this means you have a hard time relating to people who aren't equally snobbish about such things. When dealing with strangers who don't share your enlightened views, increase the difficulty of social rolls by two.
Defensive (1 pt Flaw)
You have problems taking responsibility for your actions. Perhaps you view yourself as perfectionist, or maybe youre simply too immature to accept the blame for failure. When things go wrong, you look for ways to blame others and rarely accept blame or criticism for your actions without contention.
Gambling Addict (1 pt Flaw)
You are addicted to wagering money on games of chance. A sizable chunk of your income goes to sustaining your habit, and even when you win you inevitably gamble your winnings away. You're too much of an addict to walk away with a profit over any extended period of time. Increase the difficulty of any Resource rolls you attempt by two.
Ghoulish Sense of Humor (1 pt Flaw)
You find humor in situations that make most people uncomfortable or even nauseated. Your questionable taste doesn't make you particularly resistant to the horror of gruesome sights. Your defense mechanism is simply to belittle the situation or those involved in an inappropriate way. When confronted with a horribly gory scene or otherwise uncomfortable situation such as people trying to console each other, you tend to crack jokes and sling insults. The difficulty of any Social you make under such circumstances is increased by two.
Insensitive (1 pt flaw)
You have problems understanding how to gauge the emotional reactions of others. You can be rather blunt in handling delicate matters, and you often find yourself apologizing without really understanding what you've done to offend someone. Add two to the difficulty of any Empathy rolls you attempt.
Intolerant Neighbors (1 pt flaw)
Your neighborhood is exceptionally placid and people like it that way. Any odd noises or disturbances coming from your place invariably cause someone to call the police.
Needy Friends (1 pt Flaw)
Your friends have a pattern of falling into bad situations and turning to you for help. Youre the bedrock of their lives. Whether what they need is bail money or advice on dealing with a significant other, they look to you. If you have the Allies Background, this effect is magnified even more at the Storytellers discretion.
Non-confrontational (1 pt flaw)
You have a hard time bringing up difficult subjects with others. You're willing to make a lot of sacrifices to avoid interpersonal confrontations. You let people have their way simply to avoid fights, and often you step into arguments and attempt to end them without any thought about the outcome of the discussion so long as it ends. You have a hard time coping with pushy people and find yourself making a lot of compromises that you later wish you hadn't. Add two to the difficulty of any roll that involves debating or arguing with someone who is normally friendly with you.
Poor Dental Health (1 pt Flaw)
Your teeth are very obviously in need of serious work. They jut out at weird angles and some may have fallen out. When interacting with others in superficial social settings such as a nightclub or bar, increase the difficulty of any Social roll by two.
Poor Personal Hygiene (1 pt Flaw)
You often go days without showering, and only brush your teeth when they start to gain a greenish tinge. You often smell quite bad, and your breath is atrociously offensive. Add two to the difficulty of any die roll that involves interacting face to face.
Trusting (1 pt Flaw)
You tend to follow your instincts when dealing with strangers. Sadly, your instincts often tell you that you can trust people. You want to believe the best about everyone you meet and tend to put yourself in situations that could become dangerous, such as accepting a ride home from a recent acquaintance, going home with a person you just met at a bar, or taking a stroll in a poorly patrolled city park after nightfall.
Abusive Partner (2 pt Flaw)
You're married or living with someone who routinely abuses you physically. Make a Stamina roll (difficulty 6) every time you spend a night at home. Failure indicates that your character has suffered one health level of bashing damage. A botch means that you suffer two health levels of bashing damage.
Compulsive Liar (2 pt Flaw)
You feel the need to put your personal spin on the truth. You don't necessarily do so out of spite or malice, and you may come to genuinely believe the tall tales that you tell (especially when you spin them often enough.) You might have to spend a Willpower point to force yourself to be honest, especially if it means publicly revealing a previous lie.
Honest to a Fault (2 pt Flaw)
You always try to tell the truth, no matter what the situation. You wont stretch it, bend it, or manipulate it to take advantage of others unless human lives are in jeopardy. If you do attempt to lie to someone, the difficulty of any roll involved is increased by two.
Lustful (2 pt Flaw)
You cant resist the erotic advances of the appropriate gender(s). You are easily seduced and often exhibit very poor judgment when dealing with sexually attractive people. The difficulty of any attempts to seduce you is reduced by two.
Distinguishing Characteristic (1 or 2 pt Flaw)
You have a physical feature that makes you very easy to pick out in crowds, such as elaborate tattoos, a scar, or an obvious birthmark. This Flaw is worth one point if the characteristic is easily hidden under clothes, two points if it is not.
Gullible (1 pt Flaw)
You have a lot of trouble separating truth from fiction. You're not stupid, you just tend to believe what people tell you rather than to take things with a grain of salt. Increase by two the difficulty of any roll to detect lies.
Medicated (1 pt or 5 pt flaw)
You require daily medication to stay in good health. As a one point flaw, your medication is important to your long term health but has little effect on your day-to-day well-being, as with prescription drugs that keep your cholesterol down. The five point version represents insulin shops or something else that is necessary to keep you alive. If you should miss a days worth of medicine, you automatically suffer a bashing or lethal level of damage for every 12 hours that pass without your medicine, as determined by your Storyteller. This damage is healed at a rage of one level per 12 hours that pass once you resume your regular medication schedule.
Short Temper (1 pt flaw)
You are easily driven to distraction by what would otherwise be minor failures and other frustrations. If you fail to gain any successes on any single roll during an extended action, increase the difficulty of all subsequent rolls by one, cumulatively.
Attention-Deficit Disorder (2 pt flaw)
You have a hard time sitting still and paying attention for more than a few minutes. If you must sit still and quiet for more than 10 minutes, such as when keeping watch, you must make a Willpower roll at difficulty 6. On a failure, you lose interest in your task and are distracted from it.
Eating Disorder (2 pt Flaw)
You have an unhealthy obsession with your appearance and have chosen to starve yourself in order to lose weight. Increase the difficulty of any Stamina-related rolls by two.
Faint of Heart (3 pt Flaw)
The sight of gore and blood shocks you to the core. If you witness a gruesome scene, you must make a Willpower roll, difficulty 6, to avoid debilitating nausea for five to ten minutes. The difficulty of all actions increases by one when you're in this state.
Slow Learner (3 pt Flaw)
You always lagged behind in school, and even the most patient people find it frustrating to teach you the simplest concepts. You aren't dumb. It just takes you longer than most to wrap your brain around things. For the purpose of figuring out how many experience points it costs to raise an Ability, add one to your current rating. Acquiring a new Ability costs four experience points, not the usual three.
Depression (4 pts Flaw)
You're mired in a pit of bleak, mind-numbing sorrow. Convinced that your eternally dark mood is completely natural – or deserved – you refuse to seek professional help. You do not regain a point of Willpower per day as most characters do. Instead, you may gain Willpower only through actions, and even those must ardently reaffirm your goals. If you ever acquire the Manic-Depression derangement, the points spent on this flaw are freed up and must be spent on new Flaws.