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.
Addiction - 3 pt flaw
You suffer from an addiction to a substance, which must now be present in the blood you drink. This can be alcohol, nicotine, hard drugs or simply adrenaline. This substance always impairs you in some fashion.
Airhead - 1 pt flaw
You're so wrapped up in your own little world, you don't have a clue about reality! Perhaps you retreat into yourself because you're afraid or avoiding a problem, but more likely, you simply arenot using your gray cells. Maybe you fall in and out of conversations and spout non sequitors. Whatever the case, people snicker at you behind your back.
Aging - 3 pt flaw
You are not as spry as you used to be; any one Physical Attribute score - your choice) must be lowered by one dot. This Flaw may be taken once per decade past the 40 year mark.
Allergic - 1 to 3 pt flaw
You are allergic to some substance. In the case of vampires, 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.
Amnesia - 2 pt flaw
You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may someday come back to haunt you. - you can, if you wish, take up five points of other Flaws without specifying what they are, and leave it to the Storyteller to detail them. Over the course of the chronicle, you and your character will slowly discover them.
Arrogant - 1 pt flaw
Whether or not you actually think you're better than others, those around you consistently feel that you have a 'holier than thou' attitude. You may phrase things sarcastically too often, or you may really believe that you are holier than most of those you interact with. In any case, you suffer a +1 diff modifier on all social rolls made to sway others of equal or lower social stature.
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 or generally look guilty. Increase the difficulty of any roll that involves verbal dece ption by two.
Bad Sight - 1 or 3 pt flaw
Your sight is defective. The difficulties of any dice rolls involving use of your eyesight are increased by two. As a one point Flaw, this condition can be corrected with glasses or contacts; as a three-point Flaw, the condition is too sever to be corrected.
Bards Tongue - 1 pt flaw
You speak the truth, uncannily so. Things you say tend to come true. This not a facility for blessing or cursing, or an ability that can be ruled by any conscious control. However, at least once per story, an uncomfortable truth regarding any current situation will appear in your head and come out your lips. To avoid speaking prophecy, the owner of the 'gift' must expend a Willpower point and take a wound level from the strain of resisting especially if he bites a hole in his tongue).
Big Mouth - 2 pt flaw
You talk too much, and it gets you in trouble. You tend to blurt out painful truths at inopportune times. At least once per high-tension social scene, you must speak your mind. You can avoid the pain and embarrassment this costs by spending 1 willpower points. This Flaw is particularly dangerous for information-based psychics, who tend to blurt out other people's secrets as readily as their own.
Black and White - 1 pt flaw
The world is really a collection of shades of gray, but your character doesn't see it that way. To you, everything is as clear as black and white. You think in terms of people being either for or against you, hot or cold, good or evil, easy or impossible, stupid or genius. This closed mindset can cost you dearly in missed opportunities, misunderstandings and under-or overestimation of others. In social situations where your judgmental nature comes to bear, which are more often than you might think, you suffer a one-point penalty to difficulties of rolls. This Flaw is particularly suited to pair with things like Code of Honor and other overly focusing Merits.
Blind - 6 pt flaw
You cannot see. Characters can compensate for the loss of vision by becoming more sensitive to other sensory imput, but visual cues and images are lost to them. Actions involving hand-eye coordination are very difficult to perform, especially under stressful conditions. Difficulties of all Dexterity-based rolls are increased by two. Oddly, vampires with Level Two Auspex Aura Perce ption) are still able to use this ability, though the information is interpretably via other senses.
Braggart - 2 pt flaw
Your favorite topic of conversation is yourself. You make every attem pt to bring conversations around to your achievements and successes and you never fail to take credit for everything you even vaguely affected. You can't avoid reminding others of your deeds and exploits. Consequently, people tire of listening to you blow your own horn for more than a few minutes. You make all Social rolls at a penalty of +1 to your difficulty as a result of others' inattention and boredom with your self-aggrandizing speeches. If you take this Flaw, you'll be expected to roleplay your sense of pride and over importance.)
Catspaw - 2 pt flaw
You’ve done dirty work for someone high up in the city’s hierarchy in the past - the sheriff, the primogen, or even the prince. However, instead of granting you a favor, your deeds have made you an embarrassment or a liability. For the moment, your former employer’s concern is to keep you quiet. In the long term, it’s to get rid of you.
Clumsy - 2 pt flaw
Are your fingers dipped in butter? It would seem so, the way things slide from your grasp! By the rules, you add two to the difficulty of any Dexterity-related roll exce pt combat actions. When a sword's in your hands, you're steady enough - it's the times in between that have people wondering.
Color Blindness - 1 pt flaw
You can see in black ad white. Color means nothing to you, though you are sensitive to color density, which you perceive as shades of gray. This makes it impossible to use the Level Two Auspex power of Aura Perce ption. Note color blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of brevity.
Compulsion - 1 pt flaw
You have a psychological compulsion of some sort, which can cause you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration or just talking. A compulsion can be temporality avoided at the cost of a Willpower point, but is in effect at all other times.
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). This Trait is especially troublesome when other hunters rely on you for other information on monsters and their habits. You might have to spend a Willpower point to force yourself to be honest, especially if it means publically revealing a previous lie.
Confused - 2 pt flaw
You are often confused, and the world seems to be a very disoriented 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). You may spend Willpower to override the effects of your confusion, but only temporarily.
Craven Image - 1 pt flaw
No matter how highborn you are, there's something "low" about you. People tend to treat you with less respect than you deserve. While this might be good for an occasional disguise, it hampers your dealings with others more often than it helps. In story terms, your superiors chastise you, your peers mock you and your lessers disrespect you. In game terms, the difficulties of social rolls increase by two if appropriate to the situation; making requests or asking favors is daunting for you, for example.
Criminal Past - 1 pt flaw
While you are currently an honest and decent individual, that has not always been the case. At some point in the past, you were a known and violent criminal and may have been a hunted man for your criminal activities. All Social rolls with those who know your criminal history are made at +2 diff. Those who know you are unlikely to ever give you the benefit of the doubt unless you have truly proven yourself reformed.
Criminal Record - 2 pt flaw
For whatever crime you may or may not have committed, you are remembered by City Hall. You cannot vote, jobs will be hard to come by, and people who know about your record won't trust you, no matter what happens. Erasing the record means buying off this Flaw first.
Curiosity - 2 pt flaw
You are naturally curious and find mysteries of any sort irresistible. In most circumstances, you find that your curiosity easily overrides your common sense. To resist the tem ptation, make a Wits roll Difficulty 5) for simple things like "I wonder what is in that cabinet!" Increase the Difficulty up to 9 for things like "I'll just peek into the dragons lair – no one will know. What could possibly go wrong?"
Cursed - 1-5 pt flaw
You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed, it cannot be dispelled without extreme effort, and it can be life-threatening.
Dangerous Secret - 2pt flaw
You are privy to some top secret information that places your life in danger. What it is and how you got it is up to the storyteller to decide. Unlike the Top Secret Access Merit, this secret does you little good and will put you in extreme danger if anyone finds out you possess it. Furthermore the source of your information is unstable or unreliable - an alcoholic co-worker, a Malkavian vampire, or someone who has recently disappeared) thus increasing the odds that you will soon be running for your life. The secret preys on your mind, giving you many a sleepless night. You will be guarded and suspicious of all but your closest family and friends – maybe even them.
Dark Fate - 5pt flaw
You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday, your struggles, and your 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. The malaise these visions inspire in you can only be overcome through the use of Willpower, and will return after each vision. At some point in the chronicle, you will indeed face your fate, but when and how 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 as if it takes away all free will, we have found that ironically, it grants freedom.
Deaf - 4pt flaw
You cannot hear. While you may ignore some applications of Dominate, you may not listen to electronic or vocal media, and the difficulties of many Alertness rolls are increased by three.
Deep Sleeper - 1pt flaw
When you sleep, it is very difficult for you to awaken. Raise the difficulty by two on any such rolls, and roleplay how you never seem to be on time when you have an appointment early in the evening.
Deformity - 3pt flaw
You have some kind of deformity - a misshapen limb, a hunchback or whatever - which affects your interactions with others and may inconvenience you physically. The difficulties of all dice rolls related to physical appearance are raised by two. Your deformity will also raise the difficulty of some Dexterity rolls by two, depending on the type of deformity you possess.
Delusion - 1pt flaw
You believe wholeheartedly in something that just isn't so. For example, you might believe that you are just a normal human - when you are, in fact, a vampire), that round rocks are extremely valuable, that you are the long-lost son of a Duke, or that your imaginary friend is actually real.
Derangement - 3pt flaw
Your character has a Derangement. Meaning, your character is nucking futs. Please specify your particular Derangement.
Disfigured - 2pt flaw - no Nosferatu
A hideous disfigurement makes you ugly and easy to notice as well as remember. You therefore have a zero Appearance, much like the Nosferatu.
Eerie Presence - 2 pt flaw
People have an unconscious awareness that something's wrong with you, which makes them anxious and ill at ease in your presence. Because of this, difficulties of all dice rolls relating to social interaction with them are increased by two.
Elderly - 4 pt flaw
Although your mind and wits are strong, your body is frail. Still, you bring experience to any cause you join, though you lack the ability to stand side by side with your more active brethren. All difficulties on physical rolls increase by one. Each year, you must roll your attributes against 6. A botch indicates the loss of a point by 1.
Enemy - 1-5 pt flaw
You have an enemy, or perhaps a group of enemies, who seek to harm you. The value of this flaw** determines how powerful these enemies are. The most powerful enemies - Methuselahs or Archmages) would be five point flaw**s, 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
Faint of Heart - 2 pt flaw
You are easily sickened by the sight of blood. Whenever you witness a gory scene, you must roll Willpower - difficulty 6). If the roll fails, you are overcome with nausea for the next few minutes. While this doesn't mean you spend the time vomiting - unless the roll botches) it does mean that all difficulties increase by one during that time.
Flashbacks - 6 pt flaw
You managed to make it through the Creation Rights, but not wholly intact. The most insignificant thing can throw you into a different mood or state of mind. Your behavior is extremely unpredictable. Because of your precarious emotional state, your Willpower fluctuates. At the beginning of each story, make a Willpower roll - you may not spend Willpower for an automatic success, obviously). If you succeed, you may participate in the story as normal. If you fail, however, your Willpower is considered to be 1 for the duration of the session. You may roll again at the beginning of the next session to see if you regain your wits.
Geas - 3, 5, or 7 pt flaw
Geas is technically a phrase from the Celtic tradition, but the conce pt of a magical commandment is fairly universal. In short, a geas is a taboo or mandate that cannot be disobeyed without some serious consequences. Its terms — often delivered by a prophet, priest, midwife, or supernatural agent — are clear from the beginning. Disobeying a geas is a deliberate act, not an ignorant mistake, and doing so is punished accordingly. In short, you're mystically forbidden to do something, doing it anyway puts you in danger. Some geas are simply commandments that the recipient is compelled to follow whether she wants to or not. She must always acce pt a drink, for example, or must always give away gifts that she receives. Other geas are taboos — the recipient may not eat a certain type of meat, usually from some significant animal, or cannot go without shoes, even in bed. Violating a geas ends in catastrophe. The doom might fall on you immediately, or could occur over time. It might punish you personally, or wound a loved one. Some punishments fall in a single blow, while others become prolonged curses. If you break your geas, don't expect a lightning bolt to come from heaven that minute. However, the death of a child, a terrible car accident, or any number of things could be right around the corner.
Graceless - 2 pt flaw
The antithesis of the Graceful Merit: you always look awkward, even when you’re totally on top of things. Everything you do looks, feels, or sounds wrong, even if you go about it the right way. People think you’re a shmuck no matter what you do, and this drives you crazy. Which, of course, makes you look even worse. In game terms, Graceless adds +2 difficulty to all social rolls which involve looking good, from seduction to etiquette, and leads other people to think less of you.
Hard of Hearing - 1 pt flaw
Your hearing is defective. The difficulties of any dice rolls involving the use of hearing are increased by two.
Hatred - 3 pt flaw
You have an unreasoning hatred of a certain thing. This hate is total and largely uncontrollable. You may hate a species of animal, a class of person, a color, a situation - anything. You must make a frenzy roll whenever faced wit the object of your hatred. You constantly pursue opportunities to harm the hated object or gain power over it.
Haunted - 3 pt flaw
You are haunted by an angry and tormented spirit, most likely one of your first victims. This spirit actively attem pts to hinder you, especially when feeding, and does its utmost to vent its anguish upon you and anyone in your presence, The Storyteller determines the exact nature of the spirit, its powers, and whether or not it can eventually be laid to r
Illiterate - 1 pt flaw
Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.
Impatient - 1 pt flaw
You have no patience for standing around and waiting. You want to do everything now, and the Devil take the hindmost. Every time you are forced to wait around instead off acting, a Self-Control roll is required to see if you go haring off on your own instead.
Incorrigible Flirt - 2 pt flaw
You cannot resist making playful attem pts at seducing anyone who fits your criteria for the perfect sexual partner. Although you may not intend to begin a serious relationship - or any relationship) with the object of your desire, you find yourself assuming the role of coquette or seducer, whichever seems more appropriate, whenever you are in the presence of someone who you consider attractive. You may find yourself flirting with more than one person at the same time, a situation that could turn awkward in a heartbeat. You must spend a point of willpower to remain focused on the matter at hand and defer your urges until a more appropriate time. Worse, your willpower is considered to be one point lower whenever potential hook-ups try to seduce you or bend your will with supernatural powers.
Inept - 5 pt flaw
You are not attuned to your natural a ptitudes, and therefore have five fewer points to spend on your Talents - the most you could take on your Talents would be eight, and the least would be 0). Of course, you can still spend freebie points to take Talents. However, you cannot at the start of the game, have any Talents at 3 or higher.
Lame - 3 pt flaw
Your legs are injured or otherwise prevented from working effectively. You suffer a two-dice penalty to all dice rolls related to movement. A character may not take this flaw** along with Double Jointed
Lazy - 1 pt flaw
You are simply lazy, avoiding anything that requires effort on your part. Preferring to let others do the hard work, you lounge around. For any action that requires preparation, there’s a good chance you didn’t properly prepare. Difficulty rolls for spontaneous Physical actions - including combat, unless it’s part of a planned offensive) increase by one.
Lost Love - 1 pt flaw
You have lost your true love to death, distance, or marriage. You take little joy in life's pleasures and give up easily in the face of difficulty, since you've already lost the most important struggle. On those occasions when you forget yourself and have a good time, you inevitably feel sorrow afterwards as you think about how it could have been if your true love were with you. Still, time heals all wounds.
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 Storyteller’s 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 Storyteller’s o ption, 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.
Lunacy - 2 pt flaw
You are affected by the phases of the moon, increasing your chances of 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.
Lustful - 2 pt flaw
You can't 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 attem pts to seduce you is reduced by two.
|Abilities||Talents Skills + Knowledges + Sphere-Specific Abilities|
|Backgrounds||Generic Backgrounds + Vampire Backgrounds + Werewolf Backgrounds + Hunter Backgrounds + Mage Backgrounds|
|Powers||Disciplines + Gifts + Edges + Spheres|
|Miscellaneous||Renown + Resonance + Virtues (Hunter) + Virtues (Vampire)|
|Merits and Flaws||Merits A-L + Merits M-Z + Flaws A-L Flaws M-Z Werewolf Vampire Hunter Mage|