Malicious Zealot - 2 pt flaw
Those who devoutly practice the same faith as you have nothing to fear from you, but you take great delight in causing pain and suffering to those who do not follow the tenets of your chosen religion. Heretics, witches and those following any faith but yours are open targets for you. Anytime you have an opportunity to make a heathen suffer in any way, you're inclined to take it. Make a Willpower roll - diff 6) when the character is in a position to cause pain or suffering to a non-believer; if even one success is rolled, the character masters her sadistic streak. Otherwise, she takes the opportunity to torment the victim as sadistically as possible.
Manchurian Candidate - 5 pt flaw
Your working for some secret person or organization and you don’t even know about it. You don’t even know about it. You have been completely brainwashed by this mysterious master. Your ‘owner’ might be a vampire, a mage or even another Para intelligence organization. This manipulator has implanted a certain word or visual signal in your unconscious whenever you hear this word - it might be given to you over the phone) or see the signal - perhaps on the television), you will perform whatever duty this master has asked of you. Afterwards, you will not remember anything from the moment you got your cue until after your duty has been accomplished.
Medicated - 1 to 5 pt flaw
You require a 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. A 3-point flaw would suggest a severe disadvantage toward you should you not get your pills, but nothing life threatening, such as medication for behavioral disorders. A 5 point flaw suggests life-threatening consequences should you go without medication.
Mute - 4 pt flaw
You cannot speak!
Naive - 1 pt flaw
You see world in rose-colored hues. Your privileged upbringing - or massive psychological repression of abuse) makes you all too ready to acce pt others as kind and caring. You are always the last to suspect foul play or bad intent on the part of another, and this can get you in real trouble. On the other hand, the Flaw often leads people of the Caregiver nature to take you under their wings with more fervor than usual.
Narc - 3 pt flaw
You are known to be a snitch, an informer planted in the sheriff’s pocket. Those on whom you might yet inform loathe you as a result, feeding you misinformation when they can in an attem pt to discredit you. Given the opportunity, they might do you mischief. Regardless, our reputation as a full fledged weasel precedes you, putting you at +1 difficulty on all Social rolls against those who don’t agree with you politics
Nightmares - 1 pt flaw
You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad they cause you to lose one die on all your actions for the next night. - Storyteller’s discretion). Some of the nightmare may be so intense that you mistake them for reality.
Obsession - 2 pt flaw
There is something you like, love, or are fascinated by to the point where you often disregard common sense to cater to this drive. You react positively to anything related to your obsession, even if it's not in your best interests. For example, if you are obsessed with supernatural creatures, you will go out of your way to talk to and befriend vampires, werewolves and stranger things, and find out as much as you can about them, disregarding all warnings. There are many other obsessions, including women, men, guns, knives, sports, roleplaying games, you know the type.
Offensive to Animals - 1 pt flaw
For some reason, animals cringe from your touch and are uneasy in your presence. Perhaps it is because you have been tainted by your dealings with the Infernal, or perhaps they just dislike your smell. For whatever reason, animals are jittery around you, including any hounds used to guard your haven or home. You have a two dice penalty in any actions involving animals. All vampires have this flaw by default.
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. However, you do suffer a two-dice penalty to any Dice Pool where two hands would normally be needed to perform a task. A character may not take this Flaw with the Merit Ambidextrous.
One Eye - 2 pt flaw
You have lost an eye, and cannot regenerate it. You have no peripheral vision on your blind side, and must roll two fewer dice for any feat requiring de pth perce ption - including missile combat).
Outlaw - 4 pt flaw
You are an infamous criminal with a price on your head. Although no one might be devoted full-time to your ca pture, you can be sure that someone is sent after you whenever you come to the attention of the authorities. If you are caught, there may be a debate about whether to kill you outright or save you for public execution, but your death is assured.
Overconfident - 1 pt flaw
You are 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 you overconfidence.
Pacifist - 5 pt flaw
You utterly refuse to use violence against anything, even if your life or the lives of others are in immediate danger. Furthermore, you work hard to prevent others from using violence, though you do not recklessly endanger yourself or others to do so. You never carry weapons and refuse to procure them. A Willpower roll, difficulty 6, may be required to resist the tem ptation to engage in violence when a gross offense has been committed before or against you, such as a loved one being harmed. If you defy your nature and succumb to violence at some point, you cannot regain Willpower each morning until you come to terms with your lapse or you change your life philosophies altogether.
Paraplegic - 6 pt flaw
You can hardly move without the 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, not matter how difficult it makes things. A character may not take this Flaw along with the Merit Double-Jointed.
Phobia - 1 to 3 point flaw
You have an overpowering fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces and heights. You must make a Courage roll whenever you encounter the object you fear. The more points you take in Phobia suggests the more prevalent the object of your fear is.
Rivalry - 1 to 3 pt flaw
You have an ongoing rivalry with someone. This rival takes advantage of every opportunity to slander you and advance himself at your expense. There may be ways to cool or end this quarrel, but doing so will take a long time. A 1 point rival is a hindrance and anoyance like that bastard Gary who thinks all his pokemon are so cool. A 3 point rival is one who would not hesitate to kill you and probably has arranged for your death in the past.
Routine - 2 pt flaw
Through the ages you have settled into somewhat of a routine. You tend to go to the same places at the same times of year, and to proceed from haven to haven in a regular order. If others studied you behavior closely, they might be able to take advantage of it to do you harm. The Storyteller may lower the difficulty level for anyone attem pting to surprise the character from 1-3 points depending on the specific nature of the situation.
Sensation Junkie - 2 pt flaw
To you, everything is an endless source of stimulation, and you crave all the stimulation you can get. When an opportunity to try some new kick offers itself, you have to make a willpower roll to resist. The more dangerous the sensation appears, the lower the difficulty of the roll - you might crave forbidden sensations, but you’re not utterly suicidal. Naturally, you can always choose to have your character take life up on its offer even if she makes the roll, but that’s her choice, not a compulsion.
Short Fuse - 2 pt flaw
You are easily angered. The difficulties of rolls to avoid freny are always two less, no matter how you were provoked. This is a dangerous Flaw; don’t choose it without careful thought.
Short - 1 pt flaw
You are below average height, and have trouble seeing over high objects and moving quickly. You suffer a two-dice penalty to all pursuit rolls and you and the Storyteller should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus.
Shy - 1 pt flaw
You are distinctly ill at ease when dealing with people, and try to avoid social situations whenever possible. The difficulties of all rolls concerned with social dealings are increased by one; the difficulties of any rolls made while you are the center of attention are increased by two. Don’t expect such a character to make a public speech.
Slow Healer - 3 pt flaw
You have difficulty healing wounds. It requires two blood points to heal one health level of normal damage, and you heal one health level of aggravated damage every five days - plus the usual five blood points and Willpower expenditure.
Socially Oblivious - 1 pt flaw
Your character has trouble picking up on subtle hints from others. She often overstays her welcome at parties, and she tends to blurt out topics that everyone else takes great pains to avoid in conversation. Your character isn’t a socially repellent person, just occasionally tactless. Add two to the difficulty of any Etiquette rolls you attem pt.
Soft-Hearted - 1 pt flaw
You cannot stand to watch others suffer-not necessarily because you care about what happened to them, but simply because you dislike the intensity of emotion. You avoid any situation that involves causing someone physical or emotional pain, unless you make a Willpower roll - difficulty 8). You must have a Humanity rating of 7 or above to take this Flaw. If you are the direct cause of the suffering, and you witness it, you will experience nights of nausea and days of sleepless grief. Whenever you must witness suffering, difficulties of all rolls are increased by two for the next hour.
Speech Impediment - 1 pt flaw
You have a stammer or some other speech impediment which hampers verbal communication. The difficulties of all relevant rolls are increased by two. Do not feel obliged to roleplay this impediment all the time but in time of duress, or when dealing with outsiders, you should attem pt to simulate it.
Stalker/Stalked - 2 pt. flaw
Someone has an unhealthy obsession with your character. Despite repeated calls to the police and several restraining orders, he continues to follow and occasionally harass her.
Stubborn - 1-3 pt flaw
There is conviction of spirit, there is unshakable will, and there is just plain being ornery. You fall into the last category. When your mind is made up, or when you're set on doing something, nothing can divert you. For one point, you're set in your ways, but a convincing argument will turn you around. For two points, you're a regular mule, and nothing's likely to change your mid short of a catastrophe. For three points, you'll not only defend you conviction to Hell's door, you'll kick it in and argue with the Devil.
Suspicion Magnet - 4 pt flaw
For some reason, others mistrust you and attribute all kinds of sinister motives to your every word and deed. Even your closest friends refuse to believe that you can do anything without some sort of ulterior motive. You suffer a +2 difficulty to Social rolls, to reflect your problems convincing others of your sincerity or that you are speaking truthfully.
Twitch - 1 pt flaw
You have some sort of repetitive motion that you make in times of stress, and it’s a dead giveaway as to your identity. Examples include a nervous cough, constantly wringing your hands, cracking your knuckles and so on. It costs one Willpower point to refrain from engaging in your twitch.
Uneducated - 5 pt flaw
You have received absolutely no education, and have five fewer points to spend on you Knowledge Abilities - with eight being the greatest you could have, and 0 being the least). You can still spend freebie points to take Knowledges. As part of this, you cannot have any Knowledge higher than 3 at the beginning of the game.
Unskilled - 5 pt flaw
You have never trained extensively in any skill or craft, and therefore have five fewer points to spend on you Skills - with eight being the greatest you could have, and 0 being the least). While freebies can be spent to raise your Skills, no Skill may be higher than 3 at the beginning of the game.
Wanted - 3 point flaw
You are the prime suspect in a felony crime. The police actively look for you, and you cannot move openly about your usual hangouts. If you encounter cops who know that you're wanted, they'll call in backup and bring you in.
Weak-Willed - 2 pt flaw
You are highly susceptible to Dominate and intimidation by others; you are, in fact unable to use your Willpower freely. You can employ your Willpower only when survival is at stake or it is appropriate to you Nature.
|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|