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Failing to master your Fixation will likely be viewed unfavorably by most of your peers or your domitor, because your inability to control yourself is viewed as a weakness. Servants that run off and base jump off the top of a skyscraper at every opportunity are not as useful as the meek from a master’s point of view. Over time, a domitor might even make a troubled ghoul’s death look like an accident before replacing him. However, the stronger your Fixation is, the more chaotic and rebellious your ghoul will likely act as you take pleasure wherever you can find it. Thus, it is not uncommon to find independent ghouls or revenants with higher levels of Fixation, especially if they have a loose leash to satisfy their darker needs.<br>
Failing to master your Fixation will likely be viewed unfavorably by most of your peers or your domitor, because your inability to control yourself is viewed as a weakness. Servants that run off and base jump off the top of a skyscraper at every opportunity are not as useful as the meek from a master’s point of view. Over time, a domitor might even make a troubled ghoul’s death look like an accident before replacing him. However, the stronger your Fixation is, the more chaotic and rebellious your ghoul will likely act as you take pleasure wherever you can find it. Thus, it is not uncommon to find independent ghouls or revenants with higher levels of Fixation, especially if they have a loose leash to satisfy their darker needs.<br>
You may attempt to deny your Fixation, but to do so requires you to spend a Willpower point to temporarily bypass it for a round. Then, you must roll to make a Frenzy check. Should you fail that roll, your Fixation will continue to build and may overwhelm you at the most inopportune time. In other words, a failure to master your Fixation doesn’t mean you’ll automatically fly off into a rage on your schedule. Your bitterness and resentment may boil beneath a thin veneer of control until you’re forced to wait too long at a store, you’re cut off at a traffic light, or another ghoul gets rewarded instead of you.<br>
You may attempt to deny your Fixation, but to do so requires you to spend a Willpower point to temporarily bypass it for a round. Then, you must roll to make a Frenzy check. Should you fail that roll, your Fixation will continue to build and may overwhelm you at the most inopportune time. In other words, a failure to master your Fixation doesn’t mean you’ll automatically fly off into a rage on your schedule. Your bitterness and resentment may boil beneath a thin veneer of control until you’re forced to wait too long at a store, you’re cut off at a traffic light, or another ghoul gets rewarded instead of you.<br>


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Not all disagreements and rivalries between families or factions, however, are considered to be Blood Feuds. A Blood Feud is what occurs after a slight or injury has been escalated to impossible heights, and the initial cause of the argument can now only be rectified when both debts are settled, often violently. Other family members will even go so far as to swear a revenge-filled oath to harm the rival family at the first opportunity. Like the nature of the feud, the violence both families cause may range from slashing tires to slitting throats.<br>
Not all disagreements and rivalries between families or factions, however, are considered to be Blood Feuds. A Blood Feud is what occurs after a slight or injury has been escalated to impossible heights, and the initial cause of the argument can now only be rectified when both debts are settled, often violently. Other family members will even go so far as to swear a revenge-filled oath to harm the rival family at the first opportunity. Like the nature of the feud, the violence both families cause may range from slashing tires to slitting throats.<br>
''System:'' While Blood Feud is particularly applicable to members of certain revenant families, this Flaw may also apply to rival Clans in a given city. Loyal ghouls might take offense at a misstep or take up vengeance for a slight against their Domitor, and their feelings could escalate into hatred and a desire to kill. A Gangrel ghoul might be involved in a bitter dispute over territory or domain with the servants of a Toreador Primogen. Enough betrayal and insults could be hurled over the course of the conflict that tense discussions erupt into bitter arguments. Usually, however, for a Blood Feud to exist there must be more than a simple rivalry between the two parties. In a Blood Feud, several members of each side should be willing to battle over the insult or slight. The hatred between the two sides has escalated over time, and calls for vengeance carry weight.
''System:'' While Blood Feud is particularly applicable to members of certain revenant families, this Flaw may also apply to rival Clans in a given city. Loyal ghouls might take offense at a misstep or take up vengeance for a slight against their Domitor, and their feelings could escalate into hatred and a desire to kill. A Gangrel ghoul might be involved in a bitter dispute over territory or domain with the servants of a Toreador Primogen. Enough betrayal and insults could be hurled over the course of the conflict that tense discussions erupt into bitter arguments. Usually, however, for a Blood Feud to exist there must be more than a simple rivalry between the two parties. In a Blood Feud, several members of each side should be willing to battle over the insult or slight. The hatred between the two sides has escalated over time, and calls for vengeance carry weight.



Revision as of 07:32, 27 April 2025

General Flaws

[+/-] General Flaws
Flaw Cost Allowed Type Source Details
Anosmia 1 General Physical W20 Core, pg 473 Synopsis: Whether from birth or due to some illness or accident, you’ve lost all sense of taste and smell.

System: You automatically fail any roll involving these two senses, including Primal Urge rolls for tracking or hunting. In Lupus form, it’s even more crippling, since smell is a wolf’s most acute sense; this Flaw cancels out the –2 difficulty to Perception rolls a Garou gets in that form. There’s a slight benefit, however: At the Storyteller’s discretion, you may be immune to the debilitating effects of environmental conditions, Gifts and supernatural abilities that rely on odors.
Notes:

Hard of Hearing 1 General Physical W20 Core, pg 473
V20 Core, pg 480
Synopsis: You have problems hearing certain sounds or ranges of sounds, or have some other problem that affects your auditory senses.

System: You have a +2 difficulty to all rolls involving hearing sounds. You do not receive the normal bonus for Perception in Lupus form for auditory checks.
Notes:

Monochrome Vision 1 General Physical W20 Core, pg 473 Synopsis: You cannot distinguish between colors, but see the world in varying shades of black and white and gray. This is not true color-blindness, which usually refers to the inability to distinguish between certain colors (such as red and green).

System: Color has no meaning for you, though you can differentiate intensities of shade — dark gray, light gray, dull gray, etc. This Flaw occurs more frequently among lupus Garou.
Notes:

Short 1 General Physical W20 Core, pg 473
V20 Core, pg 481
Synopsis: You are well below average height — four and a half feet (1.5 meters) tall or less. Your diminutive size causes you problems, making it difficult to see over obstacles, reach high shelves, or manipulate things built for average individuals.

System: This lack of stature is mirrored in all of your forms. Your running speed is halved, and your Storyteller may choose to levy additional penalties as appropriate in any given situation, although occasionally, this Flaw can give you a concealment advantage.
Notes:

One Eye 2 General Physical W20 Core, pf 473
V20 Core, pg 481
Synopsis: You lack depth perception and have limited vision, due to the fact that you only have one eye. Your blind side has no peripheral vision.

System: The difficulties of all Perception rolls involving eyesight are increased by two, and when depth perception is involved (such as during ranged combat), the difficulty is increased by an additional +1.
Notes:

Bad Sight 2 General Physical W20 Core, pg 473
V20 Core, pg 481
Synopsis: You have a hard time seeing due to an uncorrectable visual defect.

System: The difficulties of all dice rolls related to sight increased by two. Your Lupus form does not receive the standard bonus to Perception for visual checks, though the bonuses to other senses are not affected. Unlike nearsightedness or farsightedness, this defect cannot be corrected.
Notes:

Lame 3 General Physical W20 Core, pg 474
V20 Core, 482
Synopsis: Either from birth, an accident, or a major battle scar, your legs are damaged, which prevents you from running or walking easily. You have a pronounced limp and may need assistance from a cane or walking stick.

System: Your walking speed is one-quarter that of a normal human, and running is impossible. Metis characters may take this Flaw (for no freebie points) as their metis disfigurement.
Notes:

One Arm 3 General Physical W20 Core, pg 474 Synopsis: You were either born with only one arm or lost your arm through an injury of some sort. You suffer no secondary-hand penalty, since you have adapted to using your one hand for most activities.

System: When you need to use two hands, however, you lose two dice from your dice pool. Your running speed in Hispo and Lupus form is 1/2 of normal. Metis characters may take this Flaw (for no freebie points) as their inherent deformity.
Notes:

Deaf 4 General Physical W20 Core, pg 474
V20 Core, pg 483
Synopsis: You were either born profoundly deaf or have lost your hearing entirely. You may feel sound vibrations from sufficiently loud noises, but you hear nothing.

System: The difficulty of any Perception rolls related to sound is increased by three. Metis characters may take this Flaw (for no freebie points) as their inborn disfigurement.
Notes:

Mute 4 General Physical W20 Core, pg 474
V20 Core, pg 483
Synopsis: You cannot speak, in any form. Even communicating via Garou Tongue or lupine language (which relies upon both vocalizations and body movements to communicate) are beyond you, as is Spirit Speech.

System: As a player, you may communicate with the Storyteller and describe your actions, but your character cannot talk to other characters unless everyone concerned possesses a commonly understood sign language (via the Language Merit). Otherwise, your character must communicate through writing or body language. Metis characters may take this Flaw (for no freebie points) as their inborn disfigurement.
Notes:

Blind 6 General Physical W20 Core, pg 474
V20 Core, pg 484
Synopsis: You cannot see.

System: ou automatically fail any rolls based solely on vision. Difficulties on all Dexterity-based rolls are increased by two as well. All rolls made to step sideways are at +1 difficulty, as you cannot use the usual method of visualizing the other world. This flaw can be taken by metis characters as their disfigurement (for no freebie points).
Notes:

Compulsion 1 General Mental W20 Core, pg 476 Synopsis: You feel compelled to take certain actions at certain times or under specific circumstances.

System: This psychological quirk sometimes takes a highly ritualized form (constant hand-washing or grooming) or else manifests in trigger situations (compulsive gambling, swearing, talking, stealing). This Flaw not only causes problems for you, but for your packmates as well. You may spend a Willpower point to avoid your compulsion temporarily. Check with your Storyteller to find out how long you can resist before you must spend another Willpower point or succumb to your compulsion.
Notes:

Impatient 1 General Mental W20 Core, pg 477
V20 Core, pg 485
Synopsis: You have no patience for standing around and waiting. Now is the time for action.

System: Make a Willpower roll (difficulty 6) any time you try to wait rather than act immediately. Failure means you’re off to tackle what’s got to be done, on your own if necessary.
Notes:

Intolerance 1 General Mental W20 Core, pg 477 Synopsis: You have an irrational dislike of a certain thing: an animal, class of person, situation, or object.

System: You gain a +2 difficulty on all dice rolls involving the focus of your intolerance. The Storyteller is the final arbiter of what you can choose to have an Intolerance of: some dislikes may be too trivial to count (doughnuts or mechanical pencils) while disliking “the Wyrm” is already a common mindset for Garou and hardly counts as a Flaw.
Notes:

Nightmares 1 General Mental W20 Core, pg 477
V20 Core, pg 485
Synopsis: You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours.

System: Upon awakening, you must succeed on a Willpower roll (difficulty 7) or lose a die on all actions for that day.
Notes:

Overconfident 1 General Mental W20 Core, pg 477 Synopsis: You can do anything — or so you think. No challenge is too big for you to tackle, regardless of whether you actually have the skill to succeed.

System: Never refuse to attempt something due to being outgunned, outclassed, or outnumbered. If you fail, you will find someone or something else to blame; it couldn’t have been any lack on your part, of course.
Notes:

Shy 1 General Mental W20 Core, pg 477
V20 Core, pg 485
Synopsis: You dislike being the center of attention and feel uncomfortable in crowds.

System: Difficulties for all rolls involving social interaction with strangers are increased by two. If you are the focus of the situation, even amongst those you know, the difficulty increases by three.
Notes:

Soft Hearted 1 General Mental W20 Core, pg 477
V20 Core, pg 485
Synopsis: Whether because of an abundance of empathy and compassion, or simply a weak stomach, you cannot stand to watch others suffer.

System: You must avoid or leave any situation that involves someone in physical or emotional pain, unless you succeed on a Willpower roll (difficulty 8).
Notes:

Speech Impediment 1 General Mental W20 Core, pg 477
V20 Core, pg 485
Synopsis: You have a stammer, lisp, or other speech impediment that interferes with verbal communication.

System: This impediment affects not only your human voice but also carries over into the Garou tongue, marring your howls and snarls so that they are difficult to understand. The difficulties of all die rolls involving verbal communication are increased by two. This Flaw must be roleplayed whenever possible.
Notes:

Curiosity 2 General Mental W20 Core, pg 477 Synopsis: You find mysteries of any sort irresistible. Whether it’s a closed drawer, a whispered conversation, or a mysterious light just beyond the trees, you have to know what is going on at all times.

System: Anytime you are presented with the unknown, make a Wits roll or else you must go investigate. The difficulty varies with the roll involved: 5 for simple things (“What is in that storage unit?”) and up to 9 for intense circumstances (“I wonder what those fomori are planning. I’d better go listen in. What could possibly go wrong?”)
Notes:

Phobia 2 or 3 General Mental W20 Core, pg 477
V20 Core, pg 486
Synopsis: You have an overwhelming fear of something. Spiders, snakes, crowds, and heights are examples of common phobias.

System: If you have a mild phobia (2 points), you must make a Willpower roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller and based on the circumstances of the encounter. You must make at last three successes in order to approach the object of your fear or deal with the fearful situation. If you fail the roll, you must run away. The three-point version of this Flaw requires that you make a frenzy check to resist fox frenzy when you are faced with what you fear. Your Storyteller must approve your choice of phobia.
Notes:

Absent Minded 3 General Mental W20 Core, pg 478 Synopsis: You forget things: important things like names, phone numbers, and which route to take to the caern. You often forget tasks you’ve been assigned, what day or time certain happenings are taking place, or even when you last ate.

System: Although you don’t forget Skills, Talents, or Knowledges, in order to remember specific details about anything more significant than your own name, you need to make an Intelligence roll (difficulty is set by the Storyteller).
Notes:

Hatred 3 General Mental W20 Core, pg 478 Synopsis: Certain types of people or situations arouse an uncontrollable and irrational hatred in you, causing you to make a frenzy roll whenever you confront the object or objects of your hatred. Furthermore, you actively look for opportunities to wreak destruction on your chosen targets.

System: You should choose your nemesis carefully, since the Flaw can affect your relationship with your pack or sept, and can get in the way of your duties as a Garou. Hatred of the Wyrm is assumed and doesn’t count as a suitable object for this Flaw.
Notes:

Weak Willed 3 General Mental W20 Core, pg 478
V20 Core, pg 486
Synopsis: You have little resistance to attempts to dominate or intimidate you.

System: Domination-focused Gifts such as Staredown, Roll Over, etc. automatically succeed against you. Your difficulties to resist Social Talents such as Intimidation or Leadership, as well as mind-altering spells or magic, are increased by two. Your Willpower may never rise above 4.
Notes:

Ability Deficit 5 General Mental W20 Core, pg 478 Synopsis: Whether due to poor education, lack of opportunity, or simple laziness, you’ve fallen short of your potential.

System: You have five fewer points to distribute in one of your Ability categories: Talents, Skills, or Knowledges. Therefore, the most you could initially take in that category would be eight points, and the least would be zero. Of course, you can still spend freebie points to take Abilities in the affected category. However, you cannot have any Ability in that category at three dots or higher at the start of the game. This Flaw is particularly appropriate to lupus characters that have yet to learn much about life as Garou.
Notes:

Conniver 1 General Social W20 Core, pg 480 Synopsis: There is no honor among thieves, nor trust among liars. You are known as someone whose word cannot be trusted.

System: Whether earned or not, you have a reputation for deceit and treachery, and you lose one die from all Social rolls involving any extension of trust, truth, or believing your words.
Notes: Whether earned or not, you have a reputation for deceit and treachery, and you lose one die from all Social rolls involving any extension of trust, truth, or believing your words.

Naive 1 General Social W20 Core, pg 481 Synopsis: You are hopelessly naïve about the nature of reality and see everything through “rose-colored glasses.” You may have been brought up in wealth and privilege or be a survivor of abuse and trauma that you have repressed.

System: You are hesitant to suspect evil or foul play in others, which can be a serious problem. The difficulty for any rolls for you to detect another person’s ill intent, from the Sense Wyrm Gift to Empathy rolls, is raised by 2.
Notes:

Gullible 2 General Social W20 Core, pg 481 Synopsis: Maybe you’re slow on the uptake, or maybe you just never learned to separate truth from fiction. Whatever the cause, you’re particularly susceptible to lies and half-truths.

System: You lose three dice from all dice pools relating to guile and subterfuge (not stealth), whether perpetrating your own feeble lies or attempting to penetrate someone else’s words to find the truth.
Notes:

Cursed 1-5 General Supernatural W20 Core, pg 483 Synopsis: You have fallen afoul of someone with supernatural abilities that has cursed you with a specific effect. This curse may have been laid during your prelude, or perhaps even at your birth; it may even be inherited from your ancestors

System: Your curse is very specific and difficult to dispel without undertaking some major quest or atoning for whatever offense you have committed. Some examples include:

  • (1 point) If you pass on a secret you were entrusted with, your betrayal will come back to harm you in some way.
  • (2 points) Things you value for sentimental or functional reasons tend to disappear — mementos, minor fetishes, or significant utilitarian items like the keys to your car or your favorite knife.
  • (3 points) Tools break or malfunction when you try to use them, always to your own detriment or inconvenience.
  • (4 points) Relationships seem to go wrong as soon as you begin to care for someone. This might keep you from establishing good relations with the members of your sept, your kinfolk, or the rest of your pack.
  • (5 points) At critical moments, you tend to experience catastrophic failures. A Fetish doesn’t work when you need it most, your gun misfires or jams during combat, or you get stuck while crossing the Gauntlet in an emergency situation. As a significant Flaw, Storytellers should feel free to put you into peril on a frequent basis with this level of Curse.

Notes:

Dark Fate 5 General Supernatural W20 Core, pg 485 Synopsis: You labor under some future doom, marked by Fate for a horrible end. All you strive for will amount to nothing. From time to time, you receive flashes of visions regarding your destined fate, causing you to suffer prematurely.

System: You can overcome your morbid moods by spending Willpower, but this only works temporarily. Sooner or later, you will meet your fate (when is left up to your Storyteller, but it will happen during the course of the chronicle — otherwise, this Flaw would be worth no points). In the meantime, however, you can still attempt to achieve something worthwhile. You may do so with a sense of freedom and abandon, since you know that unless a situation leads directly to your ultimate doom, you stand a good chance of surviving and succeeding. This Flaw works well in conjunction with the Fate Background (W20 Core, pg 137), which allows you to survive lesser potential bad ends so that you can meet the true doom laid on you.
Notes:

Airhead 1 General Mental W20 Kinfolk, pg 63 Synopsis: Your personal concerns are so important that you tend to be clueless about the real world or what is going on around you. This may be your means of avoiding problems or retreating from your fears; nevertheless, you don’t often use your brain to its best advantage — or any advantage, it seems.

System: Those who know you describe you as “spacey,” and their patience often wears thin around you. You fade in and out of conversations, insert non sequiturs, or just plain fail to get it. The Garou and even your own Kin make fun of you behind your back.
Notes:

Flashbacks 1-3 General Mental W20 Kinfolk, pg 63 Synopsis: You may have left the battlefield, but it never left you. Alternately, you survived a traumatic catastrophe in your childhood or some other time in your past. Whatever the source of your “episodes,” you re-live the horror of those hideous moments as if they were happening all around you.

System: As a one-point Flaw, you have momentary flashes of the event, enough to rattle you for a single action or a few minutes. As a two-point Flaw, the flashback can last as long as an entire scene and requires action on the part of someone you trust to bring you back to the present. No roll is required. As a three-point Flaw, you feel the terror anew and you struggle to get away from it as you did way back when. Everyone around you becomes part of your horror scenario. A family member or close friend may try up to three times to bring you back using a contested Willpower roll. After that, you need professional help. Medications may reduce the difficulty of bringing you back to speed by lowering your Willpower, but only for purposes of calming you down.
Notes:

Tic/Twitch 1 General Mental V20 Core, pg 481 Synopsis: 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.

System: It costs one Willpower to refrain from engaging in your tic.
Notes:

Disfigured 2 General Social V20 Core, pg 481 Synopsis: A hideous disfigurement makes your appearance disturbing and memorable.

System: The difficulties of all die rolls relating to social interaction are increased by two. You may not have an Appearance rating greater than 2.
Notes:

Addiction 3 General Physical V20 Core, pg 482 Synopsis: You suffer from an addiction to a substance, which must now be present in the blood you drink (or you automatically frenzy, as per the Prey Exclusion Flaw).

System: This can be alcohol, nicotine, hard drugs, or simply adrenaline. This substance always impairs you in some fashion (see “Poisons and Drugs,” V20 Core, pg 301, for particulars).
Notes:

Lazy 3 General Physical V20 Core, pg 482 Synopsis: You are simply lazy, avoiding anything that requires effort on your part. Preferring to let others do the hard work, you lounge around.

System: 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.
Notes:

Disease Carrier 4 General Physical V20 Core, pg 483 Synopsis: Your blood carries a lethal and highly contagious disease.

System: The disease can be anything from rabies to HIV, and Kindred who drink your blood have a 10% chance of becoming a carrier as well. You must spend an extra blood point each night on awakening, or you will begin manifesting symptoms of the disease (increased chance to frenzy for rabies, reduced soak rolls for HIV, etc.).
Notes:

Deep Sleeper 1 General Mental V20 Core, pg 485 Synopsis: When you sleep, it is very difficult for you to awaken.

System: The difficulty of any roll to awaken during the day is increased by two.
Notes:

Enemy 1 to 5 Vampire Social V20 Core, pg 490 Synopsis: You have an enemy, or perhaps a group of enemies, who seek to harm you.

System: The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of a Methuselah or other potent supernatural foe).
Notes:

Cursed 1-5 General Supernatural V20 Core, pg 494 Synopsis: You are the recipient of a supernatural curse.

System: The strength and pervasiveness of the curse depend upon how many points you wish to incur. Examples follow:
• If you pass on a secret you were entrusted with, your betrayal will come back to harm you in some way. (1 pt.)
• You stutter uncontrollably when you try to describe what you have seen or heard. (2 pts.)
• Tools break or malfunction when you try to use them. (3 pts.)
• You are doomed to make enemies of those whom you most love or admire. (4 pts.)
• Every one of your accomplishments or triumphs will eventually become soiled or fail in some way. (5 pts.)
Notes:

Beacon of Evil 2 General Supernatural V20 Core, pg 494 Synopsis: You radiate palpable evil.

System: Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly.
Notes:

Haunted 3 General Supernatural V20 Core, pg 495 Synopsis: You are haunted by an angry and tormented spirit, most likely one of your first victims.

System: This spirit actively attempts 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 rest.
Notes:

Dark Fate 5 General Supernatural V20 Core, pg 495 Synopsis: You are doomed to experience Final Death or, worse, suffer eternal agony. No matter what you do, you cannot avoid this terrible fate.

System: At some point during the chronicle, your Dark Fate will come upon you. Even more ghastly is the fact that you occasionally have visions of this fate, and the malaise these images inspire requires an expenditure of a temporary Willpower point to avoid, or else you lose a die from all of your actions for the remainder of the night. It is up to the Storyteller to determine the exact nature of this fate, and when it will occur. This is a difficult Flaw to roleplay; ironically, though it may seem as though it removes all free will, the knowledge of one’s death can be quite liberating.
Notes:


Changeling Flaws

[+/-] Changeling Flaws
Flaw Cost Allowed Type Source Details

Mage Flaws

[+/-] Mage Flaws
Flaw Cost Allowed Type Source Details

Shifter Flaws

[+/-] Shifter Flaws
Flaw Cost Allowed Type Source Details
Animal Musk 1 Shifter Physical W20 Core, pg 473 Synopsis: You have the odor of an animal, even in Homid form.

System: Whenever you are indoors or in a crowd of people, you make all Social rolls at a +2 difficulty. Outdoors or in situations where you can distance yourself from humans, your odor is not noticeable. Wolves (and lupus-born Garou) take little notice of this Flaw.
Notes:

No Partial Transformation 1 Shifter Physical W20 Core, pg 473 Synopsis: You can only change into the complete form.

System: You have no ability to mix forms; you cannot shift your larynx in Lupus to be capable of human speech, or grow a wolf’s muzzle in Glabro
Notes:

Strict Carnivore 1 Shifter Physical W20 Core, pg 473 Synopsis: “Vegetarian” is just another way of saying “lazy hunter.”

System: Vegetables and grains give you no nutritional benefit; you can only subsist on meat — the closer to raw, the better. You have real problems in areas where meat is scarce.
Notes:

Deformity 3 Shifter Physical W20 Core, pg 474
V20 Core, pg 482
Synopsis: You have a misshapen limb, a twisted spine, or some other deformity that interferes with your physical abilities and your interactions with others.

System: A hunchback, for instance, would lower a character’s Dexterity by two dots and increase the difficulty of die rolls relating to social skills by one. A withered arm might reduce Dexterity by 2 for all manual manipulation rolls, reduce your running speed in any four-legged form, and increase social skills’ difficulty by one. You should work out the nature of your deformity with your Storyteller, as well as the exact penalties offered. Metis characters may take this Flaw (for no freebie points) as their metis disfigurement.
Notes:

Double Jeopardy 3 Shifter Physical W20 Core, pg 474 Synopsis: Gaia has marked you strongly. You were born not with one, but two significant metis deformities. These may be related, but must be two clearly separate disfigurements.

System: A pair of antlers, or two rows of shark teeth would only be one deformity, but antlers and hooves, or a row of shark’s teeth and a set of gills would be acceptably different. The Storyteller has the final judgment on whether the two deformities are significant enough to qualify for this Flaw. This flaw can be taken only by metis Garou.
Notes:

Monstrous 3 Shifter Physical W20 Core, pg 474
V20 Core, pg 482
Synopsis: Your physical appearance is truly hideous to your fellow Garou. All your forms bear some grotesque qualities; your Homid form barely looks human, while your other forms have something significant that disfigures them. You should decide what you look like.

System: Your Appearance rating is zero, and cannot be raised higher with experience points barring some remarkable circumstances. Metis characters may take this Flaw (for no freebie points) as their inborn deformity.
Notes:

Persistent Parents 2 Shifter Social W20 Core, pg 481 Synopsis: Most werewolves, unless they have Kinfolk parents, sacrifice their family ties after their First Change, in order to protect the Veil. Your parents, however, have not given up on you.

System: They may hire detectives to find you, plaster posters with your picture on it around town, pester radio and television stations to run public service ads, or dedicate websites and utilize social media to recruit the aid of the internet in order to try to find you. They may be ignorant of your new life, suspecting instead that you have run away, joined a cult, or been kidnapped. They may instead have ties to Pentex or other organizations with ulterior motives in locating you. Only homids may take this Flaw.
Notes:

Notoriety 3 Shifter Social W20 Core, pg 481 Synopsis: You have acquired a bad name among the Garou in your sept, either through your own actions or because of something involving your pack.

System: You suffer a penalty of two dice on any Social rolls involving Garou of your sept other than your own pack. Renown (or lack thereof) has nothing to do with your reputation. Your own sept members (other than your pack) dislike you regardless of how much Renown you have. You may not take the Merit: Reputation.
Notes:

Ward 3 Shifter Social W20 Core, pg 481 Synopsis: You are devoted to protecting someone, perhaps a close friend or relative from the days before your First Change. This may be a child (or wolf cub) that relies upon you for care as well as protection. Or it can be an adult who, because of their connection to you, finds themselves exposed to dangers beyond what they can handle themselves. It could even represent a small pack of wolves who rely on you to protect them from human and supernatural predation.

System: Regardless, your Ward’s path is firmly tied to yours in some way, and they have a knack for finding themselves in the middle of trouble, looking to you to save the day.
Notes:

Hunted 4 Shifter Social W20 Core, pg 481 Synopsis: A dedicated werewolf hunter has targeted you as his quarry, convinced that you are a monster out of legend bent on preying upon humans. (He’s not, of course, entirely wrong.) Anyone you know, including your pack members or humans you are close to, may be in danger from the hunter.

System: While your nemesis desires the elimination of all werewolves, his primary focus is on you. As fate would have it, the Delirium has no effect on your pursuer. He is also intelligent and resourceful, far more likely to set nasty traps for you than to blunder into any pitfall you leave for him.
Notes:

Metis Child 4 Shifter Social W20 Core, pg 482 Synopsis: You begin play as the parent of a metis cub from an illicit relationship with another Garou. You need to decide the circumstances surrounding the birth of the child — who the other parent is, when this happened, if you are currently attempting to raise the child in your own sept, or if the cub was fostered out to another sept to avoid further embarrassment.

System: The effects of this Flaw include a two dice penalty to any Social rolls made regarding Garou who know of your child, as well as the additional burden of being required to take responsibility for your cub’s welfare (you miserable charach). As a Litany-breaker, you will probably be unable to hold any important sept offices or be trusted with important tasks, no matter how much you strive to prove yourself. Metis characters cannot take this Flaw. If a character sires or bears a metis cub during the events of the chronicle, the penalties of this Flaw may apply, but no bonus points are granted for it.
Notes:

Banned Transformation 1-6 Shifter Supernatural W20 Core, pg 483 Synopsis: Some circumstance, event, or situation inhibits your ability to change forms, except to return to your breed form

System: To overcome the restricting factor requires the expenditure of a Willpower point and a successful Willpower roll (difficulty 8). Some examples of triggers and their relative point costs include:

  • Relaxing music (1 point)
  • In the vicinity of wolfsbane (2 points)
  • Unless you spend a Rage point (3 points)
  • When around silver (4 points)
  • During the day or during the night (5 points)
  • When the moon is not visible (6 points)

Notes:

Amnesia 2 Shifter Meltal W20 Core, pg 477 Synopsis: You have no memory of your past before your First Change. You don’t know if you still have a family, or if someone is out to get you, much less where you were born or anything about your education (although you do remember what you’ve learned). Your past, however, may catch up with you, revealing many surprising facts about your former life.

System: You may take up to five more points in Flaws that remain unknown to you. Your Storyteller picks them for you and brings them into play (to your surprise) during the course of your chronicle.
Notes:

Pack Mentality 2 Shifter Mental W20 Core, pg 477 Synopsis: You are lost without your pack. Their presence not only supports you, it helps define you.

System: When you are with at least one member of your pack, you have –1 difficulty on all rolls involving group activities or strategies; when you are not, your difficulty increases by 2 on any task. You sometimes have trouble making decision without your pack to help you, even if you are the pack leader. In stressful situations, you may need to make a Willpower roll to act on your own.
Notes:

Short Fuse 2 Shifter Mental W20 Core, pg 478 Synopsis: You are closer to the Wyrm than most Garou; your Rage burns hotter within you than most.

System: Your difficulty for Rage rolls is decreased by two, and you fall more readily into the “thrall of the Wyrm.” Be careful when choosing this Flaw; it can bring worlds of trouble down upon you and your pack.
Notes:

Territorial 2 Shifter Mental W20 Core, pg 478 Synopsis: You have the wolf’s territorial nature. You dislike leaving your home turf or having people you don’t know infringe upon your claimed space.

System: Before play starts, work with your Storyteller to define your territory. You must roll to avoid frenzying whenever strangers enter your territory without your permission, and are reluctant to leave there except under desperate circumstances.
Notes:

Vengeful 2 Shifter Mental W20 Core, pg 478 Synopsis: You have a score to settle; perhaps Black Spiral Dancers murdered your family or a Pentex First Team destroyed your original pack.

System: Taking revenge on the individual or group responsible is your overriding priority in any situation where you encounter them, or have the opportunity to come closer to your revenge. You may temporarily resist your need for vengeance by spending a Willpower point.
Notes:

Deranged 3 Shifter Mental W20 Core, pg 478 Synopsis: You suffer from a permanent form of insanity, either due to a congenital defect or some past trauma.

System: Pick a derangement from those available on W20 Core, pg 485. Willpower may allow you to overcome your insanity temporarily, but it always returns.
Notes:

Driving Goal 3 Shifter Mental W20 Core, pg 478 Synopsis: You are driven by a personal goal that compels you in sometimes startling ways. The goal is always unachievable: reform the Black Spiral Dancers, balance the Triat, make amends for your ancestors’ crimes in the War of Rage. But while many Garou may empathize with your objectives, few are as consumed by the singular nature of your focus.

System: You must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower), and your one-track mind continually gets you into trouble with those who do not share the intensity of your vision. Choose your goal carefully, as it will be the focus of everything your character does.
Notes:

Flashbacks 6 Shifter Mental W20 Core, pg 478 Synopsis: You managed to make it through your First Change, but not wholly intact. The most insignificant thing can throw you into a different mood or state of mind, and as such your behavior is extremely unpredictable. Because of your precarious emotional state, your Willpower fluctuates.

System: At the beginning of each story, make a Willpower roll (you may not spend Willpower for an automatic success). If you succeed, you may participate in the story as normal. If you fail, however, your Willpower score is considered to be 1 for the duration of that session, and you have only one Willpower point to spend. You may roll again at the beginning of the next session to see if your Willpower for that session works as normal.
Notes:

Dark Secret 1 Shifter Social W20 Core, pg 480 Synopsis: You possess a hidden past which, if revealed, would cause you great embarrassment at best and make you an outcast or even hunted in Garou society at worst. Perhaps you had a lover who is a Black Spiral Dancer. Maybe you were responsible for the slaughter of your former pack or the mysterious death of a sept leader. This secret preys on your mind at all times, even though your friends and packmates are unaware of your shame.

System: Occasionally, hints about your secret may arise in stories and you must take precautions to keep the knowledge from coming out into the open. So long as your secret remains unknown to those who might use it against you, you may keep the Flaw, even if a few individuals discover it. If your Dark Secret ever resolves itself so that it is no longer a factor in your life, you must sacrifice the experience points to buy it off.
Notes:

Enemy 1-5 Shifter Social W20 Core, pg 480 Synopsis: You have acquired an enemy (one or more individuals) that not only knows what you are, but also has power of their own.

System: The 1-point version of this Flaw may signify that your enemy is another Garou of your own rank who has taken a strong dislike towards you or who blames you for some past wrong. The 3-point version may represent a pack of Black Spiral Dancers who bear a particular grudge against you or a small group of supernaturally potent werewolf hunters who have tagged you as a specific target. A 5-point Enemy may mean that you have angered one of the legends of Garou society or a powerful elder vampire.
Notes:

Twisted Upbringing 1 Shifter Social W20 Core, pg 481 Synopsis: The Garou who found you after your First Change, and who oversaw your Rite of Passage and early entry into Garou society, taught you everything they knew — and it was all wrong. Whether they did this out of ignorance or perversity is up to you and your Storyteller to decide.

System: Your wrong assumptions and skewed beliefs cause you a great deal of grief until someone straightens you out. Eventually you may overcome the problems caused by this Flaw (and be able to pay the experience point cost to buy it off), but in the meantime, it should present you with a number of good roleplaying opportunities.
Notes:

Camp Enmity 1 Shifter Social W20 Core, pg 481 Synopsis: You have earned the attention and disfavor of a particular Garou tribal camp. Perhaps you’re a former member of the camp, or have refused to join them and they feel slighted. Perhaps they feel you’ve done them wrong, or the camp you are a part of is ideologically opposed to what they stand for.

System: Regardless, all Social rolls when interacting with that camp are made at +1 difficulty. You may not already be a member of this camp when you first take this Merit, although you can become recruited (or re-recruited) into the camp during play at the Storyteller’s discretion. You may take this Merit multiple times for different camps. Storytellers are encouraged to incorporate Storyteller characters of the appropriate camp into their storylines, so as to make this a meaningful Flaw.
Notes:

Foe From the Past 1-3 Shifter Supernatural W20 Core, pg 484 Synopsis: You have inherited an enemy, not because of anything you’ve done, but because one of your ancestors incurred his wrath.

System: The strength of the enemy determines the point value of the Flaw.
• (1 point) A werewolf hunter whose parents were killed by your forebear.
• (2 points) A mage whose mentor suffered at the hands of one of your ancestors.
• (3 points) A powerful vampire or spirit creature who has sworn a vendetta against your family line.
You should work with the Storyteller to come up with a logical backstory surrounding your ancestor’s enemy, since encounters with your foe may provide an ongoing story arc for your chronicle. You must possess the Ancestors Background to take this Flaw
Notes:

Forced Transformation 1-2 Shifter Supernatural W20 Core, pg 484 Synopsis: Certain circumstances force you to undergo an uncontrollable shift in form.

System: You may resist the change by spending a Willpower point, but once you have made the forced change, you may not change back until the triggering situation has passed. You may use the following examples or design your own circumstances and point costs (with Storyteller approval).

  • The full moon forces you to assume your Crinos form. (2 points)
  • You automatically change to Crinos when your auspice wanes (2 points)
  • Sexual arousal stimulates a forced change (1 point to Glabro; 2 points to Crinos; 2 points to Homid if you are a lupus)

Notes:

Insane Ancestor 1 Shifter Supernatural W20 Core, pg 484 Synopsis: An insane ancestor of yours occasionally takes over when you seek help from the spirits of your forebears. Usually, this ancestor appears only under certain common circumstances, such as when Black Spiral Dancers threaten you or whenever a certain common rite is performed in your presence.

System: When the Storyteller deems this circumstance has come about, roll your Ancestors Background, difficulty 6. Any successes indicate that your ancestor takes control of you for the scene, or until someone recognizes what is happening and manages to convince him to relinquish control once more. You should create your ancestor, name him, and describe his madness. You may spend a Willpower point to stifle the ancestor-spirit for the scene. You must purchase the Background: Ancestors to take this Flaw.
Notes:

Slip Sideways 1 Shifter Supernatural W20 Core, pg 484 Synopsis:

System: You find it difficult to control travel between the physical world and the Umbra, sometimes entering the spirit world when you don’t intend to.
Notes: When stressed and near a reflective surface, you must roll Wits + Occult (difficulty 7) to avoid shifting into the Umbra unintentionally. In order to overcome the Gauntlet, you must still roll your Gnosis, but the difficulty is 1 less than usual. If you deliberately try to step sideways, you do so at the normal difficulty.

Docile 1-3 Shifter Supernatural W20 Core, pg 484 Synopsis: Your distance from “the wolf” dampens the fires of Rage within you, hampering your ability to access them in Gaia’s service.

System: For every point of Docile you take, your maximum Rage is lowered by 2, and can never be bought above that level. Others may see you as “domesticated” or “more dog than wolf” and react with derision.
Notes:

Mark of the Predator 2 Shifter Supernatural W20 Core, pg 484 Synopsis: You give off emanations of a predatory nature. Herbivores shy away from you, while carnivores see you as a potential threat and may offer challenge.

System: You may not possess the Skill: Animal Ken.
Notes:

Sign of the Wolf 2 Shifter Supernatural W20 Core, pg 484 Synopsis: The folklore of werewolves holds true as far as you’re concerned. Like the shapechangers of myth and legend, you possess eyebrows that meet in the middle of your forehead, hair grows on the palms of your hands, and the second and third fingers of your hands are the same length. You may even manifest a pentagram on your palm before and during your auspice’s phase of the moon.

System: While most people may simply wonder at these bizarre physical manifestations, werewolf hunters who notice these signs suspect your true nature.
Notes:

Pierced Veil 3 Shifter Supernatural W20 Core, pg 484 Synopsis: Unlike most Garou, your Crinos form does not trigger the Delirium in mortals.

System: This makes you particularly vulnerable to werewolf hunters, who may find it less difficult to pursue you back to your caern, putting the members of your sept in considerable danger.
Notes:

Harano Prone 4 Shifter Supernatural W20 Core, pg 484 Synopsis: Characters suffering from this Flaw are prone to bouts of deep depression, indolence, and mood swings.

System: You must make a Willpower roll every scene in which you suffer some form of setback. If the roll fails, you fall into a bout of temporary Harano. You may become morose and inactive, or suddenly spring into self-destructive activity. Your perceptions go awry, causing you to lose a die from every dice pool. If you botch the Willpower roll, you also acquire a temporary derangement (see below). You may delay the Harano attack for a single scene by spending a Willpower point.
Notes:

Taint of Corruption 7 Shifter Supernatural W20 Core, pg 485 Synopsis: Somehow, the Wyrm has touched you and left its taint upon your spirit.

System: When other Garou invoke the Gift: Sense Wyrm, you register as strongly Wyrm-tainted. The taint is innate, and cannot be removed by a Rite of Cleansing (which serves only to make you ill and sore). Minions of the Wyrm trouble your sleep, attempting to lure you fully into the service of the Destroyer. You are at +2 difficulty on any rolls made to resist the powers of “fellow” Wyrmspawn — fomori powers, Black Spiral Dancer Gifts, Bane Charms, vampiric Disciplines, or the like. Only your pack can keep you from succumbing to the Wyrm, provided they give you their support and assistance. Ridding yourself of this Flaw requires a major quest and can provide the heart of a character-driven chronicle.
Notes:

Shark Teeth 1 Rokea Supernatural W20 Changing Breeds, pg 209 Synopsis: Even in Homid form, the character’s teeth remain mildly pointed.

System: This isn’t sufficient to do any extra damage, but it’s very noticeable.
Notes:

Cant Eat Solid Foodds 5 Ananasi Supernatural W20 Changing Breeds, pg 209 Synopsis: For some reason, the character’s human digestive system doesn’t function; she lives on a diet of blood or liquefied flesh, and needs to consume much more of it than the typical werespider.

System: The character automatically loses one blood point per day, and when her blood pool falls below three, she risks frenzying from hunger.
Notes:

Unsure Footing 5 Rokea Supernatural W20 Changing Breeds, pg 209 Synopsis: The character just can’t get the hang of walking on two legs. She stumbles easily, and suffers from vertigo just looking up.

System: All rolls involving coordinated movement on land (including combat) add 2 to their difficulty.
Notes:

Kinfolk Flaws

[+/-] Kinfolk Flaws
Flaw Cost Allowed Type Source Details
Barren/Sterile 4 Kinfolk Physical W20 Core, pg 382 Synopsis: For Kinfolk who serve werewolves as perpetuators of the species, inability to reproduce is a serious Flaw indeed. Not only does it carry a social stigma, it may also incur abuse, neglect, or even exile.

System: Kinfolk who can’t reproduce lose a great deal of their value in Garou eyes. For obvious reasons, vampire and wraith who were Kin can’t take this Flaw
Notes:

Inferiority Complex 1 Kinfolk Mental W20 Core, pg 382 Synopsis: Nope, you’re not worthy. Never have been, never will be.

System: In situations requiring you to take charge or be personally responsible, all your difficulties are raised by one.
Notes:

Ulterior Motive 2 Kinfolk Mental W20 Core, pg 382 Synopsis: Something other than love and respect for your Garou relatives and Kinfolk guides your actions. This “something” may be as simple as greed or a lust for vengeance; you could also be a traitor working for an outside agency. Whatever the case, this ulterior motive holds your ultimate loyalty.

System: Should someone suspect things aren’t as they seem, you could be in big trouble. This Flaw makes a good complement for the Flaw: Dark Secret (W20 Core, pg 480).
Notes:

Outsider 2 Kinfolk Social W20 Core, pg 382 Synopsis: Because of rumors (true or not), an ill-done deed, poor decision, or some other character flaw, you have a poor reputation among Kinfolk and Garou. They don’t necessarily hurt you, but they let you know you aren’t welcome in their camps or homes.

System: Make all Social rolls involving interaction with werewolves and Kin at +2 difficulty.
Notes:

Veiled 5 Kinfolk Supernatural W20 Core, pg 383 Synopsis: For some reason, you’re not immune to the Delirium.

System: Gifts such as Part the Veil and the Rending of the Veil rite have no effect on you. You do receive a +1 bonus on the Delirium chart (p. 263) and retain all memories of what you see, but the sight of a Garou in Crinos form still invokes some sort of instinctive, uncontrollable reaction in you. This may convince Garou you’re not really Kinfolk, reduce your likelihood of finding a Garou mate, or throw your heritage into question.
Notes:

Wyrm Tainted 4 Kinfolk Supernatural W20 Kinfolk, pg 63 Synopsis: Whether through your own twisted actions in the Wyrm’s service, an unfortunate hereditary blemish, or through sheer bad supernatural luck, you reek of Wyrm-taint.

System: Because certain Gifts enable a Garou to identify you as marked by the Wyrm, most werewolves may try to kill you outright! This Flaw is not to be taken lightly. You should work with your Storyteller to determine how you acquired this taint, unless you want it to be a mystery to your character.
Notes:

Unscented 1 Kinfolk Physical W20 Kinfolk, pg 63 Synopsis: For some reason, you have no noticeable body odor. Your scent is so faint as to be practically undetectable by animals and Garou. This may work to your advantage while hiding from scent-driven predators (and many humans may prefer a neutral-smelling person), this fact is a decided disadvantage among Garou. They are likely to instinctually distrust anyone without a scent, suspecting that he or she is using supernatural means to hide Wyrm taint.

System: No Gifts, such as Scent of the True Form, can reveal you as Kinfolk. Among a group of people who rely heavily on their sense of smell, you have a distinct disability.
Notes:


Vampire Flaws

[+/-] Vampire Flaws
Flaw Cost Allowed Type Source Details
Expiration Date 2 Vampire Social V20 Core, pg 102 Synopsis: Your personal motto is simple: I do what I want. This has, as might be expected, caused you trouble more than once. You are wanted in several domains for various minor crimes, such as exsanguinating the Seneschal’s favorite ghoul. You haven’t been bloodhunted just yet, but the writing is on the wall. You’ve just about run out of time and no one wants you to take them with you when everything turns sideways. One more mistake and you sign your Final Death warrant.

System: All social-based rolls to acquire help are at +2 difficulty, except those involving Intimidation.
Notes:

Black Sheep 5 Vampire Social V20 Core, pg 102 Synopsis: You belong to a prestigious lineage that is considered to be paragon of another sect, or at least it did before you joined the Anarch Movement. You have embarrassed your sire, grandsire, and perhaps even farther back up the line; now the time has come to pay. Your erstwhile broodmates want to bring you back into the fold, if only to clean the stain from your reputation, and are unwilling to recognize your independence. Your sire and grandsire spare no effort to make things uncomfortable for you and any Anarchs who shelter you.

System: This flaw combines the effects of Sire’s Resentment and Hunted Like a Dog, so those flaws may not be taken in conjunction with Black Sheep. (For more information on those Flaws, see pg 490 and 492 of V20 Core, respectively.)
Notes:

16th Generation 5 Vampire Supernatural V20 Beckett's Jyhad Diary, pg 143 Synopsis: You were created no more than a year ago. Your vitae is so weak only four of your 10 blood points can be used for Disciplines, healing, or raising Attributes.

System: For these functions, you must expend two blood points to obtain the effect a normal vampire would achieve with one. You may use the remaining six blood points for other purposes, and rising still costs a single blood point per night. You cannot create a blood bond or Cainite childe, nor can you create or sustain ghouls.

You are Clanless and do not suffer from a Clan weakness. You select three starting Disciplines freely, but cannot raise any Discipline above two dots. You are likely an outcast of Cainite society and cannot start play with the Domain or Status background. Barely a vampire, sunlight only causes lethal damage to you and you can attempt to soak it with Stamina. Remaining awake during the day still presents the same difficulties as it does to other Cainites. You gain the effects (though not the actual Merits) of Blush of Health and Eat Food. You can conceive a Dhampir child.
Notes:

Smell of the Grave 1 Vampire Social V20 Core, pg 481 Synopsis: You exude an odor of dampness and newly turned earth, which no amount of scents or perfumes will cover.

System: Mortals in your immediate presence become uncomfortable, so the difficulties of all Social rolls to affect mortals increase by one.
Notes:

14th Generation 2 Vampire Supernatural V20 Core, pg 481 Synopsis: You were created five or fewer years ago by a member of the Thirteenth Generation.

System: Though you have 10 blood points in your body, only eight of them may be used to heal wounds, power Disciplines, raise Attributes, etc. You can still use the final two blood points for other purposes, though. The blood point costs of nightly rising, creating and sustaining ghouls, and creating blood bonds remains the same as for other vampires. You cannot raise any Discipline above four dots.

Taking this Flaw precludes you from taking the Generation Background, and you may not start with Status, either. You are likely a Clanless Caitiff, for your blood is probably too thin to pass down the distinguishing characteristics of a Clan. Most Fourteenth-Generation vampires should also take the Thin Blood Flaw (V20 Core, pg 483).
Notes:

15th Generation 4 Vampire Supernatural V20 Core, pg 481 Synopsis: Your vitae is so weak that only six of your 10 blood points can be used for Disciplines, healing or raising Attributes.

System: For these functions, you must expend two blood points to obtain the effect a normal vampire would achieve with one. (The cost for nightly rising remains a single blood point.) What’s more, you cannot create or sustain ghouls, create a blood bond, or sire a vampiric childe. You can use the remaining four blood points to survive through the day and wake up each night, nothing more.

You cannot raise any Discipline above three dots. The weakening of the Curse of Caine has compensations, though (which distinguish this Flaw from the Thin Blood Flaw itself). Sunlight does lethal damage to you, instead of aggravated damage as it does to other vampires. You can hold down mortal food and drink for an hour or so; other vampires vomit immediately if they try (unless they have the Eat Food Merit). Strangest of all, once in a while you might actually have a child the normal, human way... though it will hardly be a normal, human child.
Notes:

Dulled Bite 2 Vampire Physical V20 Core, pg 481 Synopsis: For some reason your fangs never developed fully, or they may not have manifested at all.

System: When feeding, you need to find some other method of making the blood flow. Failing that, you must achieve double the normal number of successes in order to make your bite penetrate properly. A number of Caitiff and high-Generation vampires often manifest this Flaw.
Notes:

Infectious Bite 2 Vampire Supernatural V20 Core, pg 481 Synopsis: You may not automatically lick the wounds of your feeding closed. In fact, your bites have a one in five chance of becoming infected and causing mortal victims to become seriously ill.

System: The precise nature of the infection is determined by the Storyteller.
Notes:

Vulnerability to Silver 2 Vampire Supernatural V20 Core, pg 482 Synopsis: To you, silver is as painful and as deadly as the rays of the sun.

System: You suffer aggravated wounds from any silver weapons (bullets, knives, etc.), and the mere touch of silver objects discomfits you.
Notes:

Open Wound 2 or 4 Vampire Supernatural V20 Core, pg 482 Synopsis: You have one or more wounds that refuse to heal, and which constantly drip blood.

System: This slow leakage costs you an extra blood point per evening (marked off just before dawn), in addition to drawing attention to you. If the wound is visible, you are at + 1 difficulty for all Social-based rolls. For two points, the Flaw is simply unsightly and has the basic effect mentioned above; for four points the seeping wound is serious or disfiguring and includes the effects of the Flaw Permanent Wound.
Notes:

Child 3 Vampire Physical V20 Core, pg 482 Synopsis: You were a small child (between five and 10 years old) at the time of your Embrace, leaving your Physical Attributes underdeveloped and making it difficult to interact with some aspects of mortal society.

System: You may not have more than two dots in Strength or Stamina at character creation, except when raising Physical Attributes with blood points, and the difficulties of all die rolls when attempting to direct or lead mortal adults are increased by two. Characters with this Flaw should also take the Short Flaw.
Notes:

Glowing Eyes 3 Vampire Supernatural V20 Core, pg 482 Synopsis: You have the stereotypical glowing eyes of vampire legend.

System: This gives you a -1 difficulty on Intimidation rolls when you’re dealing with mortals. However, the tradeoffs are many; you must constantly disguise your condition (no, contacts don’t cut it); the glow impairs your vision and puts you at +1 difficulty on all sight-based rolls (including the use of ranged weapons); and the radiance emanating from your eye sockets makes it difficult to hide (+2 difficulty to Stealth rolls) in the dark.
Notes:

Permanent Fangs 3 Vampire Physical V20 Core, pg 482 Synopsis: Your fangs do not retract, making it impossible for you to hide your true nature. While some mortals may think you’ve had your teeth filed or are wearing prosthetics, sooner or later you’re going to run into someone who knows what you truly are.

System: You are also limited to a maximum Appearance rating of 3.
Notes:

Permanent Wound 3 Vampire Supernatural V20 Core, pg 482 Synopsis: You suffered injuries during your Embrace which your transformation somehow failed to repair.

System: At the beginning of each night, you rise from sleep at the Wounded health level, though this may be healed by spending blood points.
Notes:

Slow Healing 3 Vampire Physical V20 Core, pg 483 Synopsis: You have difficulty healing wounds.

System: It requires two blood points to heal one health level of bashing or lethal damage, and you heal one health level of aggravated damage every five days (plus the usual five blood points and Willpower expenditure).
Notes:

Thin Blood 4 Vampire Supernatural V20 Core, pg 483 Synopsis: Your blood is thin, weak, and does not sustain you well.

System: All blood point costs are doubled (e.g., using blood-related Disciplines or healing damage), although you only lose one blood upon rising in the evening. Furthermore, you are unable to create a blood bond, and efforts to sire other vampires succeed only one in five times.
Notes:

Flesh of the Corpse 5 Vampire Supernatural V20 Core, pg 483 Synopsis: Your flesh does not fully regenerate itself once it is damaged.

System: While you are able to heal yourself to the point of regaining full functionality, your skin still retains the cuts, tears, bullet holes, and other visible damage that you have incurred. Depending on the nature of the damage, this Flaw will make social dealings exceedingly difficult, and may decrease your Appearance dots over time (even to 0).
Notes:

Infertile Vitae 5 Vampire Supernatural V20 Core, pg 484 Synopsis: During your Embrace, something went horribly wrong, causing your blood to mutate under the stress of dying and rising again.

System: All those you try to Embrace die. No matter what you do, you may not create any childer. However, your blood can still be used in blood rituals like Thaumaturgy and the Vaulderie, or for any other vampiric needs like making ghouls.
Notes:

Prey Exclusion 1 Vampire Mental V20 Core, pg 485 Synopsis: You refuse to hunt a certain class of prey. You might refuse to feed on drug dealers, policemen, accountants, or rich people.

System: If you accidentally feed upon such an individual, you automatically frenzy and must make a roll to prevent Humanity or Path loss (difficulty 7). Witnessing other Kindred feeding on the object of your exclusion might also provoke a frenzy, at the Storyteller’s discretion. Ventrue, owing to the limitations already imposed on their feeding by their Clan weakness, may not take this Flaw.
Notes:

Unconvinced 1 Vampire Mental V20 Core, pg 485 Synopsis: You fail to see the need for the core ideologies of your Sect or Clan, and have gone on record as saying so.

System: Taking your stand has made you suspect in the eyes of your superiors, and may have attracted the attention of your enemies as well.
Notes:

Lunacy 2 Vampire Mental V20 Core, pg 486 Synopsis: You are affected by the phases of the moon, increasing your chances to frenzy

System: 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.
Notes:

Stereotype 2 Vampire Mental V20 Core, pg 486 Synopsis: You buy heavily into all of the vampire stories you’ve read and heard. You wear a cape or body glitter, speak with an accent, and otherwise act in a cartoonish fashion.

System: 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). You also stand out to hunters.
Notes:

Thirst for Innocence 2 Vampire Mental V20 Core, pg 486 Synopsis: The sight of innocence — of any sort — arouses in you a terrible bloodlust.

System: Roll Self-Control or Instincts, or else frenzy and attack the source of your hunger.
Notes:

Victim of the Masquerade 2 Vampire Mental V20 Core, pg 486 Synopsis: he Camarilla’s propaganda machine did too good a job on you. Even after your Embrace you refused to believe you were a vampire. You remain convinced that there is some logical explanation for your condition, and spend as much time as you can searching for it. You also have problems feeding, and may insist on trying to eat regular food. None of these habits makes you particularly pleasant company for other Kindred.

System: This Flaw must be roleplayed at all times, and is generally taken by Camarilla vampires.
Notes:

Conspicuous Consumption 4 Vampire Mental V20 Core, pg 486 Synopsis: It is not enough for you to draw nourishment from the blood of mortals — you believe you must also consume your victim’s heart, liver, and other blood-rich tissue.

System: Of course, this will necessitate the deaths of all of your victims (unless you are extremely creative), which might lead to numerous problems with maintaining Humanity (and a low profile). Characters with this Flaw should additionally purchase the Eat Food Merit.
Notes:

Guilt Wracked 4 Vampire Mental V20 Core, pg 486 Synopsis: You simply cannot come to grips with the fact that you must drink blood to survive.

System: You suffer horrible guilt over each time you feed (roll Conscience, difficulty 7, or else frenzy every time you feed — characters with the Conviction Virtue cannot take this Flaw) and try to avoid doing so as much as possible. This means that you rarely have much blood in your system, leaving you vulnerable to both attacks and hunger-based frenzies.
Notes:

Elysium Regular 1 Vampire Social V20 Core, pg 487 Synopsis: You spend an unusual amount of time in Elysium. You see and are seen to such an extent that all of the movers and shakers of Elysium at least know who you are. Extended time spent in Elysium also gives you extended opportunities to interact with the Harpies and other Kindred of that stature — and they’ll know your name when you approach them.

System: This Merit is generally taken by vampires that respect and attend Elysium on a regular basis.
Notes:

Monstrous 3 Vampire Physical V20 Core, pg 482 Synopsis: Your physical form was twisted during the Embrace, and now reflects the Beast that rages inside you.

System: Characters with this Flaw appear to be savage monsters and have Appearance ratings of zero. Nosferatu and other bloodlines whose weaknesses cause them to start off with Appearance zero cannot take this Flaw.
Notes:

Amnesia 2 Vampire Mental V20 Core, pg 486 Synopsis: You are unable to remember anything about your past, yourself, or your family (whether mortal or vampiric), though your past might well come back to haunt you.

System: 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.
Notes:

Short Fuse 2 Vampire Mental V20 Core, pg 486 Synopsis: You are easily angered.

System: Difficulties to avoid frenzy are two greater. Brujah vampires cannot take this Flaw, as they already suffer from a similar weakness.
Notes:

Territorial 2 Vampire Mental V20 Core, pg 486 Synopsis: You are extremely territorial, staking out a particular area as your hunting ground and reacting aggressively to trespassers.

System: 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.
Notes:

Vengeful 2 Vampire Mental V20 Core, pg 486 Synopsis: You have a score to settle, incurred either during your mortal days or after the Embrace.

System: 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.
Notes:

Botched Presentation 1 Vampire Social V20 Core, pg 489 Synopsis: When your sire presented you to the Prince of the city, you flubbed it. Now you’re convinced His Majesty hates you (whether he does or not).

System: You need to succeed on a Willpower roll (difficulty 7) just to stand in front of the Prince or one of his duly authorized representatives without running, blubbering, or otherwise making a fool of yourself. This Flaw can only be taken by Camarilla vampires.
Notes:

Dark Secret 1 Vampire Social V20 Core, pg 489 Synopsis: You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah in the local Kindred community.

System: This could be anything from having murdered an elder to being a member of the Anarchs.
Notes:

Expendable 1 Vampire Social V20 Core, pg 489 Synopsis: Someone in power doesn’t want you around. Maybe she wants territory you possess, or is jealous of the attention you’re getting from a prize mortal retainer — the details are irrelevant.

System: What does matter is that she has the power to maneuver you into dangerous situations “for the good of the Sect,” and has no compunctions about doing so.
Notes:

Incomplete Understanding 1 Vampire Social V20 Core, pg 490 Synopsis: The whole matter has been explained to you, but you’re still not quite sure how things in your Sect work.

System: Your imperfect understanding of the rules and regulations of your new existence means that sooner or later, you’re going to make a mistake. It’s only a matter of time...
Notes:

Infamous Sire 1 Vampire Social V20 Core, pg 490 Synopsis: Your sire was, and perhaps still is, distrusted and disliked by many of the city’s Kindred.

System: As a result, you are distrusted and disliked as well.
Notes:

Mistaken Identity 1 Vampire Social V20 Core, pg 490 Synopsis: You look similar to descriptions of another Kindred, which cause cases of mistaken identity.

System: This can prompt numerous awkward or even dangerous situations, especially if your “twin” has a terrible reputation or is wanted for some crime.
Notes:

New Arrival 1 Vampire Social V20 Core, pg 490 Synopsis: You’ve just arrived in your new city of residence, and don’t know anyone in the place.

System: Existing factions may try to recruit or eliminate you, while vampires in positions of authority size you up and take your measure. Meanwhile, your ignorance of the city’s current events, history, and politics (not to mention the personality quirks of the vampires already in place) may cause you to make a serious blunder.
Notes:

New Kid 1 Vampire Social V20 Core, pg 490 Synopsis: You’re the latest in the city to be Embraced or have yet to prove yourself to your Sect, and everyone knows it. That automatically puts you at the bottom of the social totem pole. Other neonates take every opportunity to demonstrate your inferiority, or rival packs constantly test your worthiness to the Sabbat. Even if someone else is added to the ranks of the unliving, you’re still regarded as something as a bit of a geek by your peers — a distinction that can have dangerous consequences if bullets start flying.

System: All Social-related rolls are at +1 difficulty when you are dealing with other neonates. (Ancillae and elders lump you in with all the other neonates under their general disdain.)
Notes:

Recruitment Target 1 Vampire Social V20 Core, pg 490 Synopsis: Someone in one of your Sect’s enemy organizations wants you, and they want you bad.

System: Every effort is being made to recruit you, willing or no, and the press gangs usually show up at the worst possible time.
Notes:

Sire's Resentment 1 Vampire Social V20 Core, pg 490 Synopsis: Your sire dislikes you and wishes you ill.

System: Given the smallest opportunity, she will actively seek to do you harm. Your sire’s allies also work against you, and many elders may resent you.
Notes:

Special Responsibility 1 Vampire Social V20 Core, pg 490 Synopsis: Shortly after your Embrace, you volunteered for some task in order to gain respect and approval from the vampires around you. Now, you wish you had never opened your damn mouth!

System: While you are not given any special credit for performing this duty, you would lose a lot of respect if you were to stop. The nature and the details of your duty should be worked out with the Storyteller in advance. Ideas can range from lending money to other Kindred to acting as a messenger or possibly gathering victims for ritae (such as Blood Feasts).
Notes:

Sympathizer 1 Vampire Social V20 Core, pg 490 Synopsis: You have publicly expressed sympathy for some of the goals and policies of the enemies of your Sect.

System: Your outspoken views on the subject have made you suspect in the eyes of the city’s hierarchy, and you may be suspected of (or arrested for) treason.
Notes:

Bound 2 Vampire Supernatural V20 Core, pg 490 Synopsis: You are blood bound to another vampire. Your regnant may not necessarily treat you badly, but the fact remains that your will is not entirely your own.

System: The knowledge gnaws at you, even as you find yourself lost in devotion to your vampiric master. Sabbat vampires cannot take this Flaw.
Notes:

Catspaw 2 Vampire Social V20 Core, pg 490 Synopsis: You’ve done dirty work for someone high up in the city’s hierarchy in the past — the Sheriff, the Bishop, or even someone higher. However, instead of granting you favor, your deeds have made you an embarrassment or a liability.

System: For the moment, your former employer’s concern is to keep you quiet. In the long term, it’s to get rid of you.
Notes:

Escaped Target 2 Vampire Social V20 Core, pg 491 Synopsis: You had targeted a mortal for the Embrace, but someone else got there first

System: You cannot stand the humiliation of being cheated of your prize, and fly into a rage (+2 difficulty to avoid frenzy) whenever you see the one who got away. This hatred may lead you into other irrational behaviors, like Embracing enemies of the neonate, creating unauthorized childer, or even trying to kill your rival. Furthermore, your petty and irrational behavior is well-known and quite noticeable, and as a result you are at + 1 difficulty on all Charisma rolls until the situation is resolved.
Notes:

Failure 2 Vampire Social V20 Core, pg 491 Synopsis: You once held a title in the city, but failed catastrophically in your duties. Now you are branded incompetent, excluded from circles of power and responsibility, and generally ostracized by those on their way up.

System: Your exclusion may make you a target for recruitment by the Sect’s enemies (or so the whispers run, making you even more distrusted). Conversely, the consequences of your error might come back to haunt you.
Notes:

Masquerade Breaker 2 Vampire Social V20 Core, pg 491 Synopsis: In your first nights as a vampire, you accidentally broke the Masquerade — and were spotted doing so. Someone else covered for your mistake, but holds the favor over you. Now you exist in fear that your error will be revealed. In the meantime, your “savior” takes pitiless advantage of you.

System: This Flaw can only be taken by vampires in Sects or Clans that respect the Masquerade.
Notes:

Hunted 4 Vampire Supernatural V20 Core, pg 491 Synopsis: You are pursued by a fanatical witch-hunter who believes (perhaps correctly) that you are a danger to humanity.

System: All those with whom you associate, be they mortal or Kindred, may be hunted as well.
Notes:

Old Flame 2 Vampire Social V20 Core, pg 491 Synopsis: Someone you once cared deeply for is now with the enemy. He still attempts to play on your sympathies “for old times’ sake” while working against you.

System: Unless you succeed on a contested Manipulation + Expression roll against your former friend, you cannot act against him unless the situation becomes life-threatening.
Notes:

Rival Sires 2 Vampire Social V20 Core, pg 491 Synopsis: The flip side of Escaped Target, two vampires wanted to gift you with the Embrace. One succeeded, one failed — and she’s not happy about that failure. You, your actual sire, or both of you have become the target of the failed suitor’s ire.

System: Regardless, your persecutor is at +2 difficulty to refrain from frenzy in your presence. In addition, she may well be working actively to discredit or destroy you.
Notes:

Uppity 2 Vampire Social V20 Core, pg 492 Synopsis: You are proud of your new status in the Sect — so proud that you’ve shot your mouth off to other Kindred and made some enemies. Wiser vampires laugh at you and chalk your rudeness up to youth, but others find you arrogant and insulting. These enemies will take action to embarrass or harm you.

System: Furthermore, you are at +2 difficulty on all Social rolls against any vampires you have alienated through your yammering — and you may not know who they are. At Storyteller discretion, you may also be required to make a Willpower roll (difficulty 6) to keep your mouth shut any time the opportunity presents itself for you to brag about your pack, your Clan, or your status.
Notes:

Disgrace to the Blood 3 Vampire Social V20 Core, pg 492 Synopsis: Your sire regards the fact that he Embraced you to be a titanic mistake, and has let everyone know it.

System: You are mocked at gatherings, taunted by your peers, and actively despised by the one who should be giving you guidance. Any request or petition you make is likely to be looked down upon by friends of your sire, and your achievements are likely to be discounted.
Notes:

Former Prince 3 Vampire Social V20 Core, pg 492 Synopsis: Once, you held near-absolute power in a city, but those nights are gone now. Perhaps you stepped down, perhaps you were deposed, or perhaps your city fell to the Sabbat; it matters little in your reduced state.

System: What does matter is that the Prince in the city where you now dwell is aware of your prior employment, and has concerns that you might be trying to make a comeback. The machinery of the Camarilla in the city where you now make your home is subtly stacked against you, and if the Prince sees an opportunity to get rid of you he just might take it. This Flaw can only be taken by Camarilla vampires.
Notes:

Hunted Like A Dog 3 Vampire Social V20 Core, pg 492 Synopsis: Another Sect or group of vampires has decided that you’re a target for extermination, and pursues you relentlessly.

System: On the bright side, the enemies of your enemy may well wish to help you out, potentially garnering you allies.
Notes:

Narc 3 Vampire Social V20 Core, pg 492 Synopsis: You are known to be a snitch, an informer firmly planted in the pocket of the vampires in charge.

System: Those on whom you might yet inform loathe you as a result, feeding you misinformation when they can in an attempt to discredit you. Given the opportunity, they might do you mischief. Regardless, your reputation as a weasel precedes you, putting you at +1 difficulty on all Social rolls against those who don’t agree with your politics.
Notes:

Sleeping With The Enemy 3 Vampire Social V20 Core, pg 492 Synopsis: You have some sort of intimate connection with a member of an opposing Sect or inimical Clan.

System: You may have a lover, a childe, a friend, or a contact working the other side of the fence, but regardless of politics you retain a friendly (or more than friendly) relationship with your putative foe. Your close ties to someone on the other side would be regarded as treason by your superiors within the Sect, and if you are discovered, the penalty will surely be death.
Notes:

Clan Enmity 4 Vampire Social V20 Core, pg 492 Synopsis: One Clan in particular wants you dead.

System: You have offended the entire Clan, from elders to neonates, and as a result every member of that bloodline wants your head on a plate. The effects of the Flaw may manifest as anything from very public snubs and insults to actual attempts on your unlife. You are also at +2 difficulty on all Social rolls relating to members of the Clan in question.
Notes:

Loathsome Regnant 4 Vampire Social V20 Core, pg 492 Synopsis: Not only are you blood bound, but you are also in thrall to a vampire who mistreats you hideously.

System: Perhaps you are publicly abused or humiliated; perhaps your master forces you to commit unspeakable acts for him. In any case, existence under the bond is a never ending nightmare, with your regnant serving to conduct the symphony of malice. Sabbat vampires cannot take this Flaw.
Notes:

Overextended 4 Vampire Social V20 Core, pg 492 Synopsis: You’ve got your fingers in too many pies, and people are starting to notice.

System: You have too many ghouls, too many retainers, or too much influence, which means that a lot of people have a vested interest in trimming back your operations. These enemies take every opportunity to reduce your power and influence, and if that means lying, cheating, or killing, so be it. Furthermore, your enemies block every attempt you make to move into new areas of control. You’re boxed in, and the box is getting smaller.
Notes:

Probationary Sect Member 4 Vampire Social V20 Core, pg 493 Synopsis: You are a defector.

System: You turned traitor to the Camarilla, Sabbat, or other Sect, and you still have much to prove before you are accepted by the Kindred you have defected to. Other vampires treat you with distrust and even hostility, and your reputation might even sully those whom you regularly associate with.
Notes:

Blood Hunted 4 or 6 Vampire Social V20 Core, pg 493 Synopsis: You have been made the target of a blood hunt, and for you to return to your home city is death.

System: For four points, this Flaw means that only your home city is off limits to you. For six, it means that the entire Camarilla is howling for your vitae. This Flaw can only be taken by Camarilla vampires.
Notes:

Laughingstock 5 Vampire Social V20 Core, pg 493 Synopsis: Somehow you’ve drawn the scorn of the local Harpies, who make you their favorite target.

System: You are at a +2 difficulty on all Social rolls in Elysium and a +1 anywhere else in the city. In addition, you are at +2 difficulty to use Intimidation or any Dominate powers on anyone who has heard the stories mocking you. This Flaw can only be taken by Camarilla vampires.
Notes:

Red List 7 Vampire Social V20 Core, pg 493 Synopsis: You are either being considered for or are already on the dreaded Red List, the registry of those vampires the Camarilla most wants extinguished.

System: Any Camarilla vampire will either attack you on sight or, more likely, call in for a great deal of help.
Notes:

Cast No Reflection 1 Vampire Supernatural V20 Core, pg 494 Synopsis: You actually cast no reflection, just like the vampires of legend. This can have a detrimental effect when trying to pass as a human.

System: Vampires of Clan Lasombra automatically have this Flaw (and you may be mistaken for one of them if you possess this).
Notes:

Cold Breeze 1 Vampire Supernatural V20 Core, pg 494 Synopsis: A chill wind follows you everywhere you go.

System: While it may make for dramatic entrances, this effect also discomfits mortals (+1 difficulty on all appropriate Social rolls) and marks you as obviously supernatural. Cold winds sweeping through executive offices or crowded nightclubs can raise all sorts of questions.
Notes:

Repulsed By Garlic 1 Vampire Supernatural V20 Core, pg 494 Synopsis: You cannot abide garlic.

System: The smallest whiff of its scent will drive you from a room unless you make a successful Willpower roll (difficulty based on the strength of the odor).
Notes:

Touch of Frost 1 Vampire Supernatural V20 Core, pg 494 Synopsis: Plants wither as you approach and die at your touch.

System: Your touch leeches heat from living beings, as though you were made of ice.
Notes:

Deathsight 2 Vampire Supernatural V20 Core, pg 494 Synopsis: Everything appears rotted and decayed to you.

System: The world appears to you as a corpse; mortals look diseased or skeletal, buildings seem decrepit, and your fellow Kindred seem to be walking, moldering cadavers. You are at -2 difficulty to resist all rolls based on Appearance, but by the same token you are at +2 difficulty on all Perception-based rolls. In addition, you find social interaction difficult and are at +1 difficulty on all Social-based rolls.
Notes:

Eerie Presence 2 Vampire Supernatural V20 Core, pg 495 Synopsis: Mortals have an unconscious awareness of your undead nature, which makes then anxious and ill at ease in your presence.

System: Because of this, difficulties of all rolls relating to social interaction with mortals are increased by two.
Notes:

Lord of the Flies 2 Vampire Supernatural V20 Core, pg 495 Synopsis: Buzzing harbingers of decay swirl around you everywhere.

System: Their constant presence makes it difficult for you to interact socially (+1 difficulty when appropriate) and nearly impossible to sneak up on someone or hide effectively. The buzzing of the flies inevitably gives you away — all Stealth rolls are at +2 difficulty.
Notes:

Cant Cross Running Water 3 Vampire Supernatural V20 Core, pg 495 Synopsis: You believe in the old folklore, and cannot cross running water unless you are at least 50 feet (15 meters) above it.

System: Running water is considered to be any body of water at least two feet (half a meter) wide in any direction and not completely stagnant.
Notes:

Repelled by Crosses 3 Vampire Supernatural V20 Core, pg 495 Synopsis: You are repelled by the sight of ordinary crosses, believing them to be symbols of holy might.

System: When confronted by a cross, you must make a Willpower roll (difficulty 9) or flee from the symbol for the duration of the scene. If you botch the roll, not only must you attempt to flee, but the touch of the cross can cause aggravated damage (one health level of damage per turn that the cross touches your skin). This damage cannot be soaked, even if the vampire possesses Fortitude.
Notes:

Grip of the Damned 4 Vampire Supernatural V20 Core, pg 495 Synopsis: There is no ecstasy in your Embrace — only terror and pain.

System: Mortals upon whom you feed struggle and shriek while you attempt to feed, requiring you to grapple with them for as long as you wish to take their blood. For vampires with high Humanity, this experience may require a Humanity roll, at the discretion of the Storyteller. Giovanni cannot take this Flaw.
Notes:

Light Sensitive 5 Vampire Supernatural V20 Core, pg 495 Synopsis: You are even more sensitive to sunlight than other vampires are.

System: Sunlight causes double normal damage, and the light of the moon can cause lethal damage in a manner similar to the sun, though it must shine directly upon you. Even bright lights hurt your eyes, requiring the use of sunglasses. Followers of Set and related bloodlines cannot take this Flaw, as they already have a worse version of it.
Notes:

Trophy Arrogance' 4 Vampire Social V20 Dread Names Red List, pg 100 Synopsis: The character has begun to wear out his welcome when it comes to making demands on the Trophy Clan. While the Clan has promised him any number of rewards, both monetary and supernatural, the new Alastor has been abusing the Trophy’s Clan hospitality and is taking advantage of them.

System: Making demands of local Kindred resources, throwing the fallen Anathema back in the Clan’s face, or being overly arrogant about the fact that the Clan owes the character are just some of the ways an Alastor can demonstrate this Flaw.
Notes: This Flaw is only available to Alastor characters who have killed an Anathema. It is not available to those named Alastors by Justicars and Inner Circle.

Ghouls and Revenant Flaws

[+/-] Ghoul and Revenant Flaws
Flaw Cost Allowed Type Source Details
Black and White 1 Ghoul
Revenant
Mental V20 Ghouls and Revenants, pg 127 Synopsis: The World of Darkness is complex, both morally and spiritually, but your character doesn’t see it that way. To her, every situation can be summed up as black or white. Your ghoul thinks simply, and believes her allies and enemies are either for or against her, hot or cold, good or evil, easy or impossible, stupid or genius.
After being subjected to the blood bond, its influence can complicate your ghoul’s natural outlook on life. Under its influence, the blood bond may force your ghoul to view what your domitor says or does through a rosy, positive filter at all times. Alternatively, any character who does not agree or side with your master is, according to you, an enemy worthy of your contempt and deserves to be hurt.

System: This Flaw is particularly prominent among the Giovanni, Assamite, Ravnos, and Ventrue Clans, along with the Followers of Set and many revenant families. A closed mindset can cost your character dearly as your perspective may result in your bad judgment, missed opportunities, and misunderstandings that might escalate. In social situations where your character’s perspective comes to bear, the difficulties of associated rolls increase by one.
Notes: Used by: All ghouls and revenants

Fixation 2, 4, or 6 Ghouls
Revenant
Mental V20 Ghouls and Revenants, pg 127 Synopsis: The Blood is exhilarating, but when the feeling wears off, you want another high, another “fix” to add to that heady rush. Your Fixation might involve substances designed to alter your brain’s chemistry and processing ability, or it could be all about your thrill-seeking, heart-thumping compulsion to live on the edge and get high off the adrenaline or dopamine naturally produced in your body.

With this Flaw, you are forced to turn to outside activities or substances in your free time to get a fix that doesn’t come from the Blood. While the fulfillment of your Fixation may be temporary, you know that any satisfaction you feel is a pale imitation of the high you get from the Blood. The stronger your Fixation, the more likely you won’t be able to hide it from the other characters around you. Since this is a Flaw that cannot be “healed” by any physical, mental, or social means, your Fixation may cause unforeseen consequences for your character over time.

System: To start, you’ll pick a type of Fixation your character is likely to have: chemical, psychological, or physical. Unlike an addiction to cocaine or drag racing, your overall Fixation is more generic than that. Essentially, you are deciding what category your fix falls in, and you’ll figure out how to satisfy it over the course of your chronicle. At your Storyteller’s discretion, you may make a stamina check during your downtime to avoid succumbing to your desires. The more dots you take in this Flaw, the more likely it is your Storyteller might require more checks or raise the difficulty. If your ghoul fails, you will feel a compulsion to get a fix, and will need to act on that.

At two points of addiction, your character is still in control. Your ghoul may show up fog-headed, but she will attempt to carry out her domitor’s wishes to the best of her ability. At four points, your Fixation is so strong that you are more likely to forget a crucial errand, miss an appointment, or doze off spying on a rival. At six points, however, your ghoul is deep in the throes of terminal addiction. You may also decide, at your Storyteller’s discretion, that adding more points to this Flaw will cause greater and more violent consequences to the fulfillment of your desires. For example, a murderous revenant with a six-point Fixation might get a thrill from desecrating churches. As another, an independent ghoul who escaped from a brutal pack might get a rush from “curing” another ghoul of the blood bond.

Failing to master your Fixation will likely be viewed unfavorably by most of your peers or your domitor, because your inability to control yourself is viewed as a weakness. Servants that run off and base jump off the top of a skyscraper at every opportunity are not as useful as the meek from a master’s point of view. Over time, a domitor might even make a troubled ghoul’s death look like an accident before replacing him. However, the stronger your Fixation is, the more chaotic and rebellious your ghoul will likely act as you take pleasure wherever you can find it. Thus, it is not uncommon to find independent ghouls or revenants with higher levels of Fixation, especially if they have a loose leash to satisfy their darker needs.

You may attempt to deny your Fixation, but to do so requires you to spend a Willpower point to temporarily bypass it for a round. Then, you must roll to make a Frenzy check. Should you fail that roll, your Fixation will continue to build and may overwhelm you at the most inopportune time. In other words, a failure to master your Fixation doesn’t mean you’ll automatically fly off into a rage on your schedule. Your bitterness and resentment may boil beneath a thin veneer of control until you’re forced to wait too long at a store, you’re cut off at a traffic light, or another ghoul gets rewarded instead of you.

With any dramatic failure on a Stamina check, your character’s Fixation will increase by two points. If your character has already attained the six-point version of this Flaw and rolls a dramatic failure on his Stamina check, the effects will be severe. You may overdose and die without immediate medical attention. Your car may have crashed and you’re now unconscious because you couldn’t maintain control of the wheel.

To remove points in your Fixation Flaw, or to get rid of it entirely, your character must pledge and endure a program to remove that compulsion. Your Storyteller may allow the circumstances and requirements of your chronicle to shape your domitor’s reaction to your admitted weakness. Independent ghouls, Sabbat ghouls, and revenants may not have the ability to reduce the influence of this Flaw, nor may they be able to remove it without help due to the nature of their nightly activities.

Please note that while Fixation is similar to the Addiction Flaw for vampires, the results of this Flaw are felt more acutely in a mortal body. A Fixation Flaw is likely to develop more often in ghouls than revenants, simply because revenants produce vitae naturally in their blood.
Notes: Used by: All ghouls, some revenants

Duplicitous 3 Ghoul
Revenant
Mental V20 Ghouls and Revenants, pg 128 Synopsis: Ghouls and revenants with this Flaw have an underhanded reputation based on their previous actions. In the past, you’ve probably lied, cheated, or played both sides against the middle during a deal that went south. The nature of your underhanded actions, as well as your intended target, has not been the same every time. A ghoul might, for example, go to her domitor and inform him of a transgression, real or imagined, and then suggest an appropriate punishment for her target. That same ghoul might turn around and fabricate stories that show how well-meaning she was to stand up for her fellow ghoul in front of her master.

System: While you can be duplicitous as a character, when you take this Flaw, it impacts your relationships and dealings with other characters. You probably don’t seek to take the upper hand in every situation, but other characters expect you to. Your allies and enemies are on edge around you, because they’re not sure when and if you’ll ever treat them fairly. They may even backstab or try to undercut you, too, because they expect you to. The influence of the blood bond does impact most ghouls with this Flaw in subtle ways. While your domitor would know you are Duplicitous, you would not act out in a direct way against your master. Instead, you might backstab or double-cross your allies to curry favor and obtain rewards from him. Your domitor may also point you at a dangerous target, too, to use you as bait or to draw out his enemies, to taking advantage of your reputation.
Notes: Used by: All ghouls and revenants

Isolated Upringing 1 Revenants Social V20 Ghouls and Revenants, pg 129 Synopsis: You are a revenant who was raised by your family away from prying eyes. When you were growing up, your entire world was based on what your family taught you. For many years, your knowledge was limited to your family’s habits, customs, and politics. Consequently, you have a limited understanding of the outside world that impacts how you interact with other people.

System: At your Storyteller’s discretion, whenever you are in an uncomfortable social situation outside of your family’s estates, subtract one die from your Social dice pool. This penalty does not apply evenly across all situations, because your interactions with the world will vary depending upon your particular family and your character concept.
Revenants from the Obertus, Bratovich, and Ducheski families are good candidates for this Flaw, as are ghouls from the Giovanni Clan and the Kairouan Brotherhood. Independent ghouls, who have little to no memory of their life before they became a ghoul, may also choose this Flaw to reflect the fact that they were isolated from humanity and have forgotten how to interact with people.
Notes: Used by: Revenants

Obsession 1, 2, or 5 Ghoul
Revenant
Social V20 Ghouls and Revenants, pg 130 Synopsis: Even ghouls who lead relatively uneventful lives can become obsessed with a persistent idea, image, set of circumstances, or unshakable feeling. Many obsessions are so minor they would not be noticed by a casual observer, while others may become so powerful they’ll prevent a ghoul from performing the simplest of tasks.

System: At one point, your ghoul’s Obsession is minor. For example, your character may prefer a particular brand of beverage, pair of jeans, etc., and may refuse to eat, wear, or use a replacement. Your minor Obsession will probably cause you to seek a replacement for an “inferior” item with your preferred one at the earliest opportunity.

At two points, your Obsession threatens to consume you. If the focus of your insatiable desire is a person, you would likely have an image of that person in your possession at all times, or you will stop what you are doing to obtain one. If your Obsession involves an object or totem, like a lucky rabbit’s foot or a small statuette, you will need to have it within your reach. You might even grow more upset over time if it’s not nearby.

At five points, your Obsession consumes you, and may bring others to harm. Your character might kidnap a local celebrity you’re obsessed with, and will likely go to unreasonable lengths to keep him under your direct control. Similarly, any object that you’re consumed with creates tremendous need at this level. If your lucky rabbit’s foot is misplaced or lost outright, you might not be able to function as you normally would, and may be prone to fits of destructive rage. Depending upon the severity of your Obsession, you could enter a near-catatonic state until the object is found or a suitable replacement is obtained.

You would probably act in a similar fashion if the person you’re obsessed with is rescued or escapes. There may be times, however, when you cannot find a suitable replacement for an object or a person to satisfy your Obsession. In those instances, your character will need to succeed a Willpower check. The difficulty rating is your Willpower minus the number of dots in your Obsession Flaw to “snap out of it.” Should you fail, you may become so distressed that you will require medical attention.
Notes: Used by: All ghouls and revenants

Squeamish 1 or 3 Ghoul
Revenant
Social V20 Ghouls and Revenants, pg 130 Synopsis: Your ghoul or revenant might talk a good game, but

you’ve never been around real violence before. When you’re confronted with the sight of blood, you probably won’t respond well, and may faint, panic, or run away.
System: In situations that involve gunfire, bloody combat, or an aggressive use of Disciplines, roll Willpower (difficulty 7). If this roll fails, your character either freezes in place (if her Courage is higher than her Self-Control) or flees the area (if her Self-Control is higher than her Courage).

At your Storyteller’s discretion, you may be forced to make a Willpower check once per relevant scene. Your character does not need to be directly involved in the fight; she may simply be a witness to a stabbing. When you accumulate five successes in a single session, no further rolls need be made for that night of game time. A gory show of violence might necessitate another roll, however, at your Storyteller’s discretion.

Should you botch a Willpower check, your ghoul is so unnerved by the gruesomeness you’ve encountered you cannot act for the rest of that scene. Your ghoul is frozen from shock, and may soil herself or puke in response to your fear or revulsion.
Notes: Used by: All ghouls and revenants

Domitor Pariah 2 Ghoul Social V20 Ghouls and Revenants, pg 130 Synopsis: Your master is a vampire who, for whatever reason, is unwelcome among or even hated by other members of his Clan, bloodline, or Sect. Without allies, your domitor may struggle to retain her status and will likely rely on ghouls, like yourself, to fulfill her basic needs. You may be given additional responsibilities, or you might be manipulated into spying, attacking, defending, or stealing for your domitor.

System: Should you take the Domitor Pariah as a Flaw, keep in mind that should other vampires discover whom you serve, your life might well be in danger. The events that led to your domitor’s downfall may be kept hidden from you, at your Storyteller’s discretion, or you might stumble upon your master’s secrets accidentally.

Once a ghoul understands how challenging life may be with a Domitor Pariah, you might sow the seeds of rebellion despite the strength of your blood bond.
Notes: Used by: Camarilla ghouls, some Sabbat ghouls

Under Surveillance 2, 4, or 6 Ghoul
Revenant
Social V20 Ghouls and Revenants, pg 130 Synopsis: Your ghoul’s activities are being monitored by members of law enforcement or government agencies. You might be Under Surveillance because you are suspect in a crime, or because you’ve been spotted associating with other criminals or suspects.

System: The points you take in this Flaw represent the level of scrutiny your character is under. At two points, only local authorities are watching your ghoul’s activities. At four points, both city officials and state authorities are involved. At six points, local, state, and national law enforcement agents are coordinating efforts to analyze your movements, and they may share their concerns with foreign agencies should you travel outside the country.

The effects of this Flaw vary, depending upon your circumstances, and you may not always be aware of them. For example, among Camarilla ghouls, any ghoul Under Surveillance will risk a Masquerade breach. Some vampires might decide that your character is too dangerous to live, and may take an opportunity to end your life at the hands of your associates or domitor. Other Kindred might take a different, more devious approach. They might use you as bait, create a body double, or plant false information.

Generally speaking, Under Surveillance is less dangerous than the Fugitive Flaw, because your character is a person of interest as opposed to a wanted criminal. Thus, this Flaw, at your Storyteller’s discretion, may be reduced in points or regulated to a cold file with time and effort. Ghouls and revenants, however, might be given a limited number of opportunities to correct the situation before their domitors or families lose patience and turn on them.

Independent ghouls might have a much harder time ditching nosy officers. Though their first instinct might be to run to the cops and confess, keep in mind that no agency is immune from the reach of a Clan, bloodline, or Sect. Thus, some independent ghouls who take this Flaw might suspect that their former domitor has engineered their situation, and they are now Under Surveillance as punishment for abandoning them.
Notes: Used by: All ghouls and revenants

Loose Lips 3 Ghoul
Revenant
Social V20 Ghouls and Revenants, pg 131 Synopsis: Ghouls are often privy to a great deal of sensitive information in the night-to-night dealings with their domitors, and some cannot resist the urge to divulge (or sell) these secrets. In general, ghouls and revenants who cannot keep secrets tend not to live very long.

System: When you take the Loose Lips Flaw, you might be known as a gossip. In fact, this weakness may be the reason why any ghoul might become independent. It’s possible that the ghoul’s master felt that withholding feedings for the rest of his vassal’s pitiful life would be suitable punishment, and might still be keeping tabs on his former ghoul.

Ghouls with this Flaw tend to not be trusted with jobs involving secrets, so their usefulness to higher-ranking vampires is limited. On the other hand, they make perfect tools for spreading false information, which can often be far more useful. Unfortunately, you may not know whether you’re spewing fact or fiction until it’s too late.
Notes:

Self Preservation 3 Ghoul
Revenant
Social V20 Ghouls and Revenants, pg 132 Synopsis: For whatever reason, your character refuses to carry out orders that you feel will threaten your safety and put your life at risk. For ghouls, the Self-Preservation Flaw defeats the purpose of serving a vampire. If you cannot defend your domitor, then your worth decreases considerably. However, a Bound ghoul who can refuse to carry out an order bears close watching. This Flaw is also one of the most common reasons why a ghoul leaves his master’s service to operate as an independent.

System: Revenants who have a sense of Self-Preservation may feel the effects of this Flaw in a different way. Your loyalty to your family may be questioned, for you might sacrifice another family member or ally when the time is right. Should you, too, be subjected to the blood bond, your inability to fully “commit” to a vampire’s orders may result in unforeseen consequences ranging from experimentation to further scrutiny.

Mechanically-speaking, any time your domitor or master gives you an order that threatens your life, your character gets a check against Willpower at +2 difficulty. If successful, your ghoul or revenant may refuse to carry out the order. Should you refuse to carry out such a command in front of your master, you may expect to be punished severely.

Clever ghouls and revenants will attempt to manipulate this Flaw to their advantage. They might attempt to carry out a life-threatening command while ensuring they do not come to harm, though this isn’t always possible.
Notes:

Turncoat 4 Ghoul
Revenant
Social V20 Ghouls and Revenants, pg 132 Synopsis: The Turncoat is more than just a traitor. Revenants that take the Turncoat Flaw have betrayed more than the bonds of friendship, but also those of their familial connection and duty. Typically, a revenant that takes this Flaw has decided he is more interested in serving her family’s enemies, and has taken the requisite steps to do so.

Most revenants with the Turncoat Flaw understand the ramifications of their actions. They understand that this Flaw requires them to protect themselves and hide from her former colleagues; they might even expect their families to hunt them down for their treachery. Depending on the nature and depth of the betrayal, allied vampires may decide to render their assistance to the hunt as well.
System: A Turncoat revenant will have likely earned the trust of her new friends by killing a former ally, friend, or relative, or by turning over sensitive information, such as the haven of a (formerly) allied vampire or the passwords to access her family’s finances or accounts.

Despite being protected by a powerful vampire, Clan, members of a local Sect, or revenant family, characters who take this Flaw know their problems are far from over. The Turncoat’s new allies will probably be skeptical of this character, and may not divulge anything other than minor details. After all, if the Turncoat betrayed her own family or a master while under the influence of the blood bond, she could do so again.

In general, this Flaw is best used by characters who are embroiled in the politics of a larger organization. The ramifications of a revenant’s betrayal, such as a Grimaldi revenant divulging secrets pertaining to his family’s desire to leave the Sabbat, are often far-reaching and significant. Thus, independent ghouls may also select this Flaw when and if it makes sense for them to do so. However, an independent ghoul might struggle to find the allies required to help ensure their survival, since most vampires may seek a blood bond with the traitor.
Notes: Used by: Revenants, some independent ghouls

Blood Feud 5 Ghoul
Revenant
Social V20 Ghouls and Revenants, pg 132 Synopsis: The hostility between revenant families such as the Grimaldi and Zantosa is well known throughout the Sabbat. Rivalries between the Brujah and the Ventrue occasionally bleed into the behavior of their ghouls throughout Camarilla-held cities. Fights between revenant families are all too common, and these feuds have been going on for so long that some family members may have forgotten how an argument first started. A Blood Feud might be a recent development, but more than likely a deadly rivalry has probably been smoldering for decades, if not centuries.

Not all disagreements and rivalries between families or factions, however, are considered to be Blood Feuds. A Blood Feud is what occurs after a slight or injury has been escalated to impossible heights, and the initial cause of the argument can now only be rectified when both debts are settled, often violently. Other family members will even go so far as to swear a revenge-filled oath to harm the rival family at the first opportunity. Like the nature of the feud, the violence both families cause may range from slashing tires to slitting throats.

System: While Blood Feud is particularly applicable to members of certain revenant families, this Flaw may also apply to rival Clans in a given city. Loyal ghouls might take offense at a misstep or take up vengeance for a slight against their Domitor, and their feelings could escalate into hatred and a desire to kill. A Gangrel ghoul might be involved in a bitter dispute over territory or domain with the servants of a Toreador Primogen. Enough betrayal and insults could be hurled over the course of the conflict that tense discussions erupt into bitter arguments. Usually, however, for a Blood Feud to exist there must be more than a simple rivalry between the two parties. In a Blood Feud, several members of each side should be willing to battle over the insult or slight. The hatred between the two sides has escalated over time, and calls for vengeance carry weight.

When confronted with the possibility that your rival is nearby, your character must make a Frenzy check at a -2 difficulty. If successful, your character is able to control the blind fury caused by your thirst for revenge.

If your character fails the check, you will feel compelled to act on your obsession for vengeance. You might seek out and confront your rival. You might attack someone who looks like her, or sabotage her car or attack her girlfriend. You might even rile up the other people around you to join the fight, too. How you act on your hatred is up to you, but a failure will guarantee that the Blood Feud is renewed.

You may choose to spend a Willpower point to delay your moment of frenzy for one round. However, the longer you delay acting on your thirst for revenge, the greater the chances are that your rival will act upon hers.
Notes: Used by: Revenants who have a clear rivalry with another family, or by ghouls from warring Clans, bloodlines, or Sects.

To take this Flaw, you must work with the Storyteller to name which family (or Clan) the Blood Feud is with, and how much the player character knows about its cause. You must also select a specific rival from the opposing side who is heavily involved with the feud or its cause.


Wraith Flaws

[+/-] Wraith Flaws
Flaw Cost Allowed Type Source Details