Vampire Flaws

Physical

14th Generation (2 points)

Although you have 10 blood points, only 8 of them can be used for powering disciplines, healing wounds, or raising Attributes. You cannot raise any Discipline above 4 dots. Costs for using blood remain the same, unless you also have the Thin Blood Flaw (which is very likely); if you do, you can use all 10 of your blood points to heal one level of aggravated damage. You have most likely been a vampire for less than five years, and cannot take the Generation Background.

15th Generation (4 points)

You’re barely a vampire. Only six of your blood points can be used for powering disciplines, healing wounds, or raising Attributes, and the costs for each such use is doubled. (You may use all 10 blood points at once to heal one level of aggravated damage.) You cannot create or sustain ghouls, create a blood blond, or sire another vampire, and are unable to raise any Discipline above 3 dots. On the bright side, you suffer only lethal (rather than aggravated) damage from sunlight, and can keep food and drink down for an hour or so before you need to vomit without needing the Eat Food Merit.

Bestial (3 points)

In addition to your clan weakness, you also suffer from the weakness of Clan Gangrel: any time you frenzy, you gain an animal feature (see the V20 Core Rulebook p. 55). Obviously, Gangrel may not take this Flaw. While most commonly found in Nosferatu, it does sometimes crop up in members of the other clans.

Bulimia (4 points)

Whenever you feed, make a Stamina roll with a difficulty 8. If you fail, you vomit out the fresh blood before it can be absorbed into your body.

Dulled Bite (2 points)

Your fangs never developed fully, or perhaps never manifested at all. You’ll need to find some other way of making blood flow from your victims (or achieve double the normal number of successes using your ordinary human teeth) in order to drink from a victim, and you cannot inflict aggravated damage with your bite.

Flesh of the Corpse (5 points)

Physical damage you suffer heals normally, but the marks and wounds are still visible afterwards. This will make it difficult or impossible to pass for human, and your Appearance will decrease when you suffer severe injuries, eventually reaching 0.

Forked Tongue (2 points)

Your tongue is the flickering, forked, reptilian tongue of a snake, rather than a human. You’re basically a walking Masquerade breach unless you refuse to speak in public or come up with some way to cover your mouth, and you’ll also have to deal with being under suspicion as either a Setite or an extremely inept infiltrator.

Infertile Vitae (5 points)

You cannot create childer. Your blood can still be used in blood bonds or for creating ghouls, and it can be used in blood rituals, but the privilege of creating new vampires is denied to you.

Open Wound (2 points)

You have a wound that stubbornly refuses to stay healed and that constantly bleeds, costing you one additional blood point per evening, lost when you awaken. (This extra point is not waived, as the cost for rising is; see Vampire House Rules.) It also draws unwelcome attention to you, causing all Social rolls to be made at +1 difficulty.

Parasitic Infestation (2 points)

You’re host to a variety of unwanted blood-sucking parasites that you just can’t seem to be rid of; the irony is probably not lost on you. Every night when you awaken, roll one die and divide the result by 3, rounding down: you lose this many blood points to your collection of parasites. Additionally, any Self-Control rolls you make are increased in difficulty by 1 due to the constant itching. You must be a Nosferatu or a Samedi to take this Flaw.

Permanent Fangs (3 points)

Your fangs do not retract, and eventually you will run into someone who recognizes that little oddity for what it is. You cannot have an Appearance higher than 3.

Putrescent (4 points)

You may be undead, but your body never got the news: it continues to rot, growing more fragile (and disgusting) over time. You lose one die from all soak rolls, and, if you ever suffer more health levels of damage in a single blow than you have dots in Stamina, you must roll Stamina versus difficulty 6 or have a body part literally knocked off. You can regrow this body part as normal for Kindred, but it’ll grow back just as rotted as the old one was.

Scales (1 to 3 points)

A portion of your skin is scaly and snakelike — a small area that’s easy to cover for 1 point, a whole limb for 2 points, and your entire face for 3 points. Social rolls with anyone other than Setite vampires are made at +2 difficulty if the scales are visible, and if you claim not to be a Setite, you can probably expect some close scrutiny from the local Kindred authorities until your loyalty is unquestionably proven.

Slow Healing (3 points)

Injuries are more difficult to heal for you than for most vampires. It requires 2 blood points to heal one level of bashing or lethal damage. You can only heal aggravated damage every five days, rather than one (you are not required to rest for all five, only the last); this requires the usual expenditure of blood, and, if healing more than one level, of Willpower.

Smell of the Grave (1 point)

You smell of the grave and mortals in your immediate presence become uncomfortable. Difficulties of all social rolls to affect mortals increase by 1.

Stench (1 point)

Even by Nosferatu standards, you smell really bad. Any Stealth rolls you make are at +2 difficulty, and most people with a sense of smell will try to get out of your presence ASAP. You must be a Nosferatu or a Samedi to take this Flaw.

Thin Blood (4 points)

Your blood is thin and weak. All costs for spending blood other than rising in the evening (which is still waived; see Vampire House Rules) are doubled — using Disciplines, healing damage, etc. You cannot create a blood bond, and there is an 80% chance that any attempt to sire another vampire fails.

Uncontrollable Night Sight (2 points)

You can see exceptionally well in the dark, but at the cost of being blinded by any but the dimmest light. The usual penalties for operating in darkness are inverted for you.

Venomous Bite (2 points)

You have venom glands like those of a snake, and whenever you bite someone, that toxin is automatically injected. This won’t do much to harm other vampires, werewolves, or any other supernaturally tough creatures, but it does mean you tend to leave a trail of bodies behind you unless you adhere to some other means of drawing blood in order to feed. You must be a Follower of Set to take this Flaw.

Vulnerability to Silver (2 points)

You suffer aggravated wounds from silver; even touching it is distinctly uncomfortable.

Mental

Conspicuous Consumption (4 points)

For some reason, you believe that not only must you drink blood to survive — you must also devour the hearts, livers, and other blood-rich organs of your victims. You must also purchase the Eat Food Merit — this Flaw does not convey any special ability to do so otherwise. The explanatory +note for this Flaw should provide details on how you manage to maintain your Humanity and how you manage to avoid notice — killing large numbers of kine is highly detrimental to both!

Deep Sleeper (1 point)

You have a particularly difficult time waking from slumber. The difficulty of any roll to awaken during the day is increased by two.

Lunacy (2 points)

You’re almost as strongly affected by the moon as a werewolf is. During a crescent moon you suffer +1 difficulty to any rolls to avoid Frenzy; during a half or gibbous moon, +2; and during a full moon, +3.

Mortal Flashbacks (5 points)

You relive your death in excruciating detail every time you sleep, costing you 1 Willpower every time you awaken. In effect, you don’t regain the normal 1 Willpower per day that most characters do, and can only replenish your Willpower by acting according to your Nature or accomplishing major character goals. This Flaw was originally limited to Samedi, but there’s no reason why other clans can’t enjoy horrifying and traumatic death memories as well.

Prey Exclusion (1 point)

You refuse to hunt a certain class of prey (men, women, children, Catholics, etc.). If you accidentally feed on one of those individuals, you immediately Frenzy, and must roll to prevent Humanity loss (difficulty 7). Ventrue cannot take this Flaw.

Stereotype (2 points)

You buy heavily into stereotypical Vampire stuff — capes, glitter, talking with a fake Eastern European accent, all of it. Other Kindred find you to be rather cringe to be around, and any Social rolls dealing vampires who don’t share your predilections are made at +2 difficulty. You’re also extremely likely to be first on the radar of any vampire hunters who may come to town …

Social

Botched Presentation (1 point)

When your sire first presented you to the local Prince, it … didn’t go well, and you’ve never gotten over it. It doesn’t help that your reputation has followed you and that local officials, wherever you go, tend to be harder on you than they would on other vampires. If you want to be in the presence of the Prince of one of her duly authorized representatives (including Dukes), you must make a Willpower roll (difficulty 7). If you fail, you break down in tears, flee the area, or otherwise make a fool of yourself in some way.

Obvious Predator (2 points)

The monster within you is a little bit too close to the surface for the kine to feel comfortable around you. Any Social rolls you make against mortals, other than Intimidation, suffer a +2 modifier to difficulty.

Privacy Obsession (3 points)

You take the idea that a Kindred’s home is his castle very seriously. To enter someone else’s dwelling without an invitation, you must make a Willpower roll (difficulty 6). If you somehow don’t realize when you’re doing so (perhaps the home is disguised or appears to be abandoned), when you find out, you must make the same roll in order to avoid leaving immediately and by the shortest possible route. When disturbed in your own haven by an uninvited guest, you must roll Self-Control (difficulty 7) to avoid frenzy.

Supernatural

Ancestral Soil Dependence (2 points)

Any time you sleep without two handfuls of the tainted Eastern European soil of the Tzimisce homeland, you suffer the same penalty as a Tzimisce without their ancestral soil (see the V20 Core Rulebook, p. 71). While most common among Tzimisce (of course), this Flaw is also sometimes found in Tremere or Eastern European Ventrue. It may not be taken by Tzimisce for whom Eastern Europe is already considered their homeland.

Clan Weakness (2 points)

You have the clan weakness of your parent clan (whatever that might be), even though you didn’t inherit their other abilities. This Flaw is only available to Caitiff.

Cold Breeze (1 point)

A chill wind accompanies you everywhere you go. This is great for making your cape ripple during dramatic entrances, but it’s pretty terrible if you’re trying to conceal your presence, and that’s not even counting how weird the mortals think it is when this happens indoors. Any Social rolls dealing with mortals are made at +1 difficulty, and it’s pretty easy for people to figure out that you’re somehow unnatural.

Deathsight (2 points)

Everything appears rotted and decayed to you. You’re at -2 difficulty to resist any rolls based on Appearance (even the best-looking person in the world is just another skeletal, diseased near-corpse in your eyes, after all), but at +2 difficulty on Perception-based rolls, and +1 difficulty on Social rolls.

Flawed Reality (2 points)

Illusions you create using Chimerstry are always flawed, and difficulties to disbelieve or see through them are reduced by 2. You must have at least one dot in Chimerstry to take this Flaw, but it is not necessarily restricted to Ravnos — if anything, it’s far more common in members of other clans who’ve somehow learned Chimerstry, reflecting their imperfect command of the Discipline as compared to its creators.

Glowing Eyes (1 point)

Your eyes actually glow, and you cannot stop them from doing so. This is very useful when it comes to threatening people (-1 difficulty on Intimidation rolls against mortals), but that’s about the limit of the positives. On the negative side, it impairs your vision (+1 difficulty on all sight-based rolls, including the use of ranged weapons); it makes it very obvious where you are in the dark (+2 difficulty to Stealth rolls); and it makes you a walking Masquerade breach, unless you can find some way to conceal or disguise them — goggles, light-up glasses, a full-face mask, and so on. Contact lenses will not suffice to hide the effect.

Light-Sensitive (5 points)

Even by Kindred standards, you’re extremely sensitive to sunlight. Any exposure to it causes double damage to you, and even moonlight — if it shines directly on you — deals you lethal damage at the same rate that sunlight deals aggravated damage to other vampires. Even bright artificial light is uncomfortable for you, and you must wear sunglasses to avoid being blinded by it. Followers of Set cannot take this Flaw.

Lord of the Flies (2 points)

You’re constantly surrounded by a swam of buzzing, biting, irritating insects. Sometimes this is because of something physical about you (you spend a lot of time in the sewers, or you’re a Samedi whose undead body is rotting), but just as often there’s no obvious reason — which only makes it more annoying. Regardless, your difficulty on all Social rolls is 1 higher than normal, and your difficulty on all Stealth rolls is 2 higher than normally. You aren’t likely to be welcomed in respectable businesses (especially restaurants!), and other vampires may suspect you of infernalism, collaborating with the Sabbat or (worse) the Baali, and so forth.

Mage Blood (5 points)

You can only gain dots in Thaumaturgy (and its various paths and rituals), not any other Discipline. Be aware, before selecting this Flaw, that the selection of paths and rituals available to any clan (even the Tremere) on TowersMUX is smaller than you may be accustomed to (see Vampire House Rules). Non-Tremere can select this Flaw … but doing so doesn’t in any way guarantee that they will ever learn Thaumaturgy.

Member of the Pack (2 points)

Your Animalism only works on one specific type of animal — not necessarily a single species, but a single common grouping like wolves, bats, ravens, etc. Other animals are completely unaffected. You must have at least one dot in Animalism, or have it as a clan discipline, in order to select this Flaw.

Repelled by Crosses (3 points)

The symbol of the Christian faith is inimical to you. When confronted with a cross — it must be close by and clearly evident to you; the cross atop St. Paul’s and the crucifix worn by the woman at the far end of the bar don’t count — you must make a Willpower roll (difficulty 9) or flee from it for the remainder of the scene. If you botch, not only must you flee, but the touch of a cross will cause you 1 level of unsoakable (even with Fortitude) aggravated damage per turn that it touches your skin.

Repulsed by Garlic (1 point)

Just like in popular vampire stories, the smell of garlic repulses you, to the point that you’ll leave a room if you smell it. Make a Willpower roll (difficulty 6 for a small amount in a large open room, all the way up to difficulty 9 for a whole lot of it in your immediate presence) if you want to temporarily ignore its presence.

Thaumaturgically Inept (5 points)

For some reason, you’re completely unable to learn, much less use, Thaumaturgy or its related paths and rituals. Only Tremere can take this Flaw, and they are likely to be looked upon by the rest of the clan as, if not expendable, certainly a comparatively low-value asset.

Touch of Frost (1 point)

Your very presence causes plants to wither and die, and your touch is as cold as if you were made of ice. Needless to say, even ordinary mortals are likely to suspect your supernatural nature.

Uncommon Vitae Preference (3 points)

You’re a finicky eater and will only drink from a particular type of vessel (chosen when this Flaw is selected). If you’re a Ventrue, your requirements are even more specific than is usual for your clan. Either way, you suffer a +2 difficulty on hunting rolls.

Ghoul Merits

Finicky Palate (1 point)

Choose a clan other than that of your domitor. You are allergic to that clan’s blood, and must make a Stamina check to avoid vomiting if you ingest it. Assuming you manage to keep it down, all rolls involving disciplines are at +1 until that blood point is spent.

Light-Sensitive (2, 4, or 6 points)

Ingesting vampire blood has made you sensitive to sunlight, and to bright artificial light as well. For 2 points, you’re uncomfortable in any sort of bright light and will quickly retire to a darker location when possible. For 4 points, continued exposure is incapacitating — you can take no actions other than leaving, and will develop severe rashes or sunburn if you remain. For 6 points, almost any bright light is paralyzing, sunburn will develop in as little as a minute or two, and continued exposure will cause one level of bashing damage for every 15 minutes (four levels per hour).

Offensive to Animals (2 points)

Animals aren’t just uneasy around you, they’re actively hostile to you, and will always make some sort of noise — howl, bark, hiss, etc. — if they sense your approach. Given the opportunity, they may even attack you; if you’re in a group, this can draw their hostility down on everyone (though they’ll focus their attention on you).

Vitae Sink (3 points)

You metabolize vitae faster and must be fed every two weeks, rather than every month. When writing up the explanatory +note, be sure to explain what extraordinary qualities you have to warrant not being replaced by a ghoul without this Flaw.