Flaws

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Reference Lists



Flaws approved in the Database on City of Hope.

Scroll down further to find the box to expand and see the chart with the full details, types, sources, costs, notes, etc.


Reminder: Just because a merit is listed as for a specific sphere, it is still at STAFF DISCRETION as to if it is further LIMITED. This page is still a work in progress, and some flaws may be in the database and approved for use, but have not been asked for in the past and may require further rulings. There is no guarantee it will be approved.

Notes and Tips

Looking for a Flaw? You can find the flaw you want in the list below, that'll tell you if it is available already and in the game database. Scroll down further to find the chart and find its full details, sources, costs, etc.

Which Flaw do I choose when there's more than one? Sometimes the same Flaw can be found in multiple places, or there are different Flaws with the same name. You're expected to choose the Flaw that's within your type rather than shopping for a cheaper version from a different splat.

Make sure to check the details for the Flaw you're after to avoid name confusion, especially as those with (flaw) next to the name require you to use that in cgen and xpreq's to avoid confusion with other stats.

Not finding what you want? +request it! You have your book/pdf open and there is a flaw that you want in there, but it is not on this list. That does not mean you cannot request it to be added. Just make a +request to staff, give the name of the flaw and a book reference, and a decision will be made if it can be added. Many times it is would be approved, just no one has asked for it before.



YOU MAY NOT TAKE MERITS OR FLAWS THAT WILL NEGATE YOUR INHERENT FLAWS TO YOUR RACE/TRIBE/CLAN/ETC


Sortable Chart with Details

Merit Cost Allowed Type Source Details
14th Generation 2 Vampire Physical WW2300 Synopsis: You were created five or fewer years ago by a member of the 13th 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. Obviously, 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 14th-generation vampires should also take the Thin Blood Flaw.
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#297

15th Generation 4 Vampire Physical WW2101 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:
Book Ref: Time of Thin Blood, pg.#77

Abandoned Cub 4 Gurahl Social WW3079 Synopsis: Like many Gurahl, you experienced your First Change alone. Unlike other werebears, however, no mentor turned up to explain things to you. You received no mystical summons that led you on a journey in search of your Buri-Jaan. Instead, you have to come to terms with the strange "curse" that had befallen you without any outside assistance. Maybe it drove you mad for a time, leading to institutionalization. Maybe you ran away from civilization entirely, seeking to hide your monstrous self from the eyes of normal people. Finally, somehow, you came into contact with the Gurahl and they tried to set you straight.
You now know who and what you are, but the knowledge came with great cost, and you still bear the psychological scars of that time of terror between your First Change and your present state.

System: If you choose this Flaw, you may not buy any dots in Mentor. (The Storyteller may eventually introduce your character to a Buri-Jaan, but that will occur during gameplay.) Additionally, you may not purchase the Rituals Knowledge until you have interacted with Gurahl society enough to justify learning some of the werebears rites.
Notes:
Book Ref: Gurahl, pg.#90

Ability Deficit 5 General Mental WW4600 Synopsis: Your character is not attuned to his natural aptitudes, so you have five fewer points to spend on his Talents, Skills, or Knowledges.

System: Therefore, the most you could take on that category would be eight dots, 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.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#294

Absent-minded 3 General Mental WW92041 Synopsis: Though you do not forget things such as Knowledges or Skills, you do forget things such as names, addresses, and the last time you gained Glamour.

System: In order to remember anything more than your own name and the location of your freehold, you need to make a Wits roll, or, as a last resort, spend a Willpower point.
Notes: This Flaw may not be taken with the Merit Concentration.
Book Ref: Changeling: the Dreaming (20th Anniversary) pg.#182

Abusive Partner 2 General Social WW8120 Synopsis: You're married to or living with someone who routinely abuses you physically.

System: Make a Stamina roll (difficulty 6) every time you spend a night at home. Failure indicates that your character has suffered one health level of bashing damage. A botch means that you suffer tow health levels of bashing damage.
Notes:
Book Ref: Hunter Players Guide, pg.#116

Addiction 1 or 3 General Physical WW2300

WW4600
WW6007
WW7300

Synopsis: You are addicted to any one of a variety of things.

System: (1 point) If the substance is relatively trivial and easily obtained, this Flaw is worth one point, and it probably won't cause any game-related difficulties. A one point Flaw would be a mild addiction to an easily obtained substance, such as caffeine, nicotine, or alcohol.
(2 points) A two-point Flaw would be either a severe addiction to any easily obtained substance, or any "mild" drug, such as painkillers, sleeping pills or marijuana.
(3 points) If the substance is illegal, dangerous or liable to cause health or psychological problems, the Flaw is worth three points. Some mages or constructs may be addicted to extremely unusual or magical substances. Although such substances generally don't assess any penalty, they may count as a severe addiction due to their unusual nature. The need for these drugs varies from once a day for some to two to three times a day for others, depending on the strength of the drug and the addiction.
If, for whatever reason, you are denied access to the drug, you lose the number of dice equal to the level of your addiction (1, 2, or 3) until you receive your "fix." If you are deprived of the drugs for an extended length of time, you will be forced to make a Willpower check (difficulty of 4 for the first day, +1 for each additional day). If you fail, you will forgo everything and forcibly go seeking the drug. This would be an easy way for you to be either controlled or forced to do favors for your supplier, especially if the drug is hard to obtain due to its rarity or price.
Notes: We we are not using Changeling 20th's version of this Flaw.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#297
Mage: The Ascension (Revised), pg.#288
Wraith Players Guide, pg.#16
Changeling The Dreaming (2nd Edition), pg.#154

Adrenaline Addict 2 Ratkin Mental WW3080 Synopsis: Curiosity killed the rat. You are fascinated by inherently dangerous stuff and feel a strong need to investigate it. If you're a rodens or mets Ratkin, this means that when you shift into Homid, you've just got to check out things you didn't grow up using. Shiny things like butcher knives, automobiles and chainsaws fascinate you. If you're a homid Ratkin, you like to take stupid risks whils wearing your Rodens form; you like thrillseeking and have little concept of what's "safe for a small rat.

System: As with other disadvantages, your Storyteller may set up a signal or code word to tip you off when a dangerous opportunity arises. You can pass up these dangers, but must act out this Flaw at least once a session. If you don't, the Storyteller will ask you to make a Willpower roll (difficulty 9) to avoid acting on impulse and rushing into life-threatening situations. Some Ratkin Engineers start with a variant of this disadvantage; if they do, they don't get extra points for taking it as a Flaw.
Notes:
Book Ref: Ratkin, pg.#75

Aging 5 General Physical WW4600 Synopsis: Your mage is either not as spry as he used to be, or he is not yet mature.

System: Eitherway, one Physical Attribute score (your choice) must be lowered by one point. This Flaw must be taken once per decade over the 40-year mark, or once for each age bracket under 15. Your character loses one dot between the ages of 11 and 14, two for being between seven and 10, and he loses three for being between four and six. If you take this Flaw to represent youth, you must also take the Child Flaw.
Notes: City of Hope does not allow Characters under the age of 18. Vampires/Ghouls cannot take this merit.
Book Ref: Mage: The Ascension (Revised), pg.#290

Ahimsa 4 Shifter Garou Children of Gaia Social WW3853 Synopsis: You have taken a vow not to kill any animal large enough to see (this does not include germs, plants, tiny insects, etc.). This includes the Vegan Flaw (which you may not take along with this one) as well as deliberately inflicting lethal damage. You may fight (you will need to) but you must strive only to defeat your foes, not slay them. Many Children take this vow.

System: If you kill accidentally, you will not lose the freebie points generated from this Flaw, but if you deliberately take another being's life the storyteller will remove 3 points from your character anywhere that she sees fit.
Notes:
Book Ref: Children of Gaia (Revised), pg.#76

Airhead 1 General Mental WW3074 Synopsis: You're so wrapped up in your own little world, you don't have a clue about reality!

System: Perhaps you retreat into yourself because you're afraid or avoiding a problem, but more likely, you simply aren't using your gray cells. Maybe you fall in and out of conversations and spout non sequiturs. Whatever the case, the werewolves and other Kin snicker at you behind your back.
Notes:
Book Ref: Kinfolk Unsung Heroes, pg.#52

Akuma 3 Kuei-Jin Social WW2900 Synopsis: Either through vassalage to the Yama Kings or violation of Kuei-jin tradition, you have been branded akuma — a devil ridden outcast. You are ostracized from Kuei-jin society, exempt from any consideration under the Fivefold Way, and other Kueijin are within their rights to hunt you down and destroy you.

Because of the sheer size of the Middle Kingdom, it might be possible to conceal your identity and "pass" in Cathayan society for a time. You might even be a member of a wu, in which you masquerade;as a respectable vampire. Also, certain courts, such as the Green and Golden Courts, either care little for the old traditions or ask fewer questions. Nonetheless, your unlife is likely to be a perilous one.
System: If you actually do serve a Yama King, you may choose to have the Merit of Demon Mentor, which is a separate five point Merit that may be purchased only by akuma. Your demonic mentor often visits you in nightmares to give you advice and orders. The Yama King may also gift you with supernatural talismans from time to time. All Yama Kings are notorious for their intolerance of failure, however, so it is wise to stay in their good graces.
Notes:
Book Ref: Kindred of the East, pg.#94

Albino 1 Mokole Physical WW3081 Synopsis: You have no pigment in any form. You are white skinned and have pale pink eyes.

System: In the sun, you will be burned within a few minutes. In addition, you receive two fewer dice on all Social rolls because of your bizarre appearance. This flaw is common among sacred crocodiles.
Notes:
Book Ref: Mokole, pg.#72

Alien Appearance 1-5 Bygone Physical WW4802 Synopsis: Like an albino tiger or six-legged gryphon, your appearance is notably different and unsettling. Whispers follow wherever you walk, children stare or look away and enemies can always find people who remember your passing. You are more noticeable, more easily picked out of a crowd and more memorable to strangers.

System: Beasts with a one point Flaw might only possess a minor blemish (parti-colored eyes or a bright patch of fur). A sky-blue wolf, 800-pound rat or cat with rabbits' ears would earn a five-point Flaw. A bizarre magical beast (celestial dragon, hippogryph, etc.) may take this Flaw even if it doesn't seem especially unusual for its kind. The beast's normal appearance is abnormality enough.
Notes:
Book Ref: Bygone Bestiary, pg.#107

Alimony Payments 3 General Social Economic WW8202 Synopsis: Your character's mortal host is financially responsible for his ex-spouse and perhaps children. He must hold down a steady job and meet monthly payments or risk having his assets frozen and his possessions seized.

System: Your character can never have more than three dots of Resources because of the economic hardship of keeping up with payments.
Notes:
Book Ref: Demon Players Guide, pg.#95

Allergic 1 to 4 General Physical WW92041 Synopsis: You are allergic to some substance – pollen, animal fur, alcohol, chocolate, etc.

System: (1 point) For one point, you get hives, sneeze, or become dizzy upon prolonged contact with your bane;
(2 points) For two points, you swell up uncomfortably in the affected area, reducing all Dice Pools by one;
(3 points) For three points, your reaction usually incapacitates you, reducing appropriate Dice Pools by three.
(2-4 points) If the substance is really common in your chronicle, add an additional point to this Flaw.
A redcap who accidentally eats something he's allergic to is in trouble. A Stamina roll is required, otherwise he'll immediately vomit everything in his stomach. Furthermore, anytime he wants to do anything more strenuous than walk for the next half hour, a Willpower roll is necessary to see if another attack of nausea hits.
Notes:
Book Ref: Changeling: the Dreaming (20th Anniversary) pg.#179

Amnesia 2 General Mental WW4600

WW92041

Synopsis: Your character can't remember anything about his past, his history, or the events of his life. The character can still use his various Abilities, but he may not remember how he learned them.

System: Your Storyteller has final say on your character's history, and some things may come back to surprise you. You can set aside two to five additional points of Flaws for use by the Storyteller; the Storyteller gets to pick Flaws worth one fewer point (thus, if you take four extra amnesiac Flaws, your Storyteller chooses three points of Flaws but you get the four freebie points). Of course, you don't know what these Flaws are, so you may be in for a surprise!
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#293
Changeling: the Dreaming (20th Anniversary) pg.#181

Anachronism 1-3 Mage Social WW4603 Synopsis: Your mage was raised in another time and hasn't quite caught up to the present. Maybe she traveled forward (or backward) in time, or sideways from a parallel universe. Maybe the Awakening made her recall one of her past lives so vividly that she thinks she's supposed to be in 10th century Egypt. Or maybe she's from one of the few quaint backwaters of the present day and everything in the modern Western world might as well be Mars for all the sense it makes to her.

System: For one point, the character is just a little out of sync. Pick any decade from the 20th or 21st century, excepting those on both sides of the current one, and set your attitudes and beliefs accordingly.
For two points, pick any decade in the 18th or 19th century (or 22nd or 23rd).
For three points, pick any decade from the 17th century or before, or any particularly well insulated backwater of the present day (if any still exist), or just some totally weird social behavioral construct. The character has a two-point difficulty penalty when dealing with anything outside this cultural identity. Thus, a character used to the 1800s has trouble with computers but understands light bulbs; a character from a hypothetical 23rd century parallel universe might have trouble with telephones, which never existed in her world experience!
This Flaw can be bought off over time and with roleplaying. In the meantime, culture shock can be fun.
Notes:
Book Ref: Guide to the Traditions, pg.#229

Ancestral Soil Dependence 2 Vampire Tzimisce Supernatural WW2361 Synopsis: Dependence on their native soil hampered the Tzimisce's flight from Eastern Europe. Even a few childer sired elsewhere required the soil of a homeland they had never visited, making them particularly vulnerable to enemies who knew of this weakness. In the modern nights, rapid transportation makes such a threat much less severe, but even childer sired generations after their ancestors relocated occasionally manifest this Flaw.

System: The will of the spirits from the ancestral Tzimisce homeland weighs heavy on your blood - soil from a place important to you as a mortal won't do. You actually need two handfuls of the tainted Eastern European soil of the Tzimisce homeland. Ancestral Soil Dependence most commonly manifests in the childer of koldun and the branch of the clan thought to be descended from Yorak.
Notes: Characters Embraced in Eastern Europe can't take this Flaw (they're already dependant on the local soil).
Book Ref: Clanbook Tzimisce (Revised Edition), pg.#70

Ancient Animosity 1-3 Demon Infernal Social WW8202 Synopsis: Your character still holds to an ancient feud with another demon that dates from the War of Wrath. Even if the object of her animosity remains in the Abyss, he will make every attempt to even the score against her through allies and proxies.

System: The amount of points spent on this Flaw indicates how far your character’s foe is willing to go to strike back at her. One point indicates a minor or largely forgotten feud; the other demon will take steps to make your character’s life difficult only when it is convenient for him to do so. Two points indicate that your character’s enemy is actively working on plans to make your character’s existence as difficult as possible, enlisting the aid of friends and allies to strike at her whenever the opportunity arises. Three points indicate that your character has gained an implacable foe that thinks of nothing else but your character’s demise. He bends all of his energies and resources to make her life a living Hell.
Notes:
Book Ref: Demon Players Guide, pg.#84

Ancient Oath 2-5 Changeling Troll Social WW7050 Synopsis: Trolls, on the whole, take oaths much more seriously than most, and diligently fulfill their duties and obligations. However, due to the effects of the Mists, many oaths have been forgotten.

System: Characters with this Flaw are bound to just such an oath. The strength and severity of the forgotten oath depends on the points taken. Though the Storyteller may allow hints and vague memories of this oath to the character in question, the actual discovery of its nature should be a great work. Should, for any reason, the oath become invalid, the character is obligated to buy off the Flaw, or have it replaced with another by the Storyteller.
Notes:
Book Ref: Kithbook: Trolls, pg.#65

Animalistic Features 1-3 Changeling Pooka Physical WW7054 Synopsis: The animalistic features so apparent in your faerie mien leak over into your mortal form as well.

System: Over the years, you have developed characteristics that cause your mortal body to look somewhat odd. They might even give you away as a changeling to someone who knows the signs. In some cases, this may manifest as excessive hairiness, fang-like teeth, clammy skin or even internal organs arranged in an odd manner. The higher the point value of the Flaw, the more noticeable and hindering the feature is to the fae.
Notes:
Book Ref: Kithbook: Pooka, pg.#88

Animal Amnesia 4 Changeling Pooka Mental WW7054 Synopsis: Most pooka can shift back and forth between forms without the slightest problem. You, however, have a challenge.

System: Whenever you shift back from your animal mien, you forget everything that happened while you were in that form. It’s as if you blacked out. Not a single memory makes it back through the change. While in your animal mien, you have complete awareness. However, once you change back to your changeling or mortal form, you forget it all. This is extremely disconcerting, worse than waking up after a particularly nasty drunk and not remembering that you took all your clothes off in the middle of the street.
Notes:
Book Ref: Kithbook: Pooka, pg.#89

Animal Musk 1 Shifter Physical WW3806 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:
Book Ref: Players Guide to Garou, pg.#159

Animate Shadow 3 Vampire Supernatural WW20007 Synopsis: Your shadow has a bizarre unlife of its own, reaching out with claws to grasp the shadows of those around you in a parody of feeding or billowing to a demonic mien when frenzy threatens to overtake you. Some Lasombra believe this curse afflicts only those who delve too deeply into the mysticism of the Abyss; others attribute it to infernal pacts, the wrath of God or a shameful lack of self-control.

System: Regardless, you lose two dice from all Social rolls with other Lasombra who know of your problem. This Flaw occasionally manifests among vampires who do not belong to the Clan of Shadows, but such accursed individuals invariably disappear under mysterious circumstances, perhaps swallowed by their own alien darkness.
Notes:
Book Ref: Players Guide to High Clans, pg.#208

Anosmia 2 Vampire Nosferatu Physical WW2354 Synopsis: You have no sense of smell or taste. The vilest odors and flavors imaginable cannot affect you; in fact, you do not even recognize their presence.

System: You cannot attempt a Perception roll that involves either of these senses. However, any supernatural attack involving horrific odors and tastes does not affect you. Granted, Nosferatu who have surrounded themselves with unseemly funk long enough become immune to just about any foul odor, but you simply do not recognize smells at all.
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#73

Artificially Aged 2 Vampire Revenant Supernatural WW2021 Synopsis: You have been fleshcrafted to look like an adult, although true maturity is still some time in your future. Although you can pass as older than you actually feel, you have difficulty dealing with complex situations.

System: Your difficulty to resist frenzy is only one less than that of a vampire (or one more than normal, in the case of Bratovitches); tantrums come easily to you. You must also subtract one die from all Social Dice Pools that involve subtlety or sophistication.
Notes:
Book Ref: Ghouls Fatal Addiction, pg.#84

Asthma 1 General Physical WW92041 Synopsis: You have difficulty performing strenuous tasks because you cannot breathe properly. With asthma, your lungs only pull in a fraction of the air that normal lungs require.

System: Any time that you exert yourself, you must make a Stamina roll against a difficulty of 6 or be unable to perform any action on the next round while you catch your breath.
Notes:
Book Ref: Changeling: the Dreaming (20th Anniversary) pg.#179

Attracted to Humans 2 Shifter Gurahl Social WW3079 Synopsis: The society of humans fascinates you. You enjoy watching their antics, hearing their conversation and speculating about their motives. In Homid form, this attraction does not present a problem for you. However, if you are in Ursus or Bjornen form, humans generally react to your appearance in their midst with less than friendly gestures - and you often forget to shift into Homid to go speak to them. This Flaw is particularly appropriate for the Ursine Gurahl.

System:
Notes:
Book Ref: Gurahl, pg.#89

Autopsied 1 Wraith Risen Physical WW6302 Synopsis: Your body was autopsied after you died. The wounds healed when you rose from the grave.

System: However, the autopsy scars, like the scar from any wounds you had when you died, are clearly visible. An autopsy leaves a distinctive Y-shaped scar covering the entire torso, and anyone with any medical knowledge who sees the scar is likely to think it looks suspiciously like an autopsy incision.
Notes:
Book Ref: Wraith: The Oblivion - The Risen, pg.#39

Babbling Brook 1 Changeling Inanimae Ondines Social WW7307 Synopsis: You have to comment on everything; you can't seem to stop talking.

System: In highly stressful situations you may need to make a Willpower roll to fall silent.
Notes: Also known as Long-Winded for Parosemes
Book Ref: Inanimae: The Secret Way, pg.#69

Bad Liar 1 General Social WW8202 Synopsis: Your character's mortal host had tremendous trouble lying.

System: The spontaneous excuses that she came up with were usually unbelievably elaborate or easily refuted with the bare modicum of research. While telling a lie, your character stutters, stammers, blushes and generally looks guilty. Increase the difficulty by two on any roll that involves verbal deception.
Notes:
Book Ref: Demon Players Guide, pg.#88

Bad Mnesis 2-5 Mokole Mental WW3081 Synopsis: Your Mnesis contains memories so horrible and tainting that any attempt to use the Memory is fraught with peril: you may retrieve false memories, remember something incorrectly, enter Harano or suffer Derangements.

System: The more points in this flaw, the more dangerous it is: three points means that there is a fair chance of any Mnesis quest ending badly, while five points means that using Mnesis for anything is sure to cause trouble.
Notes:
Book Ref: Mokole, pg.#73

Bad Sight 1 or 3 Physical Physical WW2300

WW4600
WW92041

Synopsis: Your sight is defective.

System: The difficulties of any die rolls involving the use of your eyesight are increased by two.

  • 1 point Flaw: This condition can be corrected with glasses or contacts.
  • 3 point Flaw: The condition is too severe to be corrected.

Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#297
Mage: The Ascension (Revised), pg.#289
Changeling: the Dreaming (20th Anniversary) pg.#179

Banned Transformation 1-6 Shifter Garou Supernatural WW3806 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:

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


Notes:
Book Ref: Players Guide to Garou, pg.#166

Bard's Tongue 1 General Supernatural WW4600

WW92041

Synopsis: Your character speaks the truth, uncannily so. Things he says tend to come true. This Flaw is not a facility for blessing and cursing, or an Effect that can be ruled by any conscious control (use Time 2 instead).

System: However, at least once per story, an uncomfortable truth regarding any current situation will appear in his head and come out his mouth.. To avoid speaking prophecy, the owner of this "gift" must expend a Willpower point and take a wound of one bashing health Level from the strain of resisting (especially if he bites a hole in his tongue).
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#298
Changeling: the Dreaming (20th Anniversary) pg.#187

Beacon Of The Unholy 2 Vampire Supernatural WW2302 Synopsis: You radiate palpable evil.

System: Clergy and devout mortals know instinctively that there is something horribly wrong with you, and react accordingly. Churches and other places of worship are barred to you as well.
Notes:
Book Ref: Guide to the Camarilla, pg.#79

Betweener Sympathizer 1 Rokea Social WW3083 Synopsis: You may still live in the ocean, but you don't have any problems with those who don't wish to do so. You probably won't participate in a hunt for a betweener and may very well warn betweeners of impending hunts. While this sort of behavior won't get you killed by itself, it will certainly make you a few enemies if it comes to light.

System: Betweeners, obviously, cannot take this Flaw, and Rokea with this Flaw who later "goes betweener" must immediately buy it off with experience.
Notes:
Book Ref: Rokea, pg.#83

Bigot 2 General Social WW4014 Synopsis: You just can't stand "those people,"whoever "they"might be. Maybe you're an Adamite who disdains the constructs, LERMUs, cyborgs and HIT Marks that you're forced to deal with.Or perhaps you're one of those superior life forms, sick and tired of taking up slack for your obsolete human colleagues. Or you just can't deal with the Technocracy's ideal of equality, and you want to see those damn (blacks, gays, women, fill in the blank) put back in their proper place. Either way, you've got problems with your associates. You don't like them, and they probably don't like you.

System: Whoever you hate, you have to leam to deal with them. Open prejudice is liable to get you in trouble — bigotry is counterproductive, and the Union has no room for it. Still, it just bugs you. Whenever you can, stay among Your Own Kind, and show those other assholes who's boss... without getting caught.
Notes:
Book Ref: Guide to the Technocracy, pg.#168

Big Mouth 2 General Social WW4254 Synopsis: You talk too much, and it gets you into trouble. You tend to blurt out painful truths at inopportune times.

System: At least once per high-tension social scene, you must speak your mind. You can avoid the pain and embarrassment this costs by spending 1 Willpower point. This Flaw is particularly dangerous for information-based psychics, who tend to blurt out other people's secrets as readily as their own.
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#57

Birdlike Mannerisms 1 Shifter Corax Physical WW3077 Synopsis: You don't leave your corvid nature entirely behind when you lose your feathers. Rather, you're prone to birdlike head motions, sudden stalking advances, standing on one leg, and, when you think no one's looking, the human equivalent of preening. Mind you, 99.9% of the human population will not ascribe anything odd to you, other than perhaps a need for certain medications, but to that 0.1% who are in the know, you'll stand out.

System:
Notes:
Book Ref: Corax, pg.#75

Bizarre Hunger 2-5 Bygone Physical WW4802 Synopsis: Your daily bread is... odd. Like the gold-eating hen or the ghul, you must consume dangerous, expensive or revolting substances in order to stay healthy.

System: If you cannot satisfy this hunger, you begin losing Health Levels at the rate of one per day after the first day of abstinence. Although you may eat more conventional food, you derive no sustenance from it. In general, the more appalling or inconvenient the substance required, the greater the Flaw.
Examples include:

Flaw Food
2 points Manure, fresh eggs, paper
3 points Rotten meat, mare's milk, silk
4 points Virgin's blood, dead humans, gold
5 points Water from the Jordan, live humans, diamonds


Notes:
Book Ref: Bygone Bestiary, pg.#107

Bizarre Quality
was Surreal Quality
2 Changeling Supernatural WW92041 Synopsis: Though the Mists still protect you from mortal detection, there is something about you that mortals find fascinating.

System: At inappropriate times, they will stare at you and strike up conversation in hopes of getting to know you better. Worse still, those mortals who are of less savory nature will choose you over other potential targets for their illicit acts.
Notes: See also +explain Bizarre Quality.
House rule: In this context, mortal is interpreted as anyone affected by the Mists (+rules the mists).
Book Ref: Changeling: the Dreaming (20th Anniversary) pg.#188

Bizarre Taste 1 Shifter Physical WW3807 Synopsis: You are considered somewhat disgusting among even your peers. Your appetite just isn't socially acceptable.

System: You'll get a hunger for human junk food while in your animal form, or road kill or other carrion in your human form. This can make your life both interesting and problem-filled, unless you make a Willpower roll (difficulty 7) to repress your hunger.
Notes:
Book Ref: Player's Guide to the Changing Breeds, pg.#164

Black And White 1 General Mental WW4254 Synopsis: The world is really a collection of shades of gray, but your character doesn't see it that way. To you, everything is clear as black and white. You think in terms of people being either for or against you, hot or cold, good or evil, easy or impossible, stupid or genius. This closed mindset can cost you dearly in missed opportunities, misunderstandings and under- or overestimation of others.

System: In social situations where your judgemental nature comes to bear, which are more often than you might think, you suffer a one-point penalty to difficulties of rolls. This Flaw is particularly suited to pair with things like Code of Honor and other overly focusing Merits.
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#54

Blind 6 General Physical WW4600 Synopsis: The character has no natural sight - the world of color and vision is lost to him.

System: You cannot even make Perception rolls that require vision, and you suffer a three-point difficulty penalty on any Alertness roll where you do have a shot, unless the matter relies exclusively on another sense. The difficulty of all Dexterity-related rolls increases by two. Your mage must target his magic by hearing, Correspondence or some other magical or mundane sense.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#290

Blood Hunted 4-6 Vampire Camarilla Social WW2302 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.
Notes:
Book Ref: Guide to the Camarilla, pg.#78

Blood Magic 5 Sorcerer Supernatural WW4254 Synopsis: Perhaps you learned magic from a particularly dark cult. Maybe your spirit needs additional energy, beyond your strength of will, to enact magic. Perhaps you foolishly studied under a vampire or from tomes plundered from vampires. Whatever the reason, your sorcerer's use of magic always requires the sacrifice of his own blood. In some cases, it will simply burn away from inside. In others, the magician must cut himself and include it in the ritual

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#56

Blunt Fangs 1 Vampire Nosferatu Physical WW2354 Synopsis: Your teeth are huge and square, not sharp like those of other vampires.

System: To do damage with a bite attack, you must score an additional success (thus, this extra success subtracts from the amount of damage you do). Once you have sunk your teeth into your prey, you inflict a level of damage for every two blood points you take. Once your fangs are locked in a victim's flesh, you've got to chew and chew and chew...
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#72

Botched Presentation 1 Vampire Camarilla Social WW2302 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:
Book Ref: Guide to the Camarilla, pg.#77

Bound 2 Vampire Supernatural WW2302 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. The knowledge gnaws at you, even as you find yourself lost in devotion to your vampiric master.

Sabbat vampires cannot take this Flaw.
Notes: Take the version with the correct point totals for your sphere only. Be sure to set a +note detailing this Flaw with appropriate details.
Book Ref: Guide to the Camarilla, pg.#77

Bound 5 General Supernatural WW4010 Synopsis: You owe someone. Owe him big, and he's a tough collector. We're not talking about Jolly Joey Marconi, we're talking really big time: a demon, a spirit, a vengeful ghost, an angel. In exchange for some bargain, a powerful entity offered you something important. Now you owe him - or her, or it - a very big favor. And he's gonna hold you to that bargain.

A Bound character should feel the weight of her obligation at all times. Your Storyteller should discuss the terms of the "bargain" with you, and work out a plausible story behind it. Things to consider: With whom did you bargain? What did you get, and for how long? What did you offer in return, and how long before the "lender" comes to collect? No matter what the answers might be, this is a serious Flaw. At some near-future time, something will be knocking on your door. And it may want payment in full - with interest.
Notes: Take the version with the correct point totals for your sphere only. Be sure to set a +note detailing this Flaw with appropriate details.
Book Ref: World of Darkness: Sorcerer, pg.#73

Bound 3 Wraith Supernatural WW6007 Synopsis: Whether because of your own belief, or because of something not known to wraithkind, you are forced to remain in one place. You must stay near or within the place to which you are bound, and cannot get more than 100 yards from it. You must also choose that place as a Fetter, but can leave once that Fetter is resolved. Upon resolving your Fetter, you need not give back the points from the Flaw. Because of the heavy changes this Flaw can cause to story plots, you cannot take it without the permission of your Storyteller.

Notes: Take the version with the correct point totals for your sphere only. Be sure to set a +note detailing this Flaw with appropriate details.
Book Ref: Wraith Players Guide, pg.#28

Bound By The Law Of Three 5 Mage Supernatural WW4659 Synopsis: For whatever reason, you are more than just a believer in the Verbena ideal of the Law of Threefold Return, you are a living embodiment of it, in that whatever harm you do to others using magic eventually returns to plague you.

System: The exact definition of “harm” is up to you and the Storyteller to decide, but it definitely includes inflicting injury, pain, illness and bad luck, as well as influencing others against their will. Using magic to achieve any of these ends is always considered “vulgar with witnesses” for you (you and the gods are witness to it, if no one else). This means you accumulate more Paradox for it (possibly much more), and you’re more likely to suffer Paradox Backlashes because of it.
You can still use magic on others against their will, as long as doing so does not cause harm. Examples include binding someone to prevent them from doing harm to themselves or others, and using rotes like Banishing Blessing (p. 65) to gently guide unwanted people out of your life for a while.
Notes:
Book Ref: Tradition Book: Verbena, pg.#71

Bound To The Council 3 Vampire Tremere Social WW2357 Synopsis: Whether because of a highly suspicious regent, a faux pas in the past or amissive from on high, your character was bound to the Council of Seven - a condition that he hasn't escaped. This doesn't stop the character from having personal goals and motives, but love of the Tremere clan always comes first.

System: You must spend Willpower just to go against Tremere policy; violating the oath, to your character, is literally as difficult as a blood bound thrall trying to betray her regnant. When the council or their duly-appointed representatives (read: anyone with more Tremere rank than your character) says, "Jump," you character jumps, then waits around to find out how high before coming down.
If you somehow manage to get out of this problem, say by partaking of a Vaulderie, accepting another blood bond or using the ritual Abandon the Fetters (p. 67), your character may well find himself marked for destruction should the proper parties find out. If the blood bond wasn't enough to keep him in line, and he was enough of a threat to merit it, then destruction is the only way to be sure that he won't be a problem later. The Storyteller can and should use all Tremere resources available both to check the character's loyalty and to hunt him down like the renegade he is if he fails to make the grade.
Notes:
Book Ref: Clanbook Tremere (Revised Edition), pg.#67

Bully 1 General Social WW8202 Synopsis: Your character tends to push people around when she can get away with it.

System: This aggression doesn’t necessarily take on a physical display. It is often purely social. She chafes under the leadership of more forceful personalities and can be a malcontent when she isn’t in charge.
Notes:
Book Ref: Demon Players Guide, pg.#88

Burned Out 3 Shifter Garou Children of Gaia Mental WW3853 Synopsis: If anyone starts with the peace and love crap again, you just might lose it. Your lengthy struggle for good has taken its toll.

System: You are depressed, cynical and prone to Harano; the difficulty of all Willpower rolls is raised by 1.
Notes:
Book Ref: Children of Gaia (Revised), pg.#76

Calling Card 2 General Mental WW4663 Synopsis: Maybe your character has a self-destructive streak or maybe it’s just bad luck, but she can’t seem to keep from leaving some trace of her presence anywhere she doesn’t want to be connected to. This persistent clue of her involvement can be found at crime scenes, abandoned safe houses or any number of compromising places. Dogged investigators can recognize the signs she leaves and soon learn when she’s been around.

System: You should choose some sign or set of signs the character leaves behind, like butts and packaging from her favorite brand of cigarettes, odd signs of her Resonance, or even an actual calling card that she has a compulsion to leave behind. Finding the calling card usually takes two successes on a Perception + Investigation roll (difficulty 6), but once the investigator finds the sign twice it drops to a single success. The calling card also reveals some minor detail about the character, such as her habits or musical tastes.
Finally, this is a “hole” in the Arcane Background, which doesn’t stymie the use of Abilities to glean information or find the calling card. Magical attempts are countered as usual.
Notes:
Book Ref: Tradition Book: Euthanatos, pg.#69

Can't Cross Running Water 3 Vampire Supernatural WW2204

WW2206
WW2300

Synopsis: You believe in the old folklore, and cannot cross running water unless you are at least 50 feet above it. Running water is considered to be any body of water at least two feet wide in any direction and not completely stagnant.

System:
Notes:
Book Ref: Vampire Player's Guide, pg.#41
Vampire Players Guide (2nd Edition Text Only), pg.#9
Vampire The Masquerade (Revised Edition), pg.#302

Can't Eat Solid Foods 5 Shifter Ananasi Physical WW3082 Synopsis: You live on a liquid diet. For some reason, the human digestive system doesn't work in your body. No matter how light the food, anything solid that you eat causes you intense pain until you regurgitate it. All of your nourishment comes from blood or liquified flesh, and you need to feed this apetite far more often than a typical Ananasi would.

System: You automatically lose one blood point a day, whether you have used any for other purposes or not. If your blood pool drops below three, you run a chance of entering a hunter induced frenzy (an exception to the rule that Ananasi cannot normally frenzy). The sight or smell of blood will require you to make a Willpower roll (difficulty 5), or immediately try to begin feeding off that source. Even if the source is a friend or ally, you will attack her and drain as much blood as you need. For every blood point drained, you get to make another Willpower roll to come out of the frenzy.
Notes:
Book Ref: Ananasi, pg.#84

Cannot Enter Holy Ground 3 Demon Infernal Mental WW8202 Synopsis: Your character’s intense regret and guilt following her rebellion against God is so great that she cannot bear to enter holy ground or handle holy objects without suffering intense pain.

System: No matter what her Torment level is, your character still suffers damage from holy ground and sanctified items such as crosses and holy water.
Notes:
Book Ref: Demon Players Guide, pg.#84

Cast No Reflection 1 Mage Supernatural WW4603 Synopsis: There are many explanations for this phenomenon, and no two agree: Your mage may have got trapped in a mirror or left in a little girl's bedroom somewhere which is better than the alternative, for some believe if it escapes, it runs around as your evil twin.

System: In any case, your character casts no reflection, and this may cause many problems, especially because this is a common Flaw among the Nephandi.
Notes:
Book Ref: Guide to the Traditions, pg.#230

Cast No Reflection 1 Vampire Supernatural WW4603 Synopsis: There are many explanations for this phenomenon, and no two agree: Your mage may have got trapped in a mirror or left in a little girl's bedroom somewhere which is better than the alternative, for some believe if it escapes, it runs around as your evil twin.

System: In any case, your character casts no reflection, and this may cause many problems, especially because this is a common Flaw among the Nephandi.
Notes: Lasombra cannot take this merit as this is inherit in their clan.
Book Ref: Guide to the Traditions, pg.#230

Cast No Shadow 1 Mage Supernatural WW4603 Synopsis: There are many explanations for this phenomenon, and no two agree: Your mage may have attended the legendary Black School, where the Devil who runs the place took the hindmost as payment- in this case, your character's shadow.

System: In any case, your character casts no shadow, and this may cause many problems, especially because this is a common Flaw among the Nephandi.
Notes:
Book Ref: Guide to the Traditions, pg.#230

Catspaw 2 Vampire Social WW2302 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.

System: However, instead of granting you favor, your deeds have made you an embarrassment or a liability. For the moment, your former employer’s concern is to keep you quiet. In the long term, it’s to get rid of you.
Notes:
Book Ref: Guide to the Camarilla, pg.#77

Changeling's Eyes 1 Changeling Supernatural WW92041 Synopsis: Your eyes are a startling color, maybe emerald green, violet, or yellow.

System: This is a sign you are a changeling, recognizable to those who know the ancient lore.
Notes: Kithain only.
Book Ref: Changeling: the Dreaming (20th Anniversary), pg.#187

Chimerical Magnet 5 Changeling Supernatural WW92041 Synopsis: For some reason, chimera notice you more often than usual. In some cases this is of benefit, but more often than not this Flaw causes problems.

System: Chimerical beasts on a rampage will tend to turn on you before attacking others. Nervosa find you irresistible, and sprites of all types surround you constantly, often making you the butt of their harmless but annoying pranks.
Notes:
Book Ref: Changeling: the Dreaming (20th Anniversary), pg.#189

Chronically Late 1 General Social WW8120

WW8202

Synopsis: You're always running behind schedule.

System: If you agree to meet someone at a particular time, you must make a successful Willpower roll (difficulty 6) to arrive on time. Failure means you arrive between fifteen and thirty minutes late. A botch means you show up an hour late or not at all.
Notes:
Book Ref: Hunter Players Guide, pg.#113
Demon Players Guide, pg.#88

Chronic Illness 4 General Physical WW8120 Synopsis: You suffer from a debilitating illness such as chronic fatigue syndrome or even cancer.

System: You frequently feel weak, and you are easily injured. Add two to the difficulty of any Athletics or soak rolls.
Notes:
Book Ref: Hunter Players Guide, pg.#120

Clan Enmity 4 Vampire Social WW2302 Synopsis: One Clan in particular wants you dead. 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.

System: 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:
Book Ref: Guide to the Camarilla, pg.#78

Cleared Mists 3 Changeling Supernatural WW92041 Synopsis: The Mists are the effect of the Shattering on the human world. It cloaks the powers and enchantments of the Kithain, hiding their presence in its tendrils. Unfortunately, the Mists do not hide your magic or abilities.

System: Should a mortal witness your actions, he will not forget the effects of your Arts or other fae abilities. As a result, you may reveal your nature to the mortal world, triggering dire consequences for the rest of the Kithain.
Notes:
Book Ref: Changeling: the Dreaming (20th Anniversary), pg.#188

Clumsy 2 General Physical WW4805 Synopsis: Are your fingers dipped in butter? It would seem so, the way things slide from your grasp!

System: By the rules, you add two to the difficulty of any Dexterity-related roll except combat actions. When a sword's in your hands, you're steady enough - it's the times in between that have people wondering...
Notes:
Book Ref: The Sorcerers Crusade Companion, pg.#132

Cold Blooded 2 Mokole Physical WW3081 Synopsis: In all your forms, you have no ability to regulate your body temperature.

System: In warm weather, you get +1 Dexterity, but after each hour of exertion you must rest or cool yourself (such as with water) or lose a health level. If it grows too hot, high temperatures alone have the same detrimental effects of exertion. In cold weather, you suffer -1 Dexterity and -1 to Mental Attributes. In below-freezing weather, you take one health level of damage per hour from the cold, and you continue to get colder until you fall unconscious. After a number of hours equal to your Stamina, you will die. You may reverse this by heating yourself, such as with heated coveralls or in a hot bath. This flaw is most common for Suchids.
Notes:
Book Ref: Mokole, pg.#73

Cold Breeze 1 Vampire Supernatural WW2302 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:
Book Ref: Guide to the Camarilla, pg.#79

Color Blindness 1 General Physical WW2206

WW3806
WW7300

Synopsis: You can only see in black and white.

System: Color means nothing to you, although you are sensitive to color density, which you perceive in shades of gray.
Notes: Color blindness actually indicates an inability to distinguish between two colors, but we fudged a bit for the sake of playability. This Flaw occurs more frequently among lupus.
In Players Guide to Garou, this flaw is named Monochrome Vision.
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#6
Players Guide to Garou, pg.#159
Changeling The Dreaming (2nd Edition), pg.#158

Compulsion 1 to 4 General Mental WW4600

WW6007

Synopsis: There is something your mage is compelled to do or not do, and whether or not he likes this fact is immaterial. This Flaw may be psychological, physiological, or supernatural in nature. If it's purely psychological, you may roll Willpower to resist the Compulsion (difficulty 6+ the point value of the Flaw). However, if it's physiological or supernatural, it doesn't matter how willing the mind is, since the spirit is bound or the body is crippled, and he is unable to do this thing no matter how hard he tries. The Flaw is worth two extra points if such is the case.


Compulsions can also vary. Not being able to touch something and not being able to harm it are two completely different things. An evil sorceress might not be able to physically touch an innocent, but she could still stand back and blast away with a shotgun or a spell of flaming death.

This flaw is worth varied points, depending on the frequency and severity of the Compulsion.

Points Condition
1 point Do not cross a threshold without permission, never show fear to the enemy, never contradict a superior officer
2 points Never refuse a reasonable bet, never betray any emotion, do not touch anything holy or consecrated to a particular faith, never harm a child
3 points Never refuse a duel, never strike a woman, never refuse an offer of sex, never tell a lie, never take a life
4 points Never tell the truth, dance whenever you hear music, become entranced by mirrors of beauty or books, never refuse a dare, do


System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#292
Wraith Players Guide, pg.#16

Conditional Magic (flaw) 1 to 6 Mage Supernatural WW4600 Synopsis: There is one thing in the world that is a great boon, or bane, to your character's magic. Perhaps her spells work particularly well against men, or on Tuesdays, or just after a storm, or on people dressed all in black. Maybe she's powerless to affect those who are or who bear that certain thing, such as her magic being unable to affect Christians or those who carry a piece of rowan and red thread. It may be that a certain individual gave her power over them, or perhaps it is utterly proof against her magic due to an oath she swore or spells that were placed on her.

xxxxxThe conditions that affect your magic may be common, uncommon or rare, and the value of this Merit or Flaw depends on the rarity of the condition. The base costs listed here assume that you have a difficulty modifier of three on all Arete rolls under the given conditions. You may adjust the difficulty by one for every point more or less you devote to the Trait.

Points Condition
1 point Unique: The Sword of Roland, the Matriarch of the MECHA construct, Leap Year
2 points Scarce as hen's teeth: Current or former members of the Council of Nine, your former Mentors, once in a blue moon
3 points Rare, but not unheard of: Toadstones, Swedish royalty, werewolves, rowan and red thread, the holy days of the archangels
4 points Special order: Virgins, middle eastern eye-bead charms, any member of Iteration X, during a thunderstorm
5 points Available without much trouble: Cold iron, silver, Christians, any member of the Traditions, a windy day, holy ground
6 points Common as dirt: Men, anyone who's ever been baptized, the color purple, under cloud cover, Tuesdays

Notes:
Book Ref: Mage: The Ascension (Revised), pg.#294

Confused 2 General Mental WW7300 Synopsis: You are often confused, and the world seems to be a very disoriented and twisted place. Sometimes you are simply unable to make sense of things.

System: You need to roleplay this behavior all the time to a small degree, but your confusion becomes especially strong whenever stimuli around you (such as when a number of different people talk at once, or you enter a nightclub with loud, pounding music). You may spend Willpower to override the effects of your confusion, but only temporarily.
Notes:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#157

Conspicuous Consumption 4 Vampire Mental WW2300 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 the Masquerade and maintaining Humanity.
Notes: Characters with this Flaw should additionally purchase the Eat Food Merit.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#300

Construct (flaw) 2 Technocracy Construct Social WW4014 Synopsis: Some people were born of natural parents.You were born in a creche. Sexless fertilization, genetic alteration and carefully monitored Procedures brought you into this world, and no one will let you forget that. Despite this "Unity"everyone talks about, people treat you differently. Some outright despise you,while others treat you sooo nicely that it makes you want to puke. Chances are, you consider yourself different, too. Maybe you're arrogant about your Homo superior status... or perhaps you'd consider Homo freakus more appropriate.

System: In social situations, you're at a constant disadvantage (and might suffer penalties to your Social rolls), either through others' aversion or your own insecurity.
Notes: This Flaw is not required of all construct characters. It represents a construct who's painfully obvious about what he is, not one who blends in well. The Technocracy has many of both.
Book Ref: Guide to the Technocracy, pg.#168

Consumption 5 Vampire Tzimisce Physical WW2361 Synopsis: Portions of the Antediluvian are not only within you, they're active and act like a cancer that devours you from the inside out. Your very blood is wrought with a corrosive, flesh-eating bacteria.

System: At the beginning of each evening, you suffer one health level of bashing damage that cannot be soaked nor healed with blood. The only way to counteract the effect is by ingesting one-tenth of your body-weight in flesh to supplement your depleted carcass. Whether you kill and devour the skin from humans or raid the biohazard containers of liposuction clinics for siphoned fat, you need your ration of human flesh in order to survive. If you try and ingest this macabre meal before damage is done, you'll simply vomit it out like any other food - this does not impart the benefits of the Eat Food Merit.
Notes:
Book Ref: Clanbook Tzimisce (Revised Edition), pg.#70

Contagious 5 Vampire Nosferatu Physical WW2354 Synopsis: Dead bodies contain all sorts of infectious bacteria, fungi and spores. There's a reason coroners wear gloves when handling corpses. Thanks to a rather virulent version of Nosferatu's curse, a few doomed varieties of Nosferatu retain these infections after their Embrace. Contagious Nosferatu can never interact with mortals without the possibility of spreading sickness and disease. A mortal who touches a Contagious Nosferatu must make a Stamina roll (difficulty 9) or fall prey to illness for the next week. At the end of each week, the victim must make another roll; once he succeeds, he recovers from the illness.

While this may seem like a rather crippling Flaw, it does force players to think of new ways of interacting with the human world (many of which are detailed in this chapter). To maintain a sense of game balance, most other supernatural creatures have ways of dealing with the Contagious Sewer Rat's disease: Werewolves regenerate very quickly, mages can mystically remove the infection from themselves or other mages, wraiths just don't give a damn because they're incorporeal, and so on. System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#74

Corrupt Embrace 3 Vampire Physical WW2441 Synopsis: For some supernal reason, your Kiss is cursed. Most of your attempts to sire or make something your ghoul result in a monster more foul than anything spawned by Cain's curse. Your progeny become brutal, senseless killers hungry for blood and bone within an hour of receiving your Embrace. With nothing else to feed on, they'll tear themselves to pieces without understanding why.

System: Any attempt to Embrace has a one-in-10 chance of being successful, with all other attempts resulting in aberrations.
Notes: This Flaw may not be taken by Laibon of 14th generation or higher.
Book Ref: Kindred of the Ebony Kingdom, pg.#89

Criminal Entanglements 4 General Social WW8120 Synopsis: You owe a lot of money or a big favor to someone on the wrong side of the law, and you have refused or been unable to pay.

System: Although hitmen aren't being sent after you quite yet, the threat hangs over you constantly. The exact nature of the debt and the individual(s) behind it are left to the Storyteller, but they should suit your character concept.
Notes:
Book Ref: Hunter Players Guide, pg.#117

Criminal Past 1 General Social WW20011 Synopsis: While you are currently an honest and highly devout individual, that has not always been the case. At some point in the past, you were a known and violent criminal and may have been a hunted man for your criminal activities.

System: All Social rolls with those who know your criminal history are made at +2 difficulty. Certain self-righteous clergy, in particular, will be especially eager to bring you to justice should they learn of your past. Those who know you are unlikely to ever give you the benefit of the doubt unless you have truly proven yourself reformed.
Notes:
Book Ref: Inquisitor Companion, pg.#126

Criminal Record 2 General Social Legal WW8202 Synopsis: Your character’s mortal host had a bit of a shady past, having been convicted for several misdemeanors or perhaps for a minor felony.

System: Your character is unable to buy firearms legally, and she receives exceptionally poor treatment from law-enforcement officials who know her record.
Notes:
Book Ref: Demon Players Guide, pg.#94

Crippled Limb 3 General Physical WW8202 Synopsis: Your character’s mortal body is either missing a limb or has injured one so badly that it is unusable.

System: If one of her arms is crippled, increase the difficulty by two for actions that normally require two hands, such as firing a rifle. If one of her legs is crippled, she moves at only one-quarter normal speed without some sort of cane, walker or wheelchair. With the appropriate aid, your character can move up to half normal speed.
Notes:
Book Ref: Demon Players Guide, pg.#87

Crucial Component 2 to 5 Mage Supernatural WW4600 Synopsis: There is some raw ingredient your mage needs to work his magic, beside magic itself. This component may be something rare or esoteric, like diamonds or ghostly ectoplasm, or perhaps something common or easily obtainable, like anger, alcohol or electricity. Without this crucial component, he cannot work his magic, and if this crucial component cannot be worked into a casting, oh well — you need to find a different Effect.


This Flaw does not merely represent a Technocrat's reliance on scientific devices and scientific principles. A Virtual Adept does not need a computer to work his computations; if he had to, he could use a slide-rule or a pencil and paper, or even do them in his head — it just takes longer. But Dr. Va-Voom! requires diesel fuel to power all his Devices, and they won't work if he tries to attach solar cells or an etheric proton pack — or at least they won't work for him. This substance does not have to be direct from the source — moonlight can be charged into moonstones and holy water can be bottled — but it does have to be properly stored, with whatever methods or rituals are appropriate. (Charged moonstones must be kept in a black velvet pouch, away from the light of the sun, while holy water must be kept in a specially blessed flask.)

Flaw Crucial Component
2 points sunlight, eggs, motor oil, tea, aspirin, electricity, emotion, ectoplasm
3 points beeswax candles, blood, fresh lavender, grave dirt, holy water, rage, spectral residue
4 points virgin's blood, hashish, dead humans, gold, platonic love, the fires of Hell
5 points diamonds, live humans, rare orchids, lightning strikes, transcendent joy, the tears of angels, any variety of Tass


System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#299

Crude 1 General Social WW8120 Synopsis: You act like you have no manners.

System: You never learned any manners while growing up. You talk with your mouth full, burp loudly and slurp your soup. When interacting with others in any refined or formal environment, increase the difficulty of any Social rolls by two..
Notes:
Book Ref: Hunter the Reckoning: Player's Guide, pg.#113

Cultural Snob 1 General Social WW8120 Synopsis: You have nothing but disdain for popular music, TV and movies.

System: You couldn't name any of the current top-10 songs, and you think that knowledge of TV is a sign of poor taste and incorrigible stupidity. Unfortunately, this means you have a hard time relating to people who aren't equally snobbish with things. When dealing with strangers who don't share your allegedly enlightened views, increase the difficulty of any Social rolls by two.
Notes:
Book Ref: Hunter Players Guide, pg.#113

Curiosity 2 General Psychological WW92041 Synopsis: You’re a naturally curious person, your curiosity easily overriding your common sense.

System: To resist temptation, make a Willpower roll. The difficult varies based on the temptation; difficulty 5 for simple things like, “I wonder what’s in the armoire,” but difficulty 9 for things like, “I wonder why young men keep going missing around the baron’s freehold. I’ll just slip in and check it out.”
Notes: See +explain curiosity
Book Ref: Changeling: the Dreaming (20th Anniversary) 182

Cursed 1 to 5 General Supernatural WW2300

WW3108
WW6007
WW92041

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:

  • (1 pt) If you pass on a secret you were entrusted with, your betrayal will come back to harm you in some way. Your fur falls out in clumps from time to time, lowering your Appearance to 1 for days at a stretch. The curse simply amplifies or intensifies your own bad karma: Anyone you hurt or offend responds in the worst possible way.

  • (2 pts) You stutter uncontrollably when you try to describe what you have seen or heard. You always wind up losing something very important to you - your keys, a minor fetish or that strategic memo from the Pentex board of directors. You constantly bite your cheeks and tongue any time you discuss the supernatural.

  • (3 pts) Tools break or malfunction when you try to use them. Electrical devices short out when you attempt to use them.

  • (4 pts) You are doomed to make enemies of those whom you most love or admire. You are incapable of any complete or absolute success (in any roll you make, ignore all 10s).

  • (5 pts) Every one of your accomplishments or triumphs will eventually become soiled or fail in some way. Any fetishes you use have a fifty-fifty chance of not working even if you manage to successfully activate them. A close friend, lover and relative will betray you in some extreme and obvious way.

Notes: For more examples, check out your splat book as listed below.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#301
Werewolf Players Guide (2nd Edition), pg.#16
Wraith Players Guide, pg.#27
Changeling: the Dreaming (20th Anniversary) pg.#187

Cursed By God 1-5 Demon Infernal Social WW8202 Synopsis: Your character has been especially cursed by the Creator for actions taken during the War of Wrath.

System: The strength and pervasiveness of the curse depends upon how many points you wish to gain.
Examples follow:
• If your character passes on a secret she is entrusted with, her betrayal will come back to harm her in some way. (1 pt.)
• Your character stutters uncontrollably when she tries to describe what she has seen or heard. (2 pts.)
• Tools break or malfunction when your character tries to use them. (3 pts.)
• Your character is doomed to make enemies of those whom she most loves or admire. (4 pts.)
• Every one of your character’s accomplishments or triumphs will eventually become soiled or fail in some way. (5 pts.)
Your character might or might not have a way to atone for her actions and free herself of this curse, at the Storyteller’s discretion
Notes:
Book Ref: Demon Players Guide, pg.#84

Damned 1 Wraith Supernatural WW6007 Synopsis: Most people imagine death as a wonderful experience where you ascend to Valhalla, Nirvana, Heaven, or perhaps rejoin the Dreamtime. Obviously, you didn't make it, and are cursed to wander this wretched Shadowlands and never reach your destination.

System: You may not visit places of your old religion without losing temporary Willpower at a rate of one point for every minute of exposure. Touching a religious artifact from your former religion will drain a point of Corpus from you as you burn in agony.
Notes:
Book Ref: Wraith Players Guide, pg.#27

Dancing Fool 1 Shifter Gurahl Social WW3079 Synopsis: Despite the stigma now attached to dancing in public, you can't help but respond to music. You enjoy going to clubs, square dances, line-dancing, a ceilidh - you name it. You know that other Gurahl look down on you for giving in to this symbol of the cruel treatment of bears by humans, but their censure doesn't stop you from indulging in your weakness.

System: The difficulty of all Social rolls made to impress Gurahl who know of your vice is increased by 1.
Notes:
Book Ref: Gurahl, pg.#89

Dangerous Mentor
was Insane Mentor
1 Changeling Social WW92041 Synopsis: Your mentor has completely lost his grip on reality, and has become lost to Bedlam or dangerously insane.

System: Any wrong committed by your mentor may affect your reputation, and some of your mentor's dangerous schemes may somehow involve you.
Notes:
Book Ref: Changeling: the Dreaming (20th Anniversary) pg.#184

Darksight (flaw) 2 Vampire Supernatural WW20007 Synopsis: Your eyes invert the meaning of light and dark. You may view pitch-black darkness as though it were brightly and uniformly lit, while torches cast a radiance that obscures perception in the manner that darkness interferes with normal senses. The significance of colors likewise inverts, lending a surreal hue to the world without interfering with your ability to separate hues. All penalties for partial darkness instead apply to weak illumination, and the absolute emptiness of sunlight and similarly bright radiance blinds you (and burns you, in the case of sunlight).

System: As a Flaw, your Darksight is permanent; you will never again view the universe through any semblance of human vision.
Notes:
Book Ref: Players Guide to High Clans, pg.#207

Dark Fate 5 General Supernatural WW4600

WW92041

Synopsis: Some terrible fate looms over your mage, and worse still, she knows it. She will die in a horrible way, or she may be doomed to suffer for eternity. Maybe she had a vision of her own Gilgul, or of entering the Cauls of the Nephandi. Your character cannot escape this fate, and it will come to haunt her sooner than she thinks. Occasionally, situations may remind your mage of the futility of her existence.

System: You must spend a Willpower point to overcome such lassitude or else lose a die from all rolls for the rest of the day. Only the Storyteller knows the exact nature of this fate, and it's up to him to determine how it will come to pass.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#300
Changeling: the Dreaming (20th Anniversary) pg.#189

Dark Secret 1 General Social WW2300

WW3806
WW4600
WW6007
WW92041

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 supernatural community.

System: Examples include: Murdered an elder Kindred, being a member of the Sabbat, turned on his mentor, secretly in love with a Widderslainte, had a lover who is a Black Spiral Dancer, 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 are unaware of your shame. 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 three experience points to buy it off.
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#300
Players Guide to Garou, pg.#162
Mage: The Ascension (Revised), pg.#290
Wraith Players Guide, pg.#16
Changeling: the Dreaming (20th Anniversary) pg.#184

Dead Passion 4 Mage Cult of Ecstasy Mental WW4661 Synopsis: Some terrible trauma has scarred your Cultist permanently.

System: Pick one of the Nine Sacred Passions (p. 39). Whenever your character experiences that passion (Storyteller’s discretion), even in passing, you must expend a Willpower point for any magic that the character performs. Perhaps with lots of work and therapy the character might overcome this scarred passion, but this terrible victimization will always follow him.
Notes:
Book Ref: Tradition Book: Cult of Ecstasy, pg.#69

Deaf 4 General Physical WW4600

WW92041

Synopsis: Your mage's natural Pattern is deaf, and the mage cannot hear at all!

System: You fail all rolls involving hearing automatically. This Flaw increases the difficulty of many Alertness rolls by three as well, since your mage must rely on other senses for warnings and clues. Overcoming this defect with magic, as with all such Flaws, requires the use of difficult permanent rituals and the expenditure of experience points.
Notes: This is named Impaired Hearing in C20.
Book Ref: Mage: The Ascension (Revised), pg.#290
Changeling: the Dreaming (20th Anniversary) pg.#179

Death's Reflection 3 Vampire Supernatural WW2362 Synopsis: You cast a reflection normally, which would cancel out the clan weakness - except that your reflection always shows the state you'd be in if you were dead.

System: Any Lasombra more than a few decades old looks in reflection like an ambling skeleton. Younger vampires appear as rotting corpses.
Notes:
Book Ref: Clanbook Lasombra (Revised Edition), pg.#65

Deathsight 2 Vampire Physical WW2302 Synopsis: Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals look diseased or skeletal, buildings seem decrepit.

System: 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:
Book Ref: Guide to the Camarilla, pg.#79

Deep Sleeper 1 General Mental WW2300

WW4600

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.
Mages continue to stagger along bleary-eyed and uncomprehending for the rest of the scene (with a further 1 point penalty on all rolls.
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#299
Mage: The Ascension (Revised), pg.#292

Defective Sense 1 General Physical WW4600

WW92041

Synopsis: One of your character's senses is dulled or abnormally damaged in some fashion. Perhaps the character is hard of hearing, has limited taste receptors, is color-blind or is correctably nearsighted.

System: In each case, you suffer a two-point penalty to the difficulty of all rolls involving the flawed sense. Obviously, you cannot take this Flaw in conjunction with an Acute Sense of the same type!
Notes: This is named Impaired Hearing or Bad Sight' in C20.
Book Ref: Mage: The Ascension (Revised), pg.#288
Changeling: the Dreaming (20th Anniversary) pg.#179

Defensive 1 General Social WW8120

WW8202

Synopsis: You have problems taking responsibility for your actions.

System: Perhaps you view yourself as a perfectionist, or maybe you're simply too immature to accept the blame for failure. When things go wrong, you look for ways to blame others and rarely accept blame or criticism for your actions without contention.
Notes:
Book Ref: Hunter Players Guide, pg.#113
Demon Players Guide, pg.#88

Defiled 6 Kuei-Jin Supernatural WW2900 Synopsis: You have ingested corrupt Chi and bear its taint. This Flaw is most common among vampires who fed near the blasted zones of Hiroshima or Nagasaki, but any site of tainted Chi has the potential to defile a vampire.

System: Defiled vampires constantly suffer nightmares and burning pain. Thus, defiled vampires' wound penalties are actually reduced by one (-2 becomes -1, etc.). However, anytime a defiled vampire botches any roll involving the expenditure of Chi or Willpower, he must make a Stamina roll (difficulty 6). Failure induces a horrid physiological reaction — from one to five (one die, divided by two) points of Chi spontaneously reject themselves from die Kuei-jin's body. The vampire vomits the Chi as a disgusting (and unusable) sludge. Furthermore, the vampire loses a permanent Health Level from the accompanying internal burns. This Health Level cannot be restored through any widely known method, though rumors persist that certain reclusive bodhisattvas know a cure. Few Kuei-jin with this Flaw live very long unlives, and most are immediately branded as akuma.
Notes:
Book Ref: Kindred of the East, pg.#95

Deformity 3 Physical Physical WW4600 Synopsis: Your mage has some kind of deformity - a misshapen limb, hunchback, clubfoot, etc, - that affects his physical abilities and interactions with others.

System: Having 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, when appropriate. After all, a hunchback can type as well as the next guy, and social interactions aren't based on appearance over the Digital Web. It is the responsibility of the Storyteller to determine the specific effects of the chosen deformity.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#289

Degeneration 3, 6, or 9 Mage Physical WW4600 Synopsis: Your character will die without the aid of magic or science to sustain her. She might be the victim of a disease or curse, or maybe she's something that wasn't meant to be alive in the first place.

System: (3 points) At the lowest version of this Flaw, your character simply does not have the natural healing factor with which most mortals are born. All wounds he suffers remain until treated with magic or Technocratic science. He will not heal any damage otherwise.

(6 points) At the six -point version of this Flaw, your character is actually falling apart. A hideous disease might be eating him up from inside, or maybe he's a victim of beetles and/or natural decay if he's the result of someone's half-assed necromancy. Maybe Iteration X didn't tell him that his “perfect android body” was a prototype made by the lowest bidder and that all the warranties are expiring. Whichever version you take, your character takes one health level of damage at three months, one a month later, another a week after that , one more three days beyond that, one the next day and a final one an hour after that. In short, your character's health deteriorates at an accelerated rate, following the progression for natural healing backward until he is dead. Obviously, the character doesn't heal normally, either.

(9 points) With the nine-point version of this Flaw, your character falls apart at the same rate as before, but the damage is aggravated.

Notes:
Book Ref: Mage: The Ascension (Revised), pg.#289

Demanding Career 2 General Social Economic WW8202 Synopsis: Your character’s host’s current job requires long hours and frequent travel, making it challenging for her to both work and pursue her goals.

System: She must always carry a pager and keep in touch with the office, and she can be called back to work at almost any time. If she should quit her job to free up time for her infernal agenda, reduce your character’s Resources by at least one point.
Notes:
Book Ref: Demon Players Guide, pg.#95

Demented Eidolon 3 Technocracy Supernatural WW4014 Synopsis: The voices in your head won't let you be! Superstitionist visions torment you night and day, weird Eidolons tantalize you with their commands, everything in you says you're going insane, but still the Genius drives you toward a complete breakdown... or treason.

System: Essentially, this Flaw represents a mystic Avatar — one that refuses to accept the Technocracy's paradigm, and runs around in your head in a fully supernatural form. This split between your conscious mind and mystic soul erodes your sanity and tears at your allegiance to the Union. It makes an appropriate addition to Merits like Avatar Companion, Inner Knight, Past Life, Spirit Mentor and Twin Souls, as well as Flaws like Dark Fate, Psychic Vampire and Throwback. What you see and what you believe are on a crash course. Sooner or later, one will win... or you'll go mad... or both.
Notes:
Book Ref: Guide to the Technocracy, pg.#171

Demon-hounded 1-4 Vampire Supernatural WW2800 Synopsis: A demon has taken a special interest in your soul. She appears to you occasionally, using threats, bribes and honeyed words to win you to her cause. Sometimes she just asks you to perform innocuous favors for her. Sometimes she asks you to sell your soul. Sometimes she offers favors or information without any apparent catch. In any case, it is not your interests she serves, but those of her diabolical masters. All of her plots are ultimately designed to ensnare you and win your soul.

System: A minor demon (1-point Flaw) may be an annoying imp, incapable of more than distracting you, thieving small items and pleading for your soul; its plans are unimpressive, but can be frustrating. A greater creature (4 points) is your physical equal and can concoct horribly devious plans to win your soul. In either case the Storyteller creates the character for the demon, and keeps track of its plots.
Notes:
Book Ref: Vampire: The Dark Ages, pg.#281

Depression 4 General Mental WW8202 Synopsis: Your character’s mortal host was mired in a pit of bleak, mind-numbing sorrow. She refused to seek professional help, convinced that her eternally dark mood was completely natural — or deserved.

System: Your character does not regain a point of Willpower per day as most characters do. Instead, she gains Willpower only through actions, and even those must ardently reaffirm her goals.
Notes:
Book Ref: Demon Players Guide, pg.#94

Deranged 2 General Mental WW4600 Synopsis: Due to circumstances beyond her control, your character is permanently insane. This state may result from a congenital brain disorder, or maybe she saw things she wasn't meant to see that drove her mad.

System: Although you can overcome this insanity temporarily with Willpower, your character might never overcome its grip. However, while your mage is crazy, she is not necessarily a Marauder. Her magic or science may, in fact, be one of the few sane things about her. Choose or create a Derangement.
Notes: Set a +note describing the specific nature of your condition. You can spend Willpower to temporarily overcome it. This flaw is not sufficient to make a mage count as a Marauder.
Book Ref: Mage: The Ascension (Revised), pg.#293

Devil's Mark 1 Mage Supernatural WW4600 Synopsis: Somewhere along the line, your mage made a pact with a demon or devil and it tunneled its foul power into him, leaving a mark in the process.

System: This blemish (known as a witch's nipple) is dark and unwholesome looking, but it is insensitive to pain. In ages past, the “witch prickers” of the Inquisition would test these marks with special pins before they burned infernalists at the stake. In the modern day, the puritanical pricks are few and far between, and most people who see this mark will just think it's a birthmark. Despite the name “nipple,” it can grow anywhere on your mage's body. On the plus side, if you have some demonic familiar, your imp can suck Quintessence directly from your character's third nipple, with the added bonus of it being insensible to pain — a real perk when you have a cat chewing on your tit.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#298

Diabolic Sire 2 Vampire Social WW2206 Synopsis: Your sire is engaged in acts that could cause a tremendous uproar in the Camarilla.

System: She could be wantonly breaking the Masquerade, or hunting down the elders of the city and feasting on their blood. Archons are likely to come to you in order to discover your sire's whereabouts, and they may not believe you if you tell them you do not know.
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#10

Didactic P'o 2 Kuei-Jin Crane Supernatural WW2908 Synopsis: Your P'o fancies itself a great teacher.

System: Whenever you're in shadow soul, it takes the opportunity to deliver long lectures about its motives, analysis of the situation and so on, generally drawing on extremely garbled versions of Crane theology. Whenever you barely escape shadow, wave or fire soul (with a roll that generates just one success), make a Willpower roll against a difficulty of 9 minus the local Wall rating. If this roll fails, your P'o achieves a limited degree of control, enough to force you to expound briefly on all the aspects of Crane doctrine that your associates should consider in the midst of a stressful situation.
Notes:
Book Ref: Dharma Book: Resplendent Cranes, pg.#63

Diet of Worms 1 Shifter Corax Physical WW3077 Synopsis: You have a hard time keeping your appetites straight. While in bird form, you get cravings for hamburgers and fries - neither of which will do much to keep you airborne. Even worse, your bird appetites come through when you're in Homid, meaning that you've got unhealthy attractions to things like roadkill.

System: Needless to say, this Flaw can cause certain social situations to become awkward unless you make a Willpower roll (difficulty 7).
Notes:
Book Ref: Corax, pg.#74

Different Body 1 Kuei-Jin Supernatural WW2900 Synopsis: You were forced to reincarnate in a body different from the one that housed your soul during mortal life.

System: This body is not entirely comfortable to you, and this discomfort might manifest itself in the form of nervous tics, involuntary twitches or similar habits. Occasionally, you might spontaneously display a mannerism of the previous body's inhabitant —and if, by ill fortune, the body's original soul still exists as a wraith or spirit, unlife can get interesting indeed.
Notes:
Book Ref: Kindred of the East, pg.#95

Diminished Attributes Variable General Physical WW4600 Synopsis: Life isn't fair. When they were passing out brains, brawn or beauty, someone else got your character's portion - maybe several of them. What this means is that your character is remarkably lacking in the social, physical or mental department. He might be a victim of disease or brain damage, or he may just have been born on the shallow end of the gene pool. It happens.

However, you (the player) have points to spend on other stuff. Real life may not be fair, but at least game reality is. However, Storytellers should be careful with this Flaw, and make certain that the player roleplays the actual realities of being shortchanged.
System: For each dot that you lose from your character's Attributes, you get three points back from this Flaw. This kickback isn't subject to the normal limits of seven points of Flaws, but you cannot take more than one additional Flaw without special Storyteller approval and a damn good story. Note that this arrangement is not fair in terms of freebie points, but it lets you make a character who's totally crippled in one area and still get some payback.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#289

Disconcerting 2 Shifter Social WW3037 Synopsis: You creep people out. It's not the things you say, or your looks, it's just... you. People don't handle your presence very well, and animals are skittish around you. Your actions may put them at ease, or might make things worse, but that nagging eeriness never fades. Even your best friends admit you're weird.

System: In game terms, your Bastet adds +2 to all Social difficulties that involve getting someone to like or trust her. This disconcerting aura has nothing to do with your looks or manners, and you may have to use those talents to balance out the effect you have on those around you. As the player, you may have to act out some sort of eerie mannerism, or struggle with the fact that people just don't care to be around your character.
Notes:
Book Ref: Bastet, pg.#87

Discordant 1 or 3 Mage Celestial Chorus Supernatural WW4665 Synopsis: For some reason, your mage doesn’t fit into the harmony of the Chorus. This Flaw isn’t an actual problem with singing — although she probably isn’t any good at that, either — but rather, it’s a problem in finding a way to become part of the whole.

System: Any time your Singer wishes to perform magic by acting in concert with another mage, you suffer a penalty.
For the one-point version of this Flaw, you just suffer a one-point difficulty increase on your rolls for acting in concert.
For the three-point version of this Flaw, you not only have the difficulty problem with acting in concert, but you must spend a temporary Willpower point to do so!
Notes:
Book Ref: Tradition Book: Celestial Chorus, pg.#62

Discredited 1 Mage Sons of Ether Social WW4658 Synopsis: When you turn to unorthodox methods, you stand an excellent chance of burning your bridges. This occurs quite frequently in the Sons of Ether. A Discredited character has had his name dragged through the mud in academic circles and is considered a crackpot or a dangerous fraud.

System: Accordingly, characters with this Flaw suffer a straight +2 penalty on all Social and Background rolls involving the scientific community as well as informed laypersons, impertinent undergraduates and inveterate skeptics. The person on the street still doesn’t know who you are, and you might have fringe sympathizers, but reputable academics consider you to be near anathema.
Notes:
Book Ref: Tradition Book: Sons of Ether, pg.#58

Disease Carrier 4 Vampire Physical WW2300 Synopsis: Your blood carries a lethal and highly contagious disease. 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.

System: 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:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#298

Disfigured 2 General Physical WW2300

WW4600

Synopsis: A hideous disfigurement makes your character's appearance disturbing.

System: The difficulties of all die rolls relating to social interactions increase by two. The character may not have an Appearance rating greater than 2.
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#297
Mage: The Ascension (Revised), pg.#288

Disgrace To The Blood 3 Vampire Social WW2302 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:
Book Ref: Guide to the Camarilla, pg.#78

Distinctive Appearance 1 Wraith Physical WW6007 Synopsis: You have something unforgettable about your appearance, like a strange hairstyle, a tattoo in a prominent place, or bi-colored eyes. People who see it will remember it and thus, you.

System: You can cover it with Moliate, but Moliate costs Corpus, and who has that much to burn? If you're trying to hide or stay unnoticed, this can be a royal pain.
Notes:
Book Ref: Wraith Players Guide, pg.#23

Distinguishing Characteristic 1-2 General Physical WW8202 Synopsis: Your character’s mortal body has a physical feature that makes her very easy to pick out in crowds, such as elaborate tattoos, a scar or an obvious birthmark.

System: This Flaw is worth one point if the characteristic is hidden easily under clothes, two points if it is not.
Notes:
Book Ref: Demon Players Guide, pg.#85

Distorted Image 1 Mage Supernatural WW4044 Synopsis: Your character's image does not do what it's supposed to; that is, look like her.

System: Her shadow may make obscene gestures behind her back or show the form of her alter-shape, and her reflection pulls faces at her from the mirror or reveals to her companions that she is, in reality, a dragon or a vacationing extra dimensional horror. Worse yet, this trouble extends to all audiovisual equipment and any likeness created by particularly talented artists. However, since said artists have probably already seen the mage for what she really is (or imagines herself to be), this Flaw isn't as much of a problem as the mall security cameras showing that Shiva the Destroyer is in Housewares, Aisle 6.
Notes:
Book Ref: The Bitter Road, pg.#118

Dogged By Fringe Media 2 General Social WW8120

WW8202

Synopsis: You have somehow attracted the attention of an amateur reporter, one who covers a fringe website or publishes a zine that covers the bizarre or paranormal.

System: This crank occasionally follows you to try to discover any dirt on you. Unfortunately, and in true modern journalism style, he tends to catch you in bizarre circumstances that he simply can't understand. Of course, he tries to interpret them anyway.
Notes:
Book Ref: Hunter Players Guide, pg.#116
Demon Players Guide, pg.#91

Domitor Pariah 2 Vampire Ghoul Social WW2021 Synopsis: You are Bound to a vampire who, for whatever reason, is unwelcome among or even hated by the other Kindred of the chronicle area. Without Cainite allies, she finds herself relying on her human and ghoul associates to get by.

System: You will likely find yourself given additional responsibilities, which may present opportunities for you to further ingratiate yourself with the master. However, if other Kindred discover whom you serve, your life might well be in danger. The Storyteller will determine why your domitor is so despised; you are welcome to offer suggestions, but the Storyteller is under no obligation to tell you the cause of such antipathy. You might not even know that your beloved liege is hated at all; after all, who could dislike such a wonderful creature as she...?
Notes:
Book Ref: Ghouls Fatal Addiction, pg.#84

Double Betrayer 4 Vampire Tremere Social WW2357 Synopsis: At some point in the past, your character undertook the Vaulderie. She may have legitimately tried to join the Sabbat, or perhaps she didn't know any better or was compelled. Regardless, she now bears the mark of the Betrayer. She has since been redeemed and welcomed back into the clan's ranks, but the mark will haunt her always.

System: As usual with the mark, all Tremere can tell that your character betrayed the clan once. Those who know of your character's past will treat her with contempt; add two to the social difficulties for interacting with other Tremere, so long as they're loyal to the clan. Tremere who don't know the circumstances, will probably assume that your character is a Sabbat traitor, and might try to capture or destroy her, or at least attempt to inform the pyramid of her whereabouts. Should your character ever fail in her reports or relapse in bad behavior, you can expect that she will be hunted down just like the Tremere do with other threats.
Notes:
Book Ref: Clanbook Tremere (Revised Edition), pg.#67

Double Jeopardy 5 Shifter Garou Metis Physical WW3212 Synopsis: You were born not with one, but two metis deformities.

System: These are incurable and cannot be eliminated through experience points or events in the chronicle. Gaia has either marked you for something special or cursed you for some unknown reason.
Notes:
Book Ref: Guardians of the Caerns, pg.#105

Driving Goal 3 General Mental WW3108 Synopsis: You have a personal goal which sometimes compels you and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it.

System: Because you must work toward your goal throughout the chronicle (though you can avoid it for short periods by spending Willpower), it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#11

Dulled Bite 2 Vampire Physical WW2302 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: Giovanni PCs may not take this flaw.
Book Ref: Guide to the Camarilla, pg.#73

Earthbound 3 Shifter Garou Supernatural WW3110 Synopsis: (Eshtarra) You have an inherent need to feel something solid underfoot. You avoid traveling by airplane whenever possible, dislike water (even if you're able to swim) and otherwise do whatever you can to remain "on the ground". Even when you travel through the Umbra, this feeling of discomfort accompanies you. You are only at ease when you have actually arrived at some "solid" place in the Umbra.

System: You must spend a point of Willpower in order to board a plane, use a Gift that allows flight or take some similar action that separates you from terra firma. You must also make a Willpower roll whenever you enter the Umbra to avoid having to suffer a +1 difficulty to all your actions while beyond the Gauntlet.
Notes: It is highly unlikely, but not impossible for Fera to take this flaw, but it will not be approved in character generation.
Book Ref: Rage Across the Heavens, pg.#127

Easily Sensed 3 Wraith Supernatural WW6007 Synopsis: For some reason, your presence in the Shadowlands causes the Quick discomfort when you are near them. Wherever you go the living notice you, and the more alert among them can actually see you and fall subject to the Fog. Places that you normally frequent become known to the living as haunted, and you have a reputation building rapidly about what you are and who you were. Unwanted attention can bring hunters, and even cause the Arcanum to take notice of you. It is likely that sooner or later an exorcist will be brought around to "cleanse" the areas you frequent of their taint.

System: While the Quick can take note of your presence with more ease, the Shroud is unaltered with one exception: Practitioners of the Embody Arcanos receive a -2 difficulty against the local Shroud rating when using the Whispers and Phantom arts, but gain no other bonuses. The odd emanations from your body are noticed in the Tempest as well, and spending too much time in any location can actually cause Nihils to form as the barrier between the Tempest and the Shadowlands gradually weakens. Constant travel is necessary to avoid the formation of Nihils. For this reason alone you are not very popular with the local wraiths.
Notes:
Book Ref: Wraith Players Guide, pg.#29

Eccentric Appearance 1 General Social WW8202 Synopsis: Your character’s mortal host dyed her hair pink, wore clothes that were fashionable only among fringe subcultures such as goths or punks, and otherwise appeared nothing like the average citizen.

System: When dealing with people who are not familiar with your character’s host’s particular subculture, increase the difficulty by two on any Social rolls you attempt. Your character’s appearance unnerves mainstream people and makes them wary of her. Furthermore, her appearance is eye-catching, though people tend to focus on her mode of dress rather than her actual physical characteristics.
Notes:
Book Ref: Demon Players Guide, pg.#89

Echoes 2 to 5 Changeling Supernatural WW92041 Synopsis: Your connection to the Dreaming is stronger than in most of the Kithian. As a result of this powerful connection, you are more susceptible to the ancient wives' tales of things which traditionally affect faeries.

System: While Echoes is purchased as a Flaw, it often has some beneficial side effects. The points received with this Flaw reflect the level of your connection to the Dreaming and even to Arcadia. You must have Storyteller approval in order to take this Flaw. The effects of this flaw are cumulative. A character with the five-point Flaw also suffers the setbacks of the two through four-point flaws.

(2 points) Minor: Salt thrown over the shoulder for good luck offers a mortal from faerie powers. The same is true of bread. Any mortal who does so cannot be affected by your cantrips in any way for the duration of the scene. You may physically hurt the person, but cantrips simply do not work, or worse, they may well backfire. Additionally, any mortal knowing your full name may command three tasks from you, which you must accomplish before you can be freed of that mortal's influence. However, you need only follow the exact wording of the mortal's request, not the desire behind the request.

(3 Points) Moderate: You may not enter a home without an invitation, unless you perform some small favor for the owners of the dwelling. However, the invitation from the home may come from anyone at all, it need not be the owner. Cold iron in a residence will bar you from entering the place whether you are invited or not; religious symbols have the same effect. Religious symbols of any sort will prevent you from physically or magically hurting mortals. The sound of ringing church bells causes you pain, just as cold iron does (at this level there is only pain, but as a four-point flaw, the changeling gains one point of Banality for every turn he is forced to endure the sound).

(4 points) Serious: Four-leaf clovers in the possession of a mortal prevent you from using your Arts against that mortal for good or for bad. However, four-leaf clovers picked by you are sure to bring good luck (you cannot botch, or perhaps you temporarily gain the favor of a powerful individual) for as long as the petals of the clover remain intact. The clover must be worn or carried in order for this luck to remain. Any mortal wearing their coat inside out is invisible to you. You may not cross running water, save by means of a bridge. Religious symbols are now repellent to you, forcing you away from those who wear them. The shadow of a cross falling upon your person causes one Health Level of chimerical damage for each turn the shadow touches you. You may no longer enter holy ground without suffering chimerical injuries (one Health Level per turn), though this damage may be soaked.

(5 points) Extreme: Wherever you dwell, mushrooms tend to bloom in a faerie ring – even on your plush carpet. The Mists no longer hide your power. Many people will remember you if you use your Glamour while around them. Chimerical creatures tend to become more real for you than others, and their attacks can cause real and permanent injury. By the reverse, your chimerical weapons can cause damage to anyone, even mortals. People will likely follow you if you request it, often gaining a dazed look and following you even into dangerous situations. Your difficulties in casting cantrips might be reduced by a substantial amount (Storyteller's discretion), but those wearing cold iron or religious symbols are immune to any Arts you might use. You must make a Willpower roll (difficulty 7) to enter holy ground. Even if you succeed your Willpower roll, actual physical damage (one Health Level per turn) occurs whenever you enter holy ground.
Notes:
Book Ref: Changeling: the Dreaming (20th Anniversary) pg.#188

Echoes 1 to 5 Mage Supernatural WW4600 Synopsis: (Mage) Your mage manifests the traditional marks associated with the supernatural. Maybe it's a little quirk like not having a shadow, or something as severe as a baleful aura. Perhaps milk curdles around your mage and mirrors break.

System: Look up some superstitions associated with the heritage of your mage's Tradition, and pick a few! The Storyteller determines the value of this Flaw, based on the severity of these supernatural problems.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#298

Echoes 2 to 5 Wraith Supernatural WW6007 Synopsis: (Wraith) You are susceptible to the old wives' tales about how best to handle ghostly visitations: Salt can stop you from entering a home, and you cannot cross running water, or animals react strongly to your presence and you are drawn to open flames. Even the Wards of cynics work against you.

System: Wherever you go, you leave an ectoplasmic residue and every sound you make is easily recorded on tapes, your image appears in photographs taken when you are in the vicinity. This flaw can cause great difficulties, including punishment for breaking with the Dictum Mortem. Additionally, the flaw changes depending on the beliefs of the area you are visiting. Being familiar with the belief systems of any area you pass through is almost a necessity if you with to avoid trouble.
Notes:
Book Ref: Wraith Players Guide, pg.#28

Echoes Of The Past 1-3 Wraith Mental WW6007 Synopsis: You are unwilling to leave your life in the Skinlands behind you. This compulsion is so powerful that it actually has a physical manifestation in the personal haunt of a wraith.

System: In its simplest form (one point), it can be a scent which was important to you while alive. Perhaps it is the smell of the lilac perfume you were, the roses you tended, or a whiff of the gin with which you drank yourself to death. Anyone present in the haunt may make a Perception roll (difficulty 6) to notice this.
The next level of this Flaw (two points) deals with sounds. Noises connected to your mortal days can be heard in the haunt (difficulty 6), and faintly outside the haunt (difficulty 8). Melodies, gentle sobbing, and the high, evil lilts of a child's laughter are typical examples.
The third level (three points) is the most complex and spectacular. In this incarnation, the manifestation is visual. Soft glows akin to candles might be seen radiating in and out of the haunt (difficulty 6). Sometimes, images might be seen out of the corner of the eye (i.e., the image of an important Fetter).
The obvious danger of this flaw is that the QUick might be able to tell when a wraith is "at home," since the flaw only comes into play when the wraith is in her Haunt. Any number of actions might occur after such a discovery...
Notes: Note that the wraith is not Embodied when the manifestations occur. She also cannot gain Memoriam from those who see these occurrences. Often these manifestations are tied to a wraith's Fetters. Your Storyteller may allow you to take more than one effect - i.e., visual and auditory, or olfactory and visual.
Book Ref: Wraith Players Guide, pg.#16

Eerie Presence 2 Vampire Social WW2300 Synopsis: Mortals have an unconscious awareness of your undead nature, which makes them 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:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#302

Embittered Shadow 1-5 Wraith Supernatural WW6013 Synopsis: All of those bad memories have come flooding back, and now there's a particular Fetter that your Shadow focuses its resentment on. This Fetter is the Shadow's primary target, and it will move Heaven and Earth for the sake of its destruction.

System: The point cost of this Flaw equals the rating of the Fetter that the Shadow has targeted.
Notes:
Book Ref: Shadow Players Guide, pg.#26

Emotional Attachment 3 Shifter Ananasi Psychological WW3082 Synopsis: You have managed to come through the Metamorphosis with more of your human emotions intact than most of the Ananasi possess, and you suffer for it. There is a part of you that longs for human companionship and wants to have a "normal" life, which may not be possible in the world of the Ananasi. Family and friends aren't just tools to you, they are necessary companionship, and a potential bargaining chip against you.

System: In order to resist the emotional pulls of those closest to you (for instance, if a friend is endangered or you're forced to leave him for a while), you must make a Willpower roll (difficulty 8) to resist your emotional ties. Other Ananasi look upon this trait as a weakness, and you suffer a +1 difficulty to all social rolls when dealing with any of the Damhan that know about your soft spot.
Notes:
Book Ref: Ananasi, pg.#84

Emotional Isolation 1 Vampire Social WW2233 Synopsis: You have seen too many friends and family, Kindred and kine alike, swept away on the river of time and cast into oblivion. The pain of seeing so many die while you continued to exist was horrible to bear, so horrible that you have now isolated yourself emotionally from all others. You often come across as cold and utterly without feeling, but what is that to you? You are now safe from pain.

System: Due to your total emotional isolation, you receive a +1 difficulty modifier to any Social skill rolls involving emotions and cannot spend experience points on the Empathy Talent.
Notes:
Book Ref: Elysium The Elder Wars, pg.#65

Empathy (Flaw) 3 Shifter Ananasi Psychological WW3082 Synopsis: You aren't like other Ananasi. You actually feel for others. Most Ananasi don't care what happens to their brey or any other being for that matter, but you care. It isn't just the people that you feed upon on a regular basis, but the homeless man on the street, or the single mother that just lost her job. You actually want to help them out.

System: Whether a situation arises that puts you in a position where you might be able to help someone else, you must make a Willpower roll (difficulty 6) or your guilt will get the better of you, and you will do something to help them out. Sometimes this can be as simple as giving a small monetary donation, while other times it will get you into deep trouble.
Notes:
Book Ref: Ananasi, pg.#84

Endless Hunger 1 Wraith Physical WW6013 Synopsis: Tales speak of the hungry dead. You are one such - literally. Nothing can satisfy the gnawing ache inside your "guts," even though you know deep inside that nothing hungers but your mind.

System: Some wraiths with this Flaw gorge themselves on nothing, or Skinride gluttons to remember the feeling of eating. Nothing really stops the pangs for long, though. The hunger never reaches crippling levels, but it hangs around just enough to irritate you for the rest of eternity, and your Shadow keeps nagging you to fill it...
Notes:
Book Ref: Shadow Players Guide, pg.#26

Enemy 1 to 5 General Social WW2300

WW3806
WW6007
WW92041

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 an Methuselah, archmage, or other potent supernatural foe).
(Garou) A 1-pt. Flaw may signify that your enemy is another Garou of your own rank who has taken a strong dislike to you or who blames you for some past wrong. A 3-pt Flaw may indicate that a pack of Black Spiral Dancers bears a particular grudge against you or that a small group of supernaturally potent werewolf hunters has tagged you as a potential danger. A 5-pt. Flaw means that you have angered one of the movers and shakers of Garou society or a powerful elder vampire.
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#300
Players Guide to Garou, pg.#162
Wraith Players Guide, pg.#25
Changeling: the Dreaming (20th Anniversary) pg.#184

Enemy Brood 3 Vampire Nosferatu Social WW2354 Synopsis: A brood of your fellow Nosferatu have an unceasing vendetta against you.

System: You can run from them, but you can't hide. If you stay in the same city, they will pool whatever resources they have to make your existence a living hell. Traveling through the local sewers is a nightmare. If you flee, they will use their influence and contacts to call in favors in the next city you show your ugly mug. The Storyteller may allow you to buy off this Flaw, but only after you've completed a story in which you've resolved and overcome this social stigma.
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#73

Escaped Target 2 Vampire Social WW2302 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:
Book Ref: Guide to the Camarilla, pg.#77

Expendable 1 Vampire Social WW2302 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 your people,” and has no compunctions about doing so.
Notes:
Book Ref: Guide to the Camarilla, pg.#77

Eyes of the Tyrant 3 Shifter Mokole Physical WW3081 Synopsis: Like the Tyrannosaurus rex, you have difficulty seeing non-moving objects.

System: You receive +3 to the difficulty of sight-related Perception rolls. If any enemy can remain perfectly still, you cannot see them at all.
Notes:
Book Ref: Mokole, pg.#74

Failure 2 Vampire Social WW2302 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 Sabbat (or so the whispers run, making you even more distrusted). Conversely, the consequences of your error - a breach of the Masquerade, an unauthorized Embrace, a lawbreaker allowed to escape - might come back to haunt you.
Notes:
Book Ref: Guide to the Camarilla, pg.#77

Faint Of Heart 3 General Mental WW8202 Synopsis: The sight of gore and blood shocks your character to the core.

System: If she witnesses a gruesome scene, you must make a Willpower roll (difficulty 6) to keep your character from suffering debilitating nausea for five to 10 minutes. The difficulty of all actions increases by one when your character is ill.
Notes:
Book Ref: Demon Players Guide, pg.#93

Fallen Clutch 5 Shifter Mokole Supernatural WW3081 Synopsis: Whether or not you know it, your entire home clutch has fallen to the Dissolver. The nature of the temptation and his weakness are not known to you automatically.

System: The Storyteller will create the situation and reveal it to you in the course of the game. You may become aware of his nature through knowing of cannibalism, alliances with fomori or vampires, or other ghastly actions. With your entire clutch has fallen, you are in serious trouble. First of all, you effectively have no clutch. Second, your clutch will want to find you and either kill you or make you like them. Third, other Mokole will automatically assume that you have fallen as well.
Notes:
Book Ref: Mokole, pg.#74

Fangless 2 Vampire Physical WW2101 Synopsis: Your Embrace malfunctioned: the Curse of Caine made you a vampire... but it didn't give you fangs!

System: You must use a knife, syringe, or other sharp instrument to extract the blood you need to survive. Very few mortals find such exsanguination pleasant, at least until you place your mouth to the wound (the Kiss proceeds as normal). Having no fangs also removes your one natural way to cause aggravated damage.
Notes: Giovanni PCs may not take this flaw.
Book Ref: Time of Thin Blood, pg.#79

Faulty Enhancements 2-5 Technocracy Physical WW4014 Synopsis: The better body they promised you hasn't been everything it's supposed to be. Maybe your cybernetics kick out at odd moments or the counter procedures fail just as you need them most or your augmented prowess demands a steady diet of high-carbo snacks or your psi enhancers go haywire and flood you with overstimulation...

System: No matter what the difficulty, you suffer from some sort of handicap related to your bioenhancement (see the Background: Enhancement). The Flaw bonus depend on how frequently (and how badly) things go screwy:
(2 points) You suffer constant pain, disorientation or hunger.
(3 points) You suffer enough discomfort to affect your performance (subtract one from all dice pools) unless you take medication or other measures.
(4 points) Your Enhancements fail you when you need them. (They go offline when you botch a roll, and they must be repaired by a biotechnician character).
(5 points) Your Enhancements fail constantly. (Roll a die against difficulty 7 whenever you make some effort involving your Enhancement. If you succeed, nothing goes wrong; if you fail, the Enhancement locks up, fades, or shuts off. If you botch, it goes out totally).
Nothing you can do will fix the problem; a skilled biotechnician may be able to, given time and an opportunity to operate on you at length. If someone does manage to repair the Enhancements,you will lose the Flaw and its bonus. As an option, you might just buy it down and save yourself some agony. Then again, they say suffering builds character. In your case, that's true.
Notes:
Book Ref: Guide to the Technocracy, pg.#170

Faust's Burden 3 - 6 Mage Social WW4046 Synopsis: Either your mage or one of her prior incarnations cut a deal with a potent Umbrood, and now she must uphold her end of the bargain. This creature need not be a demon. Mammon, after all, is likely to be much friendlier (in the short term, at least) about the matter of a debt owed than, say, Uriel. If it was a previous incarnation that forged this ill-advised pact, the entity remembers your mage’s soul (read: Avatar), and it will begin hounding her soon after the Awakening for its due.

System: (3 points) Your mage owes a significant service to this creature. This service might include a dangerous quest in its name, the freedom to possess you at any time of its choosing thrice in your life, or frequent sacrifices of property or Tass.
(4 points) This Umbrood may demand more significant sacrifices. For example, it might compel your mage to undertake a potentially life-threatening quest, demand that her magic always be worked in ways that create a Resonance pleasing to it, or impose significant strictures on her life.
(5 points) The spirit has leave to send the mage into a virtually certain-death scenario, to claim her firstborn, or to force her to use her magic at any time in any way it sees fit.
(6 points) For the full six points, your mage owes the being in question her immortal soul. It may command her, possess her, use her powers, senses, knowledge (et cetera) at will, and it is perfectly within its rights to do its damnedest to collect as quickly as possible, short of killing her itself.
Notes: In the case of these first three variants of this Flaw, failure to comply will be punished accordingly (the Storyteller is encouraged to be a genuine bastard).
In theory, an awe-inspiring number of successes on a Prime 2, Entropy 5, Spirit 5 Effect might break this obligation. It is much more likely, however, that a combination of cunning, bravery, sheer willpower and luck will overcome the bargain.
Book Ref: Blood Treachery, pg.#87

Feeding Fetish 1 Vampire Mental WW2101 Synopsis: You feel compelled to bite only a specific part of the body to feed.

System: Attempting to bite a victim anywhere else forces a Willpower check (difficulty 6). The neck, of course, is most traditional, but the legendary Armenian vampire Dakhanavar bit only the soles of his victim's feet.
Notes:
Book Ref: Time of Thin Blood, pg.#79

Fertile Essence 1 Shifter Mokole Zhong Lung Supernatural WW3081 Synopsis: You are filled with life-giving essence, to the peril of anyone who knows you.

System: If anyone drinks from the same glass as you, uses the same pathing pool, or even handles your clothing or utensils, they will have children who will resemble you. Even people who are sterile or barren might become pregnant because of you (Storyteller's option, and certainly not applicable to metis characters). This can become annoying, and cause some serious misunderstandings.
Notes:
Book Ref: Mokole, pg.#76

Fifth Degree 5 Technocracy Social WW4014 Synopsis: You're in trouble with Control. Maybe you're a renegade superstitionist who's still under guard in her new "family," an agent who's too careless or independent for her own good, a loudmouth who's said way too much or a loose cannon with one more shot left in her... Either way, you've already been subjected to discipline. Now you stand one or two steps from total re-education... or termination. You've been too valuable to kill so far, but one more slip, and...

System: In game terms, this separation makes it very hard to get things done; add two or three to the difficulty of anyroll that involves requisitioning equipment, making friends, pulling strings or employing other Union resources. Occasionally, other parties will deliberately screw with your missions, tools or reputation. (Storyteller's option.) Worse, the upper echelons are watching you; you can't afford to step out of line... ever. Not if you want to stay alive.
Notes:
Book Ref: Guide to the Technocracy, pg.#171

Flashbacks 3 General Psychological WW2303

WW6007
WW92041

Synopsis: You are prone to flashbacks if you are in either high-pressure situations or circumstances that are similar to the event that caused the flashback itself. Flashbacks can be caused by almost any trauma - torture, extended combat or repeated drug experimentation. Either positive or negative stimulation could result in an episode. Emotional anxiety and stress are the usual catalysts for the flashbacks to begin. Returning to a good and happy vision can be just as dangerous or distracting as suddenly being surrounded by demonic hallucinations.

System: During the flashback, you are not aware of what is really around you. Even people speaking to you will be viewed as people or objects from the vision. You can mistake men for women, people for animals and even inanimate objects for people. To you, reality has shifted, and you are back there again.
Notes:
Book Ref: Guide to the Sabbat, pg.#95
Wraith Players Guide, pg.#19
Changeling: the Dreaming (20th Anniversary) pg.#182

Flesh Of The Corpse 5 Vampire Physical WW2300 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 etc., that you have incurred. Depending on the nature of the damage, this Flaw will make social dealings exceedingly difficult.
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#298

Foe From the Past 1 to 3 Shifter Supernatural WW3806 Synopsis: You have inherited an enemy, not because of anything you've done but because one of your ancestors incurred his wrath. The strength of the enemy determines the point value of the Flaw.
Points Foe Examples
1 A werewolf hunter whose parents were killed by your forebear.
2 A mage whose mentor suffered at the hands of one of your ancestors.
3 A powerful vampire or spirit creature who has sworn a vendetta against your ancestor's descendants (i.e., you).


System: 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.
Notes: You must possess the Ancestors Background to take this Flaw.
Book Ref: Players Guide to Garou, pg.#166

Forced Transformation 1-4 Shifter Garou Supernatural WW3806 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)
Alcohol or drugs force your change (1 point to Glabro; 2 points to Crinos)
Entering the Umbra triggers a change (1 point to Glabro, Crinos or Hispo, 2 points to Homid or Lupus)
Frenzy forces a change to a form other than Crinos (2 points to Glabro or Hispo; 3 points to Lupus; 4 points to Homid).
Notes:
Book Ref: Players Guide to Garou, pg.#166

Foreigner 2 General Social WW8202 Synopsis: Your character’s mortal host is not native to the area in which she’s been living. While your character might understand the language and the general customs, she has trouble with many of the finer details.

System: She has a distinguishing accent (which makes her easy to identify), and the difficulty of any Streetwise and Etiquette rolls you attempt increases by two.
Notes:
Book Ref: Demon Players Guide, pg.#91

Former Prince 3 Vampire Camarilla Social WW2302 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.
Notes: This Flaw can only be taken by Camarilla vampires.
Book Ref: Guide to the Camarilla, pg.#78

Foul Mouth 2 General Social WW92041 Synopsis: Most people swear, but your use of profanity puts nockers to shame. Your mouth spews forth a never-ending torrent of obscenities. Others know when enough is enough, but you just keep going.

System: This Flaw precludes you from ever holding a respectable job of any kind in human society and increases the difficulty of Social rolls by two, when politeness is necessary.
Notes:
Book Ref: Changeling: the Dreaming (20th Anniversary) pg.#185

Fresh Meat 4 Mage Supernatural WW4253 Synopsis: You just Awakened, and you have managed to pull off a little bit of magic. Darn it, though, the other supernaturals of your home town have decided that you would make the best ally… or puppet.

System: Some sort of supernatural creature wants to control you and exert a hold over your magical skills. For some reason, your mentor (if any) is unable to prevent this being’s influence. Your Storyteller will make up the creature and define its powers, goals, and means of screwing with you.
Notes:
Book Ref: Initiates of the Art, pg.#83

Geas (Flaw) 1-5 General Supernatural WW3807

WW92041

Synopsis: You are under some sort of geas, a curse that requires you to perform some action, or prevents you from it.

System: If you break the geas a curse will befall you, and you might even die. Whether it is an inherited duty, something that runs in the family, or something just for you, depends. What matters is that something horrible will befall the character should he break his geas. Exactly what will happen depends on the geas, and on the Storyteller's whim - although a broken geas usually leads to a hero's doom in most legends.
The cost of the Flaw should reflect the severity of the geas:

Value Geas
1 point Reflects a geas or taboo that is very unlikely to happen. ("Never drink beer while sitting in a tree with a red-haired man")
2 points Reflects a geas or taboo that is unlikely to happen. ("Never eat the meat of red dogs")
3 points Reflects a geas or taboo that likely could be broken. ("Never touch red paint that is wet")
4 points Reflects a geas that is likely to be broken ("Never do harm to a red animal")
5 points Reflects a geas that will almost certainly be broken ("Never walk on red surfaces")

The geas need not be a taboo, it could also be a requirement, as the samples below suggest.

Value Requirement
1 point Give to charity at the turn of the seasons
2 points Fast for one day per lunar cycle
3 points Leave an offering for Gaia once a week
4 points Spend an hour in complete solitude once per 24-hour cycle
5 points Howl to Luna four times a day

Exactly what happens if the geas is broken is up to the Storyteller. It is suggested that the wording of the geas at least hints at the punishment, but it could also be a complete mystery to the character. Perhaps he even thinks the geas is superstition.
Some possibilities of punishments include: losing access to Gnosis or Rage, losing access to Gifts, inability to soak damage, only being able to shift to breed form, loss of fur or hair, loss of Willpower, banishment to an Umbral Realm, loss of a fetish or talen. The duration of these effects is rarely permanent, often disappearing when the character does something to right his wrong.
Notes: Reference in "WW4600 Mage: The Ascension (Revised), pg.#298" should be ignored as written. Check +rules mage flaws for details. A +note is required once you pick your level and what it is. Be sure to note it if is attached to a merit, background, or another flaw - but do not add the flaw to your +sheet (staff will when/if the geas is violated).
Book Ref: Player's Guide to the Changing Breeds, pg.#164
Changeling: the Dreaming (20th Anniversary) pg.#187

Gender Bender 3 Wraith Puppeteer mental WW6304 Synopsis: You are uncomfortable Skinriding mortals who are not of the same gender as you.

System: All difficulties on Puppetry arts are increased by two if you try to use them on members of the opposite sex. You also have certain...problems when you possess hosts of the "inappropriate" gender, such as going into the wrong restroom, engaging in "unmanly" or "unladylike" activities, and so forth. Observers who make a successful Wits + Alertness roll (difficulty 9) may notice that your mannerisms and movements are not gender-appropriate at all times when you are in full control of a gender-ben host's body.
Notes:
Book Ref: Guildbook: Pardoners and Puppeteers, pg.#49

Ghoulish Sense Of Humor 1 General Social WW8202 Synopsis: Your character finds humor in situations that make most people uncomfortable. Her bad taste doesn’t make her particularly resistant to the horrors of gruesome sights. Her defense mechanism is simply to belittle the situation or those involved in an offcolor way.

System: When confronted with a horribly gory scene or otherwise uncomfortable situation, she tends to crack jokes and sling insults. The difficulty of any Social roll you make under such circumstances increases by two.
Notes:
Book Ref: Demon Players Guide, pg.#89

Glowing Eyes 3 Vampire Physical WW2302 Synopsis: You have the stereotypical glowing eyes of vampire legend, which gives you a -1 difficulty on Intimidation rolls when you’re dealing with mortals.

System: 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:
Book Ref: Guide to the Camarilla, pg.#74

Goblin Magnet 2 Changeling Nockers Social WW7052 Synopsis: Goblins really like you and want to be your pal. They show up late at night and get into your tools while you're trying to work. They think it's uproariously funny when they tell the duchess that you think she has a face like a horse. (Well, she does!) Things tend to explode around you.

System: No matter how much you tell the goblins to furk off, they just laugh and want to hang out with you all the more. On the bright side, almost everyone else leaves you alone.
Notes:
Book Ref: Changeling - Kithbook Nockers, pg.#54

Graceless 2 Shifter Bastet Aptitude WW3037 Synopsis: The antithesis of the graceful Merit: You always look awkward, even when you're totally on top of things. Everything you do looks, feels, or sounds wrong, even if you go about it the right way. People think you're a schmuck no matter what you do, and this drives you crazy. Which, of course, makes you look even worse. For a werecat, this is an infuriating Flaw...

System: In game terms, Graceless adds +2 difficulty to all Social rolls which involve looking good, from Seduction to Etiquette, and leads other Bastet to think less of you. Depending on the circumstances, this may cost you a point of Cleverness Renown, although this can be offset by Ferocity or Honor as you struggle through.
Notes:
Book Ref: Bastet, pg.#87

Greedy 3 General Social WW8202 Synopsis: Your character’s mortal host lived to make money. Family, friends and other concerns were trivial when compared to the all-mighty dollar.

System: If someone offers your character a bribe, you must make a Willpower roll (difficulty 7) to resist. If the bribe involves something that won’t directly result in any injuries or lasting damage as far as the character knows, increase the difficulty to 8. Your character also tends to victimize demons who have a lot of material wealth.
Notes:
Book Ref: Demon Players Guide, pg.#92

Gregarious 1 Changeling Sluagh Social WW7051 Synopsis: Among the worst breaches of etiquette a sluagh can commit is spending too much time in the company of others. A Gregarious sluagh may win friends and influence other Kithain, but is likely to acquire a bad odor among others of her kind. If you are Gregarious, you will be ostracized by other sluagh, not invited to High Teas, and left unapprised of information that might otherwise be of use.

System: Player, your Gregarious sluagh is at -2 on all Social rolls involving other sluagh.
And, no, you can't keep it a secret.
Notes:
Book Ref: Kithbook: Sluagh, pg.#65

Grip Of The Damned 4 Vampire Supernatural WW2300 Synopsis: There is no ecstasy in your Embrace — only terror and pain. 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.

System: For vampires with high Humanity, this experience may require a Humanity roll, at the discretion of the Storyteller.
Notes: Giovanni cannot take this Flaw.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#302

Guilt-wracked 4 Vampire Mental WW2302 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:
Book Ref: Guide to the Camarilla, pg.#74

Gullible 1 General Mental WW8202 Synopsis: Your character’s mortal host had a lot of trouble separating truth from fiction.

System: Your character is not stupid, she just tends to believe what people tell her rather than taking things with a grain of salt. Increase the difficulty by two on any roll to detect lies.
Notes:
Book Ref: Demon Players Guide, pg.#92

Harano Prone 4 Shifter Garou Silver Fang Psychological WW3860 Synopsis: Harano, the terrible depression and sadness that can render the most powerful and renowned of Garou warriors less useful than a newly changed pup, can strike any member of any tribe. However, it seems that certain members of the Silver Fangs are more prone to short, yet less crippling doses of Harano that can hamper their effectiveness as warriors of Gaia and leaders of the Garou. Characters suffering from the Flaw are prone to bouts of deep depression, indolence and mood swings.

System: The player must make a Willpower roll every scene in which the werewolf suffers some form of setback. If the roll fails, the Silver Fang falls into a bout of temporary Harano. He may become morose and inactive, or suddenly spring into self-destructive activity. In rules terms, the Silver Fangs' perceptions go awry and they lose a die from each of their dice pools. Should the player botch the roll, the character acquires a temporary Derangement from the list in this book (below).
The player can delay the Harano attack for a single scene by spending a Willpower point.
Notes:
Book Ref: Tribebook: Silver Fangs (Revised Edition), pg.#85

Harbinger Of The Abyss 5 Vampire Supernatural WW20007 Synopsis: You are a conduit to the ultimate darkness that lies Beyond. Lights dim in your presence and shadows rustle at the edge of vision in dire anticipation of your blasphemy. Small fires extinguish when you draw close and the chill of the Void is in your touch.

System: Your player must roll your Obtenebration rating against the soak difficulty of any mundane flame within two yards of you. This roll is reflexive and mandatory, and success extinguishes the flame. This dimming is in addition to suffering the effects of Touch of Frost and Eerie Presence (Dark Ages: Vampire pp. 308–9). The Flaw conveys one benefit: Your unnatural radiance reduces the difficulty of all Intimidation rolls by 3, to a minimum difficulty of 4.
Notes: Characters must have at least one dot of Obtenebration to purchase this Flaw.
Book Ref: Players Guide to High Clans, pg.#209

Hard Of Hearing 1 General Physical WW2300

WW92041

Synopsis: Your hearing is defective.

System: The difficulties of any rolls involving the use of hearing are increased by two.
Notes: This is named Impaired Hearing in C20.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#297
Changeling: the Dreaming (20th Anniversary) pg.#179

Hatred 3 General Psychological WW2206

WW3108
WW6007
WW7300

Synopsis: You have an unreasoning hatred of a certain thing. Your hate is total and largely uncontrollable.

System: You may hate a species of animal, a class of person, a color, a situation, or just about anything else, and you constantly pursue opportunities to harm the hated object or gain power over it.
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#5
Werewolf Players Guide (2nd Edition), pg.#12
Wraith Players Guide, pg.#19
Changeling The Dreaming (2nd Edition), pg.#156

Haunted 3 General Supernatural WW2300

WW92041

Synopsis: You are haunted by an angry and tormented spirit, most likely one of your first victims. Only you (and mediums) can see and hear.

System: (Changeling) It actively dislikes you and enjoys making your life miserable by insulting, berating and distracting you, especially when you need to keep your cool. It also has a number of minor powers it can use against you (once per story for each power); hiding small objects; bringing a "chill" over others, making them very ill at ease with you; causing a loud buzzing in your ear or the ears of others, moving a small object such as a knife or pen; breaking a fragile item such as chains rattling. Yelling at the ghost can sometimes drive it away, but it will confuse those who are around you. The Storyteller will likely personify the ghost in order to make things all the more frustrating for you. (More ideas for this Flaw can be obtained from Wraith: The Oblivion.) (Vampire) 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:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#302
Changeling: the Dreaming (20th Anniversary) pg.#188

Heartless 4 Vampire Setite Social WW2360 Synopsis: Having removed your heart via the fifth level of Serpentis, you have lost it.

System: The heart might be in the possession of a foe, or simply missing. If it is possessed by some other Cainite, (perhaps a Setite elder, or your sire) you must obey their every command. If it is lost, the anxiety this causes you interferes with your nightly existence.
Notes:
Book Ref: Clanbook Followers of Set (Revised Edition), pg.#39

Hero Worship 1 General Social WW4010 Synopsis: You regard another individual (probably your mentor) with almost reverent respect. He or she can do no wrong as far as you're concerned. Disobeying your hero requires an effort of will (perhaps a Willpower roll, difficulty 5 or more). Perfection is, after all, hard to question. In fact, it's so hard to question that you add +2 difficulty to any roll that might force you to admit that your hero is possibly wrong.

System:
Notes:
Book Ref: World of Darkness: Sorcerer, pg.#71

Hibernation 5 Changeling Physical WW7054

WW7307

Synopsis: Many animals hibernate. Some do so seasonally. Others hibernate when the temperature drops below a certain point. You have inherited this urge from your affinity.

System: Whether you do it seasonally, sleeping all winter long, or whether you fall into hibernation only when the temperature drops, this can be quite debilitating. If your hibernation is triggered by season, then you miss out on a full quarter of the year. Although you don’t sleep 24 hours per day, you do sleep at least 20. Your body wakes you up just enough to eat and relieve yourself, but then you go right back to sleep. If it’s triggered by temperature, then you risk sudden sleepiness and a slowing of your physiology whenever cold. Temperatures below 40 degrees Fahrenheit will trigger your hibernation.
(Inanimae) You can only be active during the spring, summer and autumn months. To remain active during the winter, you must spend one Glamour per week.
(Pooka) You can mitigate this to some extent. Whenever you are supposed to be in hibernation, you may spend a Willpower point to remain awake for 24 hours. While this keeps you from dropping into a doze every few minutes, it doesn’t leave you very alert. All rolls while in a state of suspended-hibernation are made at a +2 difficulty (up to a maximum difficulty of 10). Further, you cannot initiate aggressive actions or combat, though you may respond to such. Once combat occurs, you react normally (but with the +2 difficulty penalty).
Notes:
Book Ref: Kithbook: Pooka, pg.#89
Inanimae: The Secret Way, pg.#69

Homeless 4 General Social Economic WW8202 Synopsis: Your character lives on the streets. She can never have any dots in Resources, and she doesn’t have a secure place to rest and recuperate.

System: Your character cannot heal any aggravated damage naturally while living on the street, and she must carry all of her possessions with her at all times or hide them and hope no one finds them.
Notes:
Book Ref: Demon Players Guide, pg.#95

Honest to a Fault 2 General Social WW3083

WW8120

Synopsis: This "deception" thing confuses you mightily. You believe that any situation that would necessitate a lie really stems from ignorance on someone's part, and a good explanation would suffice. This can lead to some interesting role-playing, as human laws don't take sacred missions from the Sea into account, to say nothing of betweener hunts.

System: You receive a +2 to any difficulty involving lying or deception, and your inclination is to be honest when questioned. Note that this Flaw in no way forces the character to be loquacious, only that the character is honest when she does speak.
Notes:
Book Ref: Rokea, pg.#83
Hunter Players Guide, pg.#116

Hunted 4 General Supernatural WW2300

WW3081
WW3108
WW3806
WW7300

Synopsis: (Changeling) Vampires and werewolves are not the only supernaturals who need to fear fanatical witch-hunters. You have somehow attracted the interest of some mortal agency or individual who now seeks your destruction. This hunter is beyond reason, and has some form of power, influence or authority that puts you at a disadvantage. Your friends, family and associates are likewise endangered. Sooner or later, this Flaw will result in a confrontation. The resolution should not be an easy one.

(Garou) A dedicated werewolf hunter has targeted you as his quarry, convinced that you are a monster out of legend bent on preying upon humans. Anyone you know, including your pack members and even humans you are close to may be in danger from this hunter. While your nemesis desires the elimination of all werewolves, he seems to focus primarily 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 traps you leave for him.
(Vampire) You are pursued by a fanatical witch-hunter who believes (perhaps correctly) that you are a danger to humanity. All those with whom you associate, be they mortal or otherwise, may be hunted as well.
System:
Notes: We are not using the version from C20.
This merit will be approved at staff discetion only. Book Ref: Vampire The Masquerade (Revised Edition), pg.#300
Mokole, pg.#74
Werewolf Players Guide (2nd Edition), pg.#20
Players Guide to Garou, pg.#162
Changeling The Dreaming (2nd Edition), pg.#168

Hunted Like A Dog 3 Vampire Social WW2302 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:
Book Ref: Guide to the Camarilla, pg.#78

Icy 2 Technocracy Social WW4014 Synopsis: Judging by the "soulless Technocrat" stereotype, one might think this Flaw is actually a Merit. Hardly. Much as the Union prizes efficiency and reliability, most Technocrats still treasure a bit of humanity.

System: If you've got any, it doesn't show; you could order the slow torture of a baby as casually as you could order a soda, then listen to the screams without flinching. Even your fellow Technocrats find you creepy. Consequently, most comrades avoid you, and Control keeps a very close watch over your activities. People this cold tend to wind up among the Fallen, and your superiors already consider you a flight risk.
Notes:
Book Ref: Guide to the Technocracy, pg.#169

Icy Demeanor 1 General Social WW8202 Synopsis: Your character is uncomfortable relating to people on an emotional level, which is reflected in her mannerisms and speech. She clams up, seeks escape or avoids eye contact.

System: Increase the difficulty by two for any Empathy rolls made toward your character, as people have trouble identifying with her.
Notes:
Book Ref: Demon Players Guide, pg.#89

Ignorance Of Self 4 Kuei-Jin Dhampyr Mental WW2920 Synopsis: For some reason, you have grown up with absolutely no idea of what you are. Perhaps, against all odds, your Kuei-jin parent knows nothing of your existence (and is therefore probably male). Your parent may have simply decided to leave you as a "sleeper" - a secret resource to be called upon in time of need. Whatever the reason, you know little, if anything, about the supernatural aspects of the Middle Kingdom and are completely unaware that you are anything but a normal mortal - albeit a lucky one.

System: You may not start with any Kuei-jin Disciplines, any supernatural Backgrounds, Active Joss or Joss Binding. You may still use Passive Joss and heal yourself with your Chi however - you do those things instinctively.
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#59

Ignorant 1 General Social WW8202 Synopsis: Your character tends to miss common cultural references that others take for granted, such as knowing that the Statue of Liberty is in New York City.

System: Your character is not necessarily dumb or uneducated, though. A cloistered college researcher could just as easily dive so deeply into his field of study that he dismisses anything outside it. She does tend to give people the impression that she’s slow or uneducated, however.
Notes:
Book Ref: Demon Players Guide, pg.#89

Illegal Immigrant 3 General Social Legal WW8120

WW8202

Synopsis: You lack proper lawful permission to be in the country in which you currently live.

System: You do not have a legitimate ID and are likely to be deported to your nation of origin if you are placed under arrest. You cannot hold a job unless it pays under the table.
Notes:
Book Ref: Hunter Players Guide, pg.#122
Demon Players Guide, pg.#95

Illiterate 1 General Aptitude WW2206 Synopsis: Through lack of education or as the result of a condition like dyslexia, you are unable to read or write.

System:
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#7

Impatient 2 General Mental WW2302

WW3082

Synopsis: You have no patience for standing around and waiting. You want to do things now — fuck those slowpokes trying to hold you back.

System: Every time you are forced to wait around instead of acting, a Self-Control roll is required to see if you go tearing off on your own instead.
Notes: Non-Vampires use Willpower instead of Self-Control.
Book Ref: Guide to the Camarilla, pg.#74
Breedbook: Ananasi, pg.#84

Impractical Dresser 1 General Social WW8120 Synopsis: You tend to dress with an eye toward impressing others rather than personal comfort.

System: Unless you explicitly state that you dress appropriately for physical activity, you wear high heels, tight jeans or something else that hampers physical activity. Increase the difficulty of Athletics rolls by two when you wear such clothes.
Notes:
Book Ref: Hunter Players Guide, pg.#114

Improperly Buried 1 Wraith Psychological WW6007 Synopsis: According to your belief, you were improperly buried. Perhaps you were turned face down in your coffin, not buried on consecrated ground, or possibly you died without last rites from your priest or family. Maybe someone desecrated your grave by building a subdivision over it.

System: Whatever the cause, you will feel unease until it is set right. You must choose your own original physical body as a Fetter. Unlike most Fetters, you receive no bonuses or Pathos when dealing with this Fetter. Instead, the difficulty of any action while trying to resolve or deal with this Fetter is increased by one. Someone possessing a part of your corpse may therefore use this as a talisman of sorts against you by threatening to destroy the body part.
Notes:
Book Ref: Wraith Players Guide, pg.#28

Inbred 1-5 Vampire Giovanni Physical WW2363 Synopsis: Inbreeding, a common occurrence among the incestuous Giovanni clan, can take many forms, and this Flaw is best discussed with the Storyteller before a player takes it for her character.

System: The Inbred Flaw covers all manner of physical, mental and emotional defects. A one-point Inbreeding is something simple and unobtrusive, such as eyes too close together or an underbite.
A three-point Inbreeding is more severe: a congenital health condition (for mortals) or a crippling physical deformity.
Five point Inbreedings are grossly disabling or emotionally crippling - everything from uselessly atrophied legs to a permanent Derangement, decided on mutually by the player and Storyteller, Inbred conditions may or may not be immediately discernible, though their point cost should be relative to their magnitude.
Notes:
Book Ref: Clanbook Giovanni (Revised Edition), pg.#78

Incoherent 5 Nosferatu Physical WW2354 Synopsis: You are incapable of human speech. Maybe your jaw has collapsed or you've been abandoned in the sewers for too long. Pointing, grunting, wheezing and wildly gesturing are all within your repertoire, but actually forming words is not. While a player portraying this character can describe what he is doing, the character can never utter a word. The only exception to this is communicating with animals; you can express yourself to beasts with nonverbal language.

Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#74

Incoherent 4 Ratkin Physical WW3080 Synopsis: When rodens Ratkin succumb to their Infection, they experience a dizzying increase in their intelligence. Most of them absorb the local language very quickly as a result. However, a few remain linguistically challenged. The best they can muster is a repertoire of grunting noise, inchoate babbling and wheezing noises. Their crudely formed Homid mouths just can't wrap themselves around human words. If your character takes this Flaw, be prepared to communicate solely like a freak who's been raised by rats.

Notes:
Book Ref: Ratkin, pg.#76

Incomplete Understanding 1 Vampire Social WW2302 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:
Book Ref: Guide to the Camarilla, pg.#77

Independent Shaman 1-2 Mage Dreamspeaker Supernatural WW4662 Synopsis: Shamans who Awaken without a mortal teacher generally possess little information about other mages or the practical realities of using magic in the World of Darkness.

System: As a result, being an Independent who Awakened with no teacher or with help from a relatively alien but generally helpful spirit is a one-point Flaw. Being Awakened by a spirit who lies to the Dreamspeaker and attempts to use her as a pawn in its struggles is a two-point Flaw since this mage will have a very distorted picture of both magic and the World of Darkness.
Notes: This Flaw is a modified version of the Spirit Trained Flaw on page 106 of The Spirit Ways.
Book Ref: Tradition Book: Dreamspeakers, pg.#39

Indolent Will 4 Shifter Mental WW3110 Synopsis: You have a hard time rousing yourself to take action. Whether others call it laziness or simply a tendency toward inertia, you prefer to sit back and let others take the initiative.

System: Unless you spend a Willpower point to allow yourself a normal initiative roll, you automatically go last in any turn.
Notes:
Book Ref: Rage Across the Heavens, pg.#129

Inept 5 General Aptitude WW2204

WW2206
WW2800
WW3108
WW3202
WW3704
WW6007

Synopsis: You are not attuned to your natural aptitudes, and therefore have five fewer points to spend on your Talents (so the greatest number of points you can spend on your Talents at the beginning of play would be eight, and the fewest would be zero).

System: Of course, you can still spend freebie points to buy Talents. However, at the beginning of the game, you cannot have more than three dots in any Talent.
Notes:
Book Ref: Vampire Player's Guide, pg.#38
Vampire Players Guide (2nd Edition Text Only), pg.#7
Vampire: The Dark Ages, pg.#272
Werewolf Players Guide (2nd Edition), pg.#14
Werewolf Players Guide (1st Edition), pg.#21
Wild West Companion, pg.#63
Wraith Players Guide, pg.#22

Ineptitude 1 General Mental WW4600 Synopsis: Your mage just sucks at one particular Ability. Maybe he can't handle driving worth a damn, or he makes computers burst into flames and emit pink smoke.

System: Pick one Ability in which your character has at least one dot — preferably one that will be important to your character in some fashion. (Your Storyteller will know if you do otherwise, and he has nasty ways to make you pay.) You suffer a difficulty penalty of two on all rolls with that Ability.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#292

Infamous Autarkis 1 Vampire Social WW2354 Synopsis: The Camarilla won't accept you as one of its own under any circumstance. The Sabbat wouldn't think of submitting you to Creation Rites - it's just not worth it. Something in your past, your reputation or your sire's background is so abhorrent that both sects reject you utterly. You aren't just autarkis; your infamy spreads throughout both sects of vampiric society.

System: Although you might find a coterie that's willing to work with you, they would not dare take you to any gathering of Camarilla or Sabbat vampires for fear of damaging their own reputations. The Storyteller may allow you to buy off this Flaw but only after you've completed a story in which you've resolved and overcome this social stigma.
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#72

Infamous Sire 1 Vampire Social WW2300 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:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#300

Infamy (flaw) 2 Demon Infernal Social WW8202 Synopsis: Your character’s actions in the War of Wrath have earned her a degree of ill repute and hostility among her fellow demons.

System: The difficulty of all Social rolls increases by one when your character is interacting with other fallen.
Notes:
Book Ref: Demon Players Guide, pg.#84

Infectious 3 Vampire Malkavian Physical WW2353 Synopsis: Your bite transmits the madness of your clan.

System: Whenever you feed from a mortal, the power of the Kiss holds them in place as normal. However, your mortal prey gains a temporary derangement for every three blood points you take from them; the madness lasts for a week or so. Malkavians with this Flaw are often the ones you hear about infesting asylums; it's the most low-key place for them to feed.
Notes:
Book Ref: Clanbook Malkavian (Revised Edition), pg.#66

Infectious Bite 2 Vampire Physical WW2300 Synopsis: You lack the enzymes that allow most Kindred to seal the wounds caused by their feeding.

System: 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. The precise nature of the infection is determined by the Storyteller.
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#297

Inferiority Complex 1 General Psychological WW3074 Synopsis: Nope, you're not worthy. Never have been, never will be. You'll keep trying, and tackle whatever task the Garou set you to, but even if you succeed and make a good job of it, it still won't be good enough for you.

System: In situations requiring you to take charge and strut your stuff, all your difficulties are raised by one.
Notes:
Book Ref: Kinfolk Unsung Heroes, pg.#52

Infertile 1 or 3 Shifter Garou Black Fury Physical WW3851 Synopsis: Your character is infertile, for whatever reason; perhaps she contracted a cirulent disease as a youth, suffered from battle scars to the abdomen, or was the victim of a botched abortion before her First Change. She cannot bear any children.

System: This is the cause of some lowering of status within the Black Furies; she loses 1 point of Honor renown. If the character has never borne any children, then she will be considered a Maiden until such time as she goes through menopause and becomes a Crone - this is the 3-point version of the Flaw. She cannot learn any Mother Gifts or Rites. If the character has had children, and simply can have no more, this is only a 1 point Flaw. At the Storyteller's option, depending on the traditions of the Sept, the latter version of this Flaw may lead to the character being considered a Crone.
Notes:
Book Ref: Black Furies (Revised), pg.#87

Infertile Vitae 5 Vampire Physical WW2303 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 the Vaulderie or for any other vampiric need, including making ghouls.
Notes:
Book Ref: Guide to the Sabbat, pg.#95

Insane Ancestor 1 Shifter Supernatural WW3806 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:
Book Ref: Players Guide to Garou, pg.#167

Insane Sire 1 Vampire Social WW2206 Synopsis: Your sire has completely lost his grip on reality, and has become dangerously insane.

System: Any wrong committed by your sire may affect your standing, and some of your sire's dangerous schemes may somehow involve you.
Notes: Because their sires are already assumed to be insane, Malkavians cannot take this Flaw.
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#10

Insensitive 1 General Social WW8202 Synopsis: Your character has problems understanding how to gauge others’ emotional reactions.

System: She can be rather blunt in handling delicate matters, and she often finds herself apologizing without really understanding what she’s done to offend someone. Add two the difficulty of any Empathy rolls you attempt.
Notes:
Book Ref: Demon Players Guide, pg.#89

Intolerance 2 General Mental WW92041 Synopsis: You have an unreasonable dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or just about anything else.

System: The difficulties of all dice rolls involving the subject are increased by two. Note that some dislikes may be too trivial to be reflected here – a dislike of left-handed Lithuanian plumbers or tissue paper, for instance, will have little effect on play in most chronicles. The Storyteller is the final arbiter on what you can pick to dislike.
Notes: In 2nd Edition Wraith Players Guide, this was worth only 1 point. In converting to C20, we have pushed it also up to 2 points.
Book Ref: Changeling: the Dreaming (20th Anniversary) pg.#185

Iron Allergy 3-5 Changeling Physical WW92041 Synopsis: Most of the Kithain only suffer pain when in contact with cold iron. You suffer from actual wounds. Cold iron reacts like a hot brand when touching your skin.

System:
3 points: For each turn in contact with iron, you suffer one Health Level of chimerical damage.
4 points: You take one Health Level of real damage for every three turns in contact with cold iron.
5 points: You suffer this damage if you stand within a foot (30cm) of the iron and you take one Health Level of aggravated damage for every turn spent in contact with cold iron.
Notes:
Book Ref: Changeling: the Dreaming (20th Anniversary) pg.#189

Isolated Upbringing 1 Sorcerer Social WW2020

WW4009
WW4010

Synopsis: You were born and raised entirely within a sorcerous community, and don't really understand the outside world.

System: Whenever you deal with some community other than your own (mystical or otherwise), add one to all of your Social difficulties, or reduce your Social Dice Pool by one die.
Notes: While Halls of Arcanum has this as a 2pt flaw, Staff goes with the other two books listed making this a 1pt flaw.
Book Ref: The Inquisition, pg.#57
Halls of the Arcanum, pg.#61
World of Darkness: Sorcerer, pg.#71

Issues 4 Changeling Satyr Mental WW7053 Synopsis: You have issues. Whether you're insecure, repressed or slightly neurotic, or all three, your issues affect your life negatively. You haven't rejected the ideal of freedom, you just can't seem to live up to it. No matter how loudly you proclaim your dedication to the pursuit of happiness, you are too afraid to actually act on it. This fear can be crippling to a satyr. You are the poor love-lorn soul who can never find the courage to tell the person you love how you feel about her. You keep your emotions pent-up inside and let no one know what you need or want. Perhaps your parents taught you that you didn't deserve love or maybe you feel that others are entitled to that last piece of cake more than you are.

System: Whatever the reason, these detrimental feelings keep you from what you most desire. You always let others have the spotlight first and take only what scraps they give you. Player, roll Willpower to see if this satyr can assert himself and express his needs and desires.
Notes:
Book Ref: Changeling - Kithbook Satyrs, pg.#66

Jackal's Blood 5 Shifter Garou Bone Gnawer Supernatural WW3852 Synopsis: You're cursed. In fact, you make the average Bone Gnawer look lucky. Once per session, something you attempt will go horribly, horribly wrong. It may be something as minor as spilling a drink or as major as swinging at a foe in combat and hitting your best friend.

System: The Storyteller sets an object in front of you (as the player) to represent your curse. The moment your Jackal's Blood kicks in, he removes it and alters the story so that the action you just attempted doesn't just fail but fails dramatically. Rules-minded troupes can interpret this as an automatic botch in any one dice roll. Drama hounds will prefer sudden story complications or a dramatic reversal of the hero's biggest success that evening.
Notes:
Book Ref: Bone Gnawer, pg.#81

Kinfolk (flaw) 4 Vampire Ghoul Social WW2021 Synopsis: Whether you know it or not, you are kin to a werewolf tribe. You carry the blood of the Garou in your veins, and your own children may be Garou.

System: For ghouls, being Kinfolk can be an advantage or a hindrance. However, it's more likely that the Garou consider a ghoul Kinfolk to be a serious threat. If bought as a Flaw, then your extended family believes you may compromise their security. They seek either to remove you entirely from your diet and/or domitor's influence, or to kill you as a favor to your corrupted soul. This Flaw earsn you dangerous enemies, one from whom your domitor (if any) is very unlikely to intercede and rescue you. This Flaw is more appropriate for vassal ghouls, as no werewolf would agree to let one of their precious Kin be sworn to a vampire.
Notes: Revenants cannot be Kinfolk, either as a Merit or as a Flaw.
Book Ref: Ghouls Fatal Addiction, pg.#83

Kleptomaniac 2-3 Shifter Ratkin Mental WW3080 Synopsis: Rats get attached to all sorts of little knickknacks humans leave lying around. One sign of a thriving infestation near someone's home is the sudden disappearance of small personal objects. Your character has an extreme version of this trait.

System: (2 points) If she's got the 2-point Flaw: Kleptomania, she can't resist continually snatching up tempting objects wherever she travels.
(3 points) If she has the 3-point Flaw: Pack Rat, she has an additional compulsion: she must leave behind an object for each object she takes.

The Storyteller should set up a signal or code word to designate a"tempting object" in the story. Each time the Storyteller uses this code word, your character has the chance to steal something nearby. If you disregard this signal, the Storyteller will have you roll Willpower (difficulty 9) to avoid snatching up the nearest shiny thing. Often these items will be harmless, but some of them may be hazardous; I illegal, or just plain demented. Many Ratkin Engineers automatically have this disadvantage; if they do, they don't get extra points for taking it as a Flaw
Notes: Even though the 3 point version is in the book as Pack Rat, on City of Hope you still input it as Kleptomaniac, just with 3 points instead of 2 points.
Book Ref: Ratkin, pg.#76

Known Betweener 3 Shifter Rokea Social WW3083 Synopsis: You are known to the Rokea populace at large as a betweener. You can expect hunting parties to come for you eventually, and you should keep moving, lest a slew find and devour you. Also, any human to whom you become attached is fair game as well, just in case you revealed anything about the Kunspawn to them.

System:
Notes:
Book Ref: Rokea, pg.#83

Known To The Enemy 3 General Social WW3810 Synopsis: They've got your number. Someone on the "other side" knows about you, what you are, and has a general idea of where to find you. If you're a fomor, this might be a Garou or another Gaian shapeshifter. If you're a Kami, this might be a Black Spiral Dancer, perhaps, or a powerful fomor.

System: This Flaw doesn't assume that the enemy is actively hunting you, but if you do anything too conspicuous, they might decide that you're worth the attention.
Notes:
Book Ref: Possessed A Players Guide, pg.#107

Lame 3 General Physical WW4600 Synopsis: Your legs are damaged, which prevents you from running or walking easily.

System: You are forced to walk with a cane or possibly leg braces, and you have a pronounced limp to your stride. Your walking speed is one-quarter that of a normal human, and running is impossible.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#289

Laughingstock 5 Vampire Social WW2302 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.
Notes: This Flaw can only be taken by Camarilla vampires.
Book Ref: Guide to the Camarilla, pg.#78

Lazy 1 General Physical WW2303

WW8202

Synopsis: Your character has trouble motivating herself to do anything. She’d rather sit around the house watching TV and thinking of doing something with her life than actually getting up and doing it. She tends to complain loudly when there’s work to do, and she likes to let things slide until the last possible moment.

System: You must make a Willpower roll (difficulty 6) to take care of any routine tasks not directly related to your character’s demonic activities, such as paying the electricity bill or getting the car’s tires rotated.
Notes:
Book Ref: Guide to the Sabbat, pg.#95
Demon Players Guide, pg.#86

Lifesaver 3 General Psychological WW4050

WW6007
WW7300

Synopsis: You believe that human life is a sacred gift, and will not take a person's life except in the most extreme of circumstances.

System: You may not ever willingly endanger the lives of innocents or in any way participate in a killing. You have no problems with killing animals (for the right reasons), and will kill evil and inhuman creatures to protect others if necessary. (Be very careful, however, with your determination of 'evil'…) Senseless death in all forms repulses you, and you feel that those who commit murder should be punished.
Notes: Gaian Garou may not take this flaw. Other shifters are at staff discretion.
Book Ref: Book of Shadows Mage Players Guide, pg.#32
Wraith Players Guide, pg.#19
Changeling The Dreaming (2nd Edition), pg.#156

Light Sensitive 5 Vampire Supernatural WW2300 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.
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#302

Limbless 4 Shifter Mokole Physical WW3081 Synopsis: Your Archid form has no useful limbs: You resemble a giant snake, though you may have flippers and a tail.

System: You cannot manipulate anything and have no claw attack in Archid form; your land speed is reduced to a crawl (1/4 speed). However, Nagah may be favorably disposed toward you, should you ever happen to run into one.
Notes:
Book Ref: Mokole, pg.#74

Limited Deathsight 2 Wraith Physical WW6007 Synopsis: Your difficulty to use Deathsight is increased by two, due to your inability to perceive the subtle trail decay leaves behind.

Notes:
Book Ref: Wraith Players Guide, pg.#23

Limited Diet 4 Shifter Ananasi Physical WW3082 Synopsis: You are perhaps just a bit too much of a spider for your own good. Even in Homid form, you are limited to the softest foods when eating. Of course, you can still eat - you can vomit out the digestive fluids to liquify anything you might be interested in eating - but it's not very socially acceptable in polite (or even impolite) society.

System: Any attempts to eat foods more solid than pudding or gelatin will result in painful stomach cramps, and could even cause serious injury to your delicate digestive system.
Notes:
Book Ref: Ananasi, pg.#84

Limited Yang 5 Kuei-Jin Bone Flowers Supernatural WW2905 Synopsis: Through some unhealthy surplus of Yin, because of a curse or after an especially acute act of blindness, you do not have the Yang-based Lifesight ability common to all other Kuei-jin (see Kindred of the East, pg.#89). You cannot see the auras and passions of others or the denizens of the Yang World.

System: This limitation makes it impossible for you to progress beyond the first level of Yang Prana and may limit other Disciplines at the Storyteller's discretion. You may still heal wounds and resist wave nature with Yang, however. Note that a similar Ghost-Blind Flaw exists, but such blindness is virtually unknown among Bone Flowers.
Notes:
Book Ref: Dharma Book: Bone Flowers, pg.#58

Loathsome Regnant 4 Vampire Social WW2302 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 neverending nightmare, with your regnant serving to conduct the symphony of malice.
Notes:
Book Ref: Guide to the Camarilla, pg.#78

Long-winded 1 Changeling Inanimae Parosemes Social WW7307 Synopsis: You have to comment on everything; you can't seem to stop talking.

System: In highly stressful situations you may need to make a Willpower roll to fall silent.
Notes: Also known as Babbling Brook - for Ondines.
Book Ref: Inanimae: The Secret Way, pg.#69

Lord Of The Flies 2 Vampire Supernatural WW2302 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:
Book Ref: Guide to the Camarilla, pg.#79

Losing the Sun 4 Shifter Corax Psychological WW3077 Synopsis: You've had it with the bland vistas and boring views of the mortal world. The mysteries of the Umbra call to you with a siren song.

System: Each time you step into the Umbra, you need to make a Willpower roll (difficulty 7) to prevent yourself from just flying away to explore its mysteries. Even if you succeed in dragging yourself away from the possibility of escape, as long as you're in the Umbra you are distracted (+1 difficulty to all rolls relating to Wits, Intelligence, and Perception).
Notes: Obviously if you fail your Willpower roll you could derail your entire chronicle (or just lose a favorite character) by vanishing into neverland. Therefore, this Flaw should only be bought with Storyteller approval, allowing her to prepare for the eventuality of having to send the entire group of characters pelting off through the Umbra to catch their wayward birdie.
Book Ref: Corax, pg.#74

Low Alcohol Tolerance 1 Physical Physical WW8120 Synopsis: Alcohol goes straight to your head.

System: While this can be an advantage when you try to enjoy a night out on the cheap, it can be deadly on the hunt. Double any penalties you suffer from consuming alcohol.
Notes:
Book Ref: Hunter Players Guide, pg.#118

Low Pain Tolerance 2 Physical Physical WW8120 Synopsis: You have a low tolerance for pain.

System: You have a very low capacity for pain. You turn into a whimpering, blubbering ball of misery at the first sign of it. Although you soak damage normally, you suffer an additional -1 die-pool penalty when you are injured.
Notes:
Book Ref: Hunter Players Guide, pg.#119

Low Self-image 2 General Mental WW3108 Synopsis: You just don't believe in yourself.

System: You have two fewer dice in situations where you don't expect to succeed (at the Storyteller's discretion, although he might limit this penalty to one die if you do the brave thing and point out times when this Flaw could affect you). At the Storyteller's option, you may have to make Willpower rolls to do things that require self-confidence, or even to use a Willpower point when other players would not be obliged to do so.
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#11

Lunacy 2 Vampire Mental WW2300 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:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#300

Lustful 2 General Social WW8202 Synopsis: Your character can’t resist the advances of the appropriate gender.

System: She is easily seduced and often exhibits very poor judgment when dealing with sexually attractive people. The difficulty of any attempts to seduce her decreases by two.
Notes: This is not available for Vampires unless they are Setite, on the Path of Cathari, and Ravnos will be considered at staff discretion. Further, anyone that wishes to take this that qualifies must also provide a +note to explain how this flaw applies to your PC and what drawbacks it has had for them in their past. This flaw is only approved at staff discretion.
Book Ref: Demon Players Guide, pg.#91

Magical Addict 3 or 5 Vampire Assamite Physical WW2359 Synopsis: Whether through a weak will, a lingering anomaly from your mortal days or overuse of ritual components like kalif, you have become addicted to the alchemical psychoactive drugs that some sorcerers use to focus their blood magic. Going beyond a mere physical or psychological addiction, this dependence goes so far as to affect your very mastery of the powers at your command. Your competence with Assamite Sorcery is dependent on the frequency at which you cater to this addiction.

System: If you take this Flaw at 3 points, suffer a +2 difficulty to all rolls related to blood magic, including (but not limited to) use of path powers and rituals, whenever you are not under the effect of your drug of choice.
For 5 points, you are completely unable to focus yourself enough to perform even the simplest blood magic if the drug is not in your system.
Notes: Only characters with at least one dot in Assamite Sorcery may take this Flaw.
Book Ref: Clanbook Assamite (Revised Edition), pg.#76

Magic Susceptibility 2 General Supernatural WW2206 Synopsis: You are susceptible to the magical rituals of the Tremere, as well as to spells of mages of other creeds and orders.

System: The difficulty to cast a spell upon you is two less, and all spells cast have twice normal effect on you.
Notes: The Flaw is meant for Blood Magic (such as Tremere Thaumaturgy, etc), and Mage magic. It does not apply to any other supernatural powers. (i.e.: Arts/Cantrips, Shifter Gifts, Shifter Rituals, Possessed Powers, Sorcerer/Psychic Numina, Wraith Arcanoi, Bygone Powers, other Vampire Disciplines (including Kuei-jin), etc). It will not apply to any magic done on yourself.
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#9

Manchurian Candidate 5 General Psychological WW3064 Synopsis: You are working for some secret person or organization and you don't even know about it. You have been completely brainwashed by this mysterious master. Your "owner" might be a vampire, a mage or even another para intelligence or organization. This manipulator has implanted a certain word or visual signal in your unconscious; whenever you hear this word (it might be given to you over the phone) or see the signal (perhaps on television), you will perform whatever duty this master has asked of you. Afterwards, you will not remember anything from the moment you got your cue until after your duty has been accomplished.

System: Some common duties might be simply to spy on your employers and report back (by secret mail-drop or phone number), to kill a certain person "who knows too much," or to steal valuable equipment. The task was implanted in the original brainwashing session, but your master may force new duties on you at any time, although this usually requires a personal one-on-one session with the master.
Strange things may go on in your agency, and you might doggedly track down the perpetrator only to discover it is you! The Storyteller is in complete control of these situations. It is up to her to decide when to bring this Flaw into play.
Notes:
Book Ref: Project Twilight, pg.#20

Mark Of The Predator 2 Garou Supernatural WW3108 Synopsis: Herbivores fear you and carnivores see you as a threat.

System: You cannot possess the Skill: Animal Ken.
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#17

Masochist 2 General Psychological WW2300

WW4600
WW7300
WW8200

Synopsis: You are excited by receiving pain. In many situations, you will seek to be hurt for your pleasure.

System: For a masochist (someone who enjoys pain), your soak roll difficulty for physical damage is increased by one because you really want to feel the pain.
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#114
Mage: The Ascension (Revised), pg.#99
Changeling The Dreaming (2nd Edition), pg.#155
Demon: The Fallen, pg.#135

Masquerade Breaker 2 Vampire Social WW2302 Synopsis: In your first nights as a vampire, you accidentally broke the Masquerade — and were spotted doing so.

System: 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. This Flaw can only be taken by vampires in Sects or Clans that respect the Masquerade.
Notes:
Book Ref: Guide to the Camarilla, pg.#77

Matricide-patricide 4 Vampire Social WW2233 Synopsis: You have committed diablerie upon your own sire. If this information becomes known among other elder vampires you will be shunned, or perhaps even put to the sun.

System: You are most certainly an easy target for blackmail, and you must always be alert to the signs of other Kindred searching for information about your sire and his untimely demise (or "disappearance").
Notes:
Book Ref: Elysium The Elder Wars, pg.#65

Medicated 1 or 5 General Physical WW8202 Synopsis: Your character’s mortal body requires daily medication to stay in good health.

System: As a one-point flaw, her medication is important for her long-term health but has little effect on her day-to-day well being, as with prescription drugs that keep your cholesterol down.
The five-point version represents insulin shots or something else that is necessary to keep your character alive. If she should miss a day’s worth of medicine, she automatically suffers a bashing or lethal level of damage for every 12 hours that pass without her medicine, as determined by the Storyteller. This damage heals at a rate of one level per 12 hours that pass once you resume your regular medication schedule. Time spent in apocalyptic form is not counted toward the total time without medication.
Notes:
Book Ref: Demon Players Guide, pg.#86

Mental Patient 2 or 5 Mage Social WW4043 Synopsis: Sometime before or during your Awakening, you ran afoul of the mental health authorities. Seeing and talking to beings that no one else can perceive, and hearing voices that may tell you frightening and disturbing things, is far outside the paradigm of most First-World Sleepers. Anyone who does such things must be crazy!

Because you seemed delusional and incoherent, you were locked up as a possible danger to yourself or others. Since schizophrenia is the most common diagnosis for such problems, you may even have been on powerful antipsychotic drugs for a time. Worse still, because of Progenitor influence in the mental health community, some of these drugs can even hinder a mage's magical abilities.
System: If you managed to convince the officials that you are no longer a danger to yourself or others and you were released, this Flaw is worth only two points. However, if you actually escaped from a mental institution and are on the run from the authorities, then the Flaw is worth five points.
Even if you were legally released from care, the modern mental health system does not consider an illness like schizophrenia curable. Anyone who has ever been institutionalized against his will has this fact noted in his records. Prospective employers, landlords and similar personnel usually look askance at anyone who was "crazy." Also, some minor Technocracy functionaries keep track of mental patients who look like they might develop magical power. The Technocracy often considers such mages to be potential Marauders.
The discrimination and problems for "mental cases" are much worse if you were not released. Escaped mental patients are regarded in much the same light as escaped convicts. Most people see them as little better than dangerous animals. Everyone, from the police to the general public, will consider you to be a potential killer, even if you have no history of violence. In this age of nation-wide databases, any background-check using your name, social security number or fingerprints will reveal your status. Notes:
Book Ref: The Spirit Ways, pg.#106

Mentor's Resentment 1 General Social WW7300 Synopsis: Your mentor dislikes you and wishes you ill.

System: Given the smallest opportunity, your mentor will seek to do you harm, and may even attack you if provoked. Your mentor's friends will also work against you. Good luck!
Notes:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#165

Mired In Scandal 2 General Social WW8202 Synopsis: People in your character’s community tend to recognize her for all the wrong reasons. Maybe her mortal host was involved in a scandal involving a local politician, or perhaps she was charged but not convicted in a sensational case.

System: No matter what the cause, your character tends to attract a lot of unwanted attention wherever she goes. People look down on her, though they don’t necessarily hinder or harass her. Add two to the difficulty of any Social rolls that involve people who know your character’s mortal past.
Notes:
Book Ref: Demon Players Guide, pg.#91

Misinformed 1 General Social WW8120

WW8202

Synopsis: You uphold some odd belief, such as a conspiracy theory or UFO visitation, that flies in the face of accepted science or conventional wisdom. You tend to incorporate this misinformation into your worldview.

System: Whenever you test a Knowledge that in some way relates to your belief, increase the difficulty by two. This penalty kicks in when you roll a failure. It represents your tendency to come up with off-the-wall answers that others see as obviously incorrect.
Notes:
Book Ref: Hunter Players Guide, pg.#115
Demon Players Guide, pg.#89

Mistaken Identity 1 General Social WW4600 Synopsis: Your mage is not the reincarnation of some ancient hero or nefarious character from history, the favored child that some great animal totem set its mark upon, a powerful immortal wizard who has not been seen for a hundred years or some god come down in human form. Unfortunately, he looks the part, and people who value iconography more than actions will believe he fits the role.

System: This confusion can naturally get your mage into all sorts of trouble. People may expect him to have capabilities that he doesn't, or they may blame him for problems that aren't his own.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#290

Molt 1 Shifter Mokole Physical WW3081 Synopsis: You molt on a regular basis. When you molt, the scales, feathers, or fur of your Archid form slough off, and your Homid form loses all its facial and body hair. Your skin will shred and peel. You may lose tattoos, piercings and scars as well as suntan. Your suchid form's outer skin will also shred and peel off.

System: You are treated as Bruised during a molt and your armor or shell, if any, do not exist. Your Appearance is lowered by 2, although it cannot be lowered below 1 through molting. You itch horribly and are constantly scratching in all your forms throughout the molt. You may spend a Willpower point to stop scratching for one scene. The molt lasts as long as a sunburn, several days to a week, and offers at least once a year. The Storyteller decides when you molt and informs you of the consequences. It is possible that stress, fear, or exposure to toxic chemicals could cause you to molt ahead of time or more than once. On the other hand, the difficulty of the Rite of Shedding Hide is lowered by 1 if you are molting.
Notes:
Book Ref: Mokole, pg.#72

Monstrous 3 General Physical WW4600 Synopsis: Your mage has an Appearance rating of zero.

System: He may be the stereotypical pock-marked leper, or he may have the face and body of a demon or bug-eyed monster. Otherwise, someone just beat him with the ugly stick.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#289

Monstrous Connection 2 General Social WW8120 Synopsis: You have to deal with a monster as part of your job or even your family life. Perhaps it's your boss or a key family figure.

System: The monster is not necessarily hostile toward you - it might not even know you're a hunter - but it's in a position to cause you a lot of trouble should it choose to.
Notes:
Book Ref: Hunter Players Guide, pg.#116

Moon Mad 5 Shifter Bastet Psychological WW3037 Synopsis: Seline has branded you with a madness that swells with her fullness and erupts during the full moon, when she attains her furious state.

System: In game terms, the Bastet character gains an additional +2 Rage during this phase of the moon, or during visits to the moon itself. This extra Rage makes her irritable under the best of circumstances, psychopathic under stress. She may have dreams just before every full moon where she wanders a dead landscape with the blood of innocents and enemies alike on her claws. During waking hours, the character prowls angrily, exploding into violence at any real provocation. This is great if a battle is called for; disastrous if the moment requires a cool head and steady hands. People who can see auras notice that the mad cat's body blazes with white-hot fire; even mortals can tell that something's horribly wrong with that chick in the corner. Maybe now's not the best time to pester her. You, of course, would agree...
Notes:
Book Ref: Bastet, pg.#87

Mortal Fame 1 - 4 Wraith Social WW6302 Synopsis: You were famous in life, and your tragic death was widely mourned (or at least widely publicized). People whom you meet on the street are likely to recognize you,or at least say, "You look just like... but you can't be, he's dead."

System: This makes it difficult to remain inconspicuous, and nearly impossible not to rouse the attention of those who would hunt you down.
Notes:
Book Ref: Wraith: The Oblivion - The Risen, pg.#40

Motion Sickness 1 General Physical WW3350 Synopsis: A character who suffers from motion sickness is easily unbalanced by the rocking of the sea.

System: The player makes Stamina rolls for seasickness against a base difficulty of 8. A sadistic Storyteller may also require seasickness rolls from the player of such a character in other situations, such as a long car ride...
Notes:
Book Ref: Blood-Dimmed Tides, pg.#126

Mr. Red Tape 4 Technocracy Social WW4014 Synopsis: Bureaucracy hates you. No matter how well you perform your duties, you can't cut through red tape worth a damn. Maybe you pissed off the supply manager or dissed that secretary or lost one too many pieces of valuable gear.

System: In any case, you run into complications whenever you need equipment or resources. When you do get them, they always leave something to be desired.
Notes:
Book Ref: Guide to the Technocracy, pg.#171

Multiple Personalities 5 General Psychological WW3037 Synopsis: Many Ceilican suffer from this affliction, which switches the werecat's Pyrio, Nature, Demeanor, or all three at unpredictable times. You may have been born at daylight, but your interests can turn to nighttime pursuits without warning. Others may notice your unpredictable personality shifts, which might grow so severe that you have to assume other personalities to accommodate them. Unlike true multiple personality disorder, your character has some awareness of her different aliases; most Bastet with this quirk set up elaborate parallel lives to cover the changes. Other werecats, those who dwell at the edges of civilization or in the wilderness, simply act differently. If anyone notices the difference, they're too intimidated to remark on it.

System: In game terms, this Flaw forces the player to alter her character's behavior every few sessions, possibly during times of stress. You must figure out at least one "alternate identity" for your werecat to assume once in a while, and play out the difference between the two personalities. In really extreme situations, the Storyteller might demand a Willpower roll, difficulty 8; if the player fails, the character starts behaving in a radically different manner, which may be a good thing, or a bad thing...
Notes:
Book Ref: Bastet, pg.#87

Mute 4 General PhysicFixeal WW4600 Synopsis: Your mage can't speak. This shortcoming may derive from physical damage, a magical curse or a natural deformity.

System: You may communicate with your game group to describe your character's actions, but you are not allowed to actually talk in character (and if you do so "out of character" to get your point across, your Storyteller may penalize you by awarding you fewer experience points). You can use Linguistics to learn sign language, or write (assuming your character isn't illiterate as well). Mind magic can also overcome this problem to a limited degree.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#290

Mystical Aura 2 Vampire Supernatural WW20006 Synopsis: You radiate unnatural power. Perhaps you were a magus in life, unwisely fed from one of the Fair Folk or studied the twisted sorcery of the Tremere.

System: All attempts to sense magic on and around you are at -2 difficulty. Your halo always shows the shimmer of magic use to Soulsight and similar powers, provided that the observer rolls at least one success.
Notes: Assamites of the sorcerer caste cannot take this Flaw.
Book Ref: Players Guide to Low Clans, pg.#190

Narc 3 General Social WW2302 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:
Book Ref: Guide to the Camarilla, pg.#78

Natural Urge 2 Changeling Pooka Mental WW7054 Synopsis: Animals do lots of things that would be very odd if humans or changelings did them as well. They have urges. You have these urges as well. This could be a disturbing taste for raw meat, a desire to chase cars, an unconscious habit of licking yourself, an impulse to search your friends’ hair for parasites, or a predilection for attacking weaklings.

System: Whatever natural urge you have, you do it without thinking. It’s a part of you and only by spending a Willpower point can you avoid the urge for an hour when in a situation where you would normally feel the urge.
Notes:
Book Ref: Kithbook: Pooka, pg.#88

Necrophile 3 Vampire Social WW2354 Synopsis: No, you don't have sex with the dead, but you certainly enjoy their company. You are obsessed with dead bodies and "invite" them over to your domain. Your haven is distastefully decorated with severed and mutilated body parts of all kinds. You talk to your dead friends, dance with them, make art out of them and entertain frequently.

System: Some vampires of particularly refined temperament may need to overcome a Courage roll (difficulty 4) to enter a room where you've left your guests and their accouterments. Toreador go apeshit; Toreador antitribu applaud. For some reason, this Flaw is very popular among Leatherfaces.
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#73

Needy Friends 1 General Social WW8202 Synopsis: Your character’s mortal friends and other non fallen social contacts have a pattern of falling into bad situations and turning to her for help. She is the bedrock in their lives.

System: Whether they need some advice dealing with a girlfriend or need bail money, they look to her. If your character has the Allies Background, this effect is magnified even more, at the Storyteller’s discretion.
Notes:
Book Ref: Demon Players Guide, pg.#89

Nephandic Taint 3 Mage Supernatural WW4253 Synopsis: Somewhere early in your training, you studied a bit with a generous and helpful master. Turns out he had a reason for being such a nice guy.

System: Although you didn’t fall to the Lost Path and your Avatar is still (hopefully) untainted, you wound up learning a bit at the hands/ feet/tentacles/whatever of a Nephandus. This colors all of your magic; your Resonance tends to flavor with destructive, primordial effects. You can’t learn Qlippothic Entropy (you’re not truly one of the Fallen), but the distinction is lost on most mages. You may have trouble finding a new mentor, and you will always be suspect.
Notes:
Book Ref: Initiates of the Art, pg.#84

Nightmares 1 General Mental WW2300

WW3806
WW4600
WW7300
WW8202
WW92041

Synopsis: You experience horrendous nightmares every time you sleep, and memories of them haunt you during your waking hours.

System: Upon awakening, you must make a Willpower roll (difficulty 7) or lose a die on all actions for that night. A botched Willpower roll indicates that, even when awake, you still believe that you are locked in a nightmare.
(Demon) The day after, add two to the difficulty of the first Ability or Attribute roll you make to deal with other demons.
Notes: You cannot take this Flaw in conjunction with the 3 point version of the Light Sleeper Merit.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#299
Players Guide to Garou, pg.#164
Mage: The Ascension (Revised), pg.#292
Demon Players Guide, pg.#84
Changeling: the Dreaming (20th Anniversary) pg.#181

Non-confrontational 1 General Social WW8202 Synopsis: Your character’s mortal host had a hard time bringing up difficult subjects with others. Now, your character is willing to make a lot of sacrifices to avoid interpersonal confrontations. She lets people have their way simply to avoid fights, and she often steps into arguments and attempts to end them without giving any thought to the outcome of the discussion. She has a hard time coping with pushy people and finds herself making compromises that she later wishes she hadn’t.

System: Add two to the difficulty of any roll that involves debating or arguing with someone who is normally friendly with your character.
Notes:
Book Ref: Demon Players Guide, pg.#90

Non-swimmer

aka Nonswimmer

1 General Physical WW8120

WW8202

Synopsis: Your character never learned how to swim, and she has no natural talent for it.

System: If she ever finds herself in a position where she has to try to swim, she can manage a pitiable doggie paddle. Increase the difficulty by two for any Athletics rolls involving swimming.
Notes: This flaw is listed twice in the database - once as Non-swimmer and once as Nonswimmer. Pick one.
Book Ref: Hunter Players Guide, pg.#118
Demon Players Guide, pg.#86

Notoriety (flaw) 3 General Social WW2204

WW2206
WW2800
WW3108
WW3202
WW3704
WW4050
WW6007
WW7100
WW7300

Synopsis: You have a bad reputation among your peers; perhaps you violated the protocols once too often, or belong to an unpopular freehold.

System: There is a two dice penalty to all dice rolls for social dealings with associated (insert: changelings/garou/kindred/wraith - whatever your race is).
Notes: A character with this Flaw may not take the Merit Reputation.
Book Ref: Vampire Player's Guide, pg.#43
Vampire Players Guide (2nd Edition Text Only), pg.#17
Vampire: The Dark Ages, pg.#274
Werewolf Players Guide (2nd Edition), pg.#18
Werewolf Players Guide (1st Edition), pg.#24
Wild West Companion, pg.#67
Book of Shadows Mage Players Guide, pg.#43
Wraith Players Guide, pg.#25
Player's Guide for Changeling the Dreaming, pg.#31
Changeling The Dreaming (2nd Edition), pg.#166

No Dexterous Limbs 4 Bygone Physical WW4802 Synopsis: The noble unicorn and the humble pig share this Flaw.

System: Neither has hands, claws, trunks or prehensile tails that it may use to employ tools or grip objects. You have this "disability" and cannot use weapons other than your natural ones, or write in any medium more convenient than wet clay.
Notes:
Book Ref: Bygone Bestiary, pg.#109

No Partial Transformation 1 Shifter Garou Physical WW3108 Synopsis: You cannot take any mixed forms at all (such as Crinos paws while in Hispo) - only the full forms.

Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#21

No Sense Of Smell 1 General Physical WW8120 Synopsis: You completely lack a sense of smell. You may have simply been born without it, or perhaps you lost it due to some freak accident.

System: You can't smell anything, no matter how strong the odor might be. Food tastes somewhat bland to you. On the good side, you aren't bothered by the stench of sewers, rotting flesh, or other nastiness.
Notes:
Book Ref: Hunter Players Guide, pg.#118

Oathbound
was Mystical Imperative
1-5 General Supernatural WW92041 Synopsis: Your life depends on something you must or must not do. It may be something that has always been upon you, or a sacred oath you swore. Someone who witnessed it will always hold you

to it. If you disobey, the consequences will be dire. You may have several oaths, and these may come into conflict. Most changelings keep their prohibitions and imperatives secret, lest enemies use them as weapons.
Storytellers should examine each oath and assign a point value to it, as well as to the punishment for violating it.
System: Oaths:
(1 point) Easily avoided circumstances, such as “Never break bread with a red-haired man,” are worth one point. Automatically botching the next major cantrip you do is worth one point.
(2 points) More common, or difficult, things, such as “Stop and pet every cat you see,” are worth two points. Having bad luck for the rest of your life is worth two.
(3 points) Particularly drastic or dangerous circumstances, such as “Never back down from a fight,” are worth three (or more) points. Losing all your friends and worldly possessions is worth three.

Consequences for violating the above oath: (1 point) Automatically botching the next major cantrip you do is worth one point.
(2 points) Having bad luck for the rest of your life is worth two.
(3 points) Losing all your friends and worldly possessions is worth three.
(4 points) Dying is worth four points.
(5 points) Being deserted by your faerie soul five.

If you accidentally violate your oath, you may attempt to atone for the crime, fixing whatever you did wrong. However, if you violate an oath willingly and with full knowledge — and survive — you become an oathbreaker, one of the foulest epithets among changelings.
Notes: Characters who wish to begin as oathbreakers should take the flaw Dark Fate or some curse.
Book Ref: Changeling: the Dreaming (20th Anniversary) pg.#187

Obese 2 General Physical WW8202 Synopsis: Your character’s host body is seriously overweight, large enough that she has trouble using the seats in most theaters.

System: Add two to the difficulty of any Dodge or Athletics rolls you make. Your character moves at half the normal rate.
Notes:
Book Ref: Demon Players Guide, pg.#87

Obsession 2 General Mental WW6007

WW6013
WW7300

Synopsis: There is something you like, love, or are fascinated by to the point where you often disregard common sense to cater to this drive.

System: You react positively to anything related to your obsession, even if it's not in your best interests. For example, if you are obsessed with supernatural creatures, you will go out of your way to talk to and befriend vampires, werewolves, and stranger things, and find out as much as you can about them, disregarding all warnings. If you are obsessed with Elvis, you have your house decorated with black velvet paintings and annoy your friends with your constant talk about the King. You don't necessarily believe that Elvis is still alive, but you buy every supermarket tabloid that carries an article about him anyway. There are many other obsessions, including British royalty, guns, football, role playing games…you know the type.

(Shadow - 3 pt. Merit) The Shadow is focused intensely on one part of the Psyche's personality, so that other opportunities to drive the wraith to Oblivion are neglected or missed altogether. The Shadowguide chooses one of the Psyche's Passions to serve as the focus of the obsession and then goes to work on it. Henceforth, all rolls the Shadowguide makes involving that particular Passion in any way are at -1 difficulty. This includes rolls for using Thorns to frustrate a Passion, rolls to gain Angst from a diametrically opposed Dark Passion and so on. On the other hand, all rolls which the Shadow makes relating to other Passions or any other aspect of the Psyche are at +1 difficulty.
Notes:
Book Ref: Wraith Players Guide, pg.#18
Shadow Players Guide, pg.#66
Changeling The Dreaming (2nd Edition), pg.#155

Obvious Predator 2 Vampire Social WW2351 Synopsis: Either your face or your immediate disposition lets people know that you have nothing good in store for them.

System: Mortals react poorly to people who exude such a blatant air of menace, and all your difficulties for Social rolls increase by two (with the exception of Intimidation-related rolls).
Notes:
Book Ref: Clanbook Brujah (Revised Edition), pg.#69

Odd Eye 1-2 Vampire Salubri Physical WW2822 Synopsis: Your third eye looks strikingly different than the two you were born (and Embraced) with.

System: For one point, the third eye is merely a different color (i.e., blue, when you have brown eyes), while for two points it's something rather disturbing (i.e., violet, red, slitted like a cat's eye). Needless to say, this inhuman feature is not going to help your reputation.
Notes:
Book Ref: Clanbook: Salubri, pg.#47

Offensive To Animals 1 Bygone Supernatural WW4802 Synopsis: Many magical beasts engender fear and hatred in the lesser beasts. Horses shy at gryphon scent, for example.You cause such fear in other creatures.

System: Unless the Storyteller explicitly rules otherwise, no mundane animal will have anything to do with you, and may startle, cry out or otherwise object to your presence. Even mundane animals may have this Flaw if they've been tainted by the supernatural (or just smell weird). In game terms,you have a two-die penalty for any action involving other animals (except, of course, fighting them), and you cannot interact with one without causing a fuss.
Notes:
Book Ref: Bygone Bestiary, pg.#107

Old Flame 2 Vampire Social WW2302 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:
Book Ref: Guide to the Camarilla, pg.#77

Old Injury 2 General Physical WW8202 Synopsis: Your character’s host body was hurt pretty badly back in her younger days, and she now pays the price with chronic pain and swelling.

System: Increase the difficulty of any Athletics roll by two.
Notes:
Book Ref: Demon Players Guide, pg.#87

One Arm 3 General Physical WW2204

WW2206
WW2800
WW3108
WW3202
WW4050
WW7300

Synopsis: You were either born with only one arm or lost your arm through an injury of some sort.

System: You suffer no secondary-hand penalty, since you have adapted to using your one hand for most activities. When you need to use two hands, however, you lose two dice from your dice pool. For Garou, your running speed in Hispo and Lupus form is 1/2 of normal.
Notes: Sidhe who are members of House Dougal cannot take this as their handicap, though it can be taken if they have a different handicap as their House Flaw.
Book Ref: Vampire Player's Guide, pg.#47
Vampire Players Guide (2nd Edition Text Only), pg.#20
Vampire: The Dark Ages, pg.#277
Werewolf Players Guide (2nd Edition), pg.#21
Werewolf Players Guide (1st Edition), pg.#27
Book of Shadows Mage Players Guide, pg.#46
Changeling The Dreaming (2nd Edition), pg.#169

One Ear 2 General Physical WW4600 Synopsis: Your character is missing an ear, or else he has suffered damage or a birth defect that makes such an organ useless.

System: The difficulties of all Perception rolls with the appropriate sense increase by two (just like the Defective Sense Flaw). Furthermore, a character with one functional ear suffers a one-point difficulty on all rolls to determine the location of a given sound (due to the loss of binaural hearing.)
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#288

One Eye 2 General Physical WW4600 Synopsis: Your character is missing an eye, or else he has suffered damage or a birth defect that makes such an organ useless.

System: The difficulties of all Perception rolls with the appropriate sense increase by two (just like the Defective Sense Flaw). Furthermore, a character with one functional eye increases the difficulty of all rolls involving depth-perception by one (including ranged attacks).
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#288

Ontological Pacifist 3 or 5 Mage Traditions Akashic Mental WW4657 Synopsis: You literally believe that peace is the way of the Drahma. Violence is an offense against the Dharmas themselves, and they would never manifest in someone who had stained himself with it.

System: For three points, your character immediately loses all benefits from use of foci if he ever commits an act of violence that isn’t direct self- defense (i.e. striking preemptively or without cause). You will probably have to use the Surpassing Foci rules (Mage: The Ascension, pg.#203) to cast effects. The foci won’t work for your character until he makes some sort of restitution to the victim or purifies himself in a suitably arduous fashion (the restitution should generally be the easier option). For five points, you suffer this penalty if your character directly or indirectly commits a violent act against any sentient creature for any reason. In both cases, magical compulsion makes no difference. And yes, the problem becomes less severe as you discard foci.
Notes:
Book Ref: Tradition Book Akashic Brotherhood (Revised Edition), pg.#60

Open Wound 2-4 Vampire Physical WW2302 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 (Vampire, Page 297, or see below).
Notes:
Book Ref: Guide to the Camarilla, pg.#73

Otherworldly Taint 2 General Supernatural WW4010 Synopsis: Something about you just isn't right. Perhaps you have white hair at a young age, or you're unusually tall, or you've got eyes that shine slightly silver in the moonlight. Regardless, you've got some feature or mystique that other people consider disturbing, even if they don't know why.

System: To most observers, you're simply uncanny; a person skilled in occult or mystical matters can recognize you for what you are with a successful Perception + Awareness roll (difficulty 7). Some people might find your disquieting presence compelling. Most, however, will give you a lot of breathing room - or a lot of trouble.
Notes: Shifters may not take this as they are already subject to The Curse from Rage.
Book Ref: World of Darkness: Sorcerer, pg.#72

Outsider 2 Shifter Garou Social WW3074 Synopsis: Because of false rumors, an ill-done deed or some other reason, 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:
Book Ref: Kinfolk Unsung Heroes, pg.#53

Overconfident 1-2 General Mental WW2206

WW6007
WW7300
WW8202

Synopsis: You have an exaggerated and unshakable opinion of your own worth and capabilities.

System: You never hesitate to trust your abilities, even in situations where you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough, you can infect others with your overconfidence.
(Demon - 2 points) Once per game session, the Storyteller may secretly add two to the difficulty of a non-combat action that your character takes. This increase represents her tendency to plunge headlong into activities that are beyond her capabilities.
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#4
Wraith Players Guide, pg.#17
Changeling The Dreaming (2nd Edition), pg.#154
Demon Players Guide, pg.#93

Overextended 4 Vampire Social WW2302 Synopsis: You’ve got your fingers in too many pies, and people are starting to notice. 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.

System: 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:
Book Ref: Guide to the Camarilla, pg.#78

Overkill 4 Wraith Spooks Physical WW6305 Synopsis: You didn't mean to hit him/her/it that hard, but you did.

System: Your excessive enthusiasm is a recurring problem for you, giving you a tendency to put too much into the Arcanos you use and thus aggravate both the damage and the mess you cause. In addition to this, your apparent inability to exercise some form of self-control at times increases the accumulations of temporary Angst by one point each time you use Outrage.
Notes:
Book Ref: Guildbook: Spooks and Oracles, pg.#51

Overly Curious 3 Shifter Bastet Psychological WW3037 Synopsis: You're too inquisitive for your own good; even most cats have more of a sense of self-preservation than you do. When a mystery presents itself, you'll go all the way to hell (literally!) to puzzle it out. It's hard to put a finger on why you feel compelled to search out facts, but it often gets you in trouble.

System: In game terms, this Flaw forces you to make a Willpower roll whenever some question is left unresolved. This question could be anything from an overheard conversation to a lost artifact. If you fail the roll, you'll go out of your way - really out of your way - to uncover the answer. The difficulty for the roll depends on the amount of work it looks like you will have to do. The simpler the questions appears, the higher the Willpower difficulty will be. Note the emphasis on "looks like"; many complicated problems arise from something that seemed simple at the time.
Notes: In Bastet, this flaw is named Too Curious.
Book Ref: Bastet, pg.#87

Overly Curious 3 Shifter Nuwisha Psychological WW3076 Synopsis: Overly curious Nuwisha are fairly common. If there's a door halfway open, a werecoyote feels obligated to see what's on the other side. If there's a spooky noise coming from a cave that stinks of the Wyrm, she simply has to check it out.

System: Nuwisha can't leave a mystery unsolved. Werecoyotes with this Flaw cannot resist temptation without a Willpower roll, difficulty 9.
Notes:
Book Ref: Nuwisha, pg.#49

Pacifist 5 General Mental WW4254 Synopsis: Truthfully speaking, this sort of behavior should probably not be considered a Flaw, but as many in society view peace as weakness, it can be a disadvantage.

System: Due to strong religious or moral convictions, you will not harm another being. You may defend yourself with warding magic or deflective effects, and may even engage in peaceful demonstrations and resistance. However, you may not cause damage to anyone. It is important to note that this is a psychological restriction, not a supernatural one. Certainly, it is possible for you to hurt someone accidentally, but you would never do it on purpose. Players taking this Flaw should be prepared to play its difficult restrictions. In most Storytelling games there is likely to be some level of physical conflict that makes playing it seem impossible. Nevertheless, great men from Martin Luther King to Gandhi have practiced pacifism.
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#54

Pack Mentality 1 Shifter Garou Mental WW3806 Synopsis: You are lost without your pack. Their presence helps define you to an extreme. You have little identity outside the pack and even find it hard to speak in terms of "I" or "me". When you are with at least one member of your pack, you have a -1 difficulty to all rolls involving pack activities or strategies; if you are alone, your difficulty increases by 1 on any task you would ordinarily expect people to help you with (such as combat). You sometimes have trouble making decisions without your pack to help you, even if you are the pack leader.

System: In stressful situations, you may need to make a Willpower roll to act on your own.
Notes:
Book Ref: Players Guide to Garou, pg.#164

Pack Mentality 1 Changeling Pooka Mental WW7054 Synopsis: Your attachment to your pack far exceeds healthy limits. You not only want to be a part of a pack, you need to be. You go to extreme lengths to protect your pack, even to the point of sacrificing yourself, and if you find yourself without a pack, you join up with the first that accepts you. You stress hard when left alone. You don’t, however, have to be a follower in the pack, you could just as easily be the leader who needs more than anything to have a group to oversee. If you’ve lost your old pack, spend a Willpower point to put off joining the first pack you find — even if they seem inimical to your own ethics. You must do this for a number of days equal to the number of failures (i.e. the number of 1s rolled) on an Intelligence roll.

Notes:
Book Ref: Kithbook: Pooka, pg.#89

Paraplegic 6 General Physical WW4600 Synopsis: Your magician is confined to a wheelchair, or completely unable to stand and move about without the aid of crutches, the chair itself or some other difficult and painful system.

System: Your mage generally moves a single yard per turn, and doing even that much is torturous. Perhaps the wizard's body is broken by accident, or he may not have been born with any functioning limbs. This Flaw makes life very difficult, and you should consider carefully before taking it!
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#290

Parasitic Infestation 2 Vampire Nosferatu Physical WW2354 Synopsis: Other creatures live on or inside you. Exotic hemovores - chiggers, gnats, ticks, lice, mosquitoes, leeches and unnamable bloodsucking fungal spores - consider the creases, folds and scabrous layers of your skin delightful. Your flesh continuously twitches and writhes, and living things burrow inside you, possibly even nesting in the cavities of your body. Despite all your ingenious methods of discouraging them, this loathsome hosting will not disperse. You cannot command these vermin in any fashion; in fact, the worst of them are very defiant because they have been strengthened and corrupted by your foul vitae.

System: Each day, when you rise, roll one die. Divide the result by three, and rounding up. The result is the number of blood points you lose to the blood-intoxicated parasites within and upon you. In addition, the constant itching puts you on edge; increase the difficulty of all Self-Control rolls by one.
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#73

Path Inept 5 Sorcerer Supernatural WW4254 Synopsis: For some reason, your sorcerer is considerably limited in his ability to advance in the study of a certain branch of your chosen magic. This may be the result of a curse, poor training or even emotional scars from childhood.

System: Whatever the reason, you must choose a single Path from that available to your character's Society. In this Path, you must spend on quarter more experience points for any gain of Path level or rituals. Be sure to choose a Path that your character plans to study - your Storyteller has ways to get back at you if you try to avoid your Flaw.
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#57

Pelagic Compulsion 2 Vampire Lasombra Mental WW2362 Synopsis: You become increasingly agitated when on land.

System: Raise the difficulty of all Willpower rolls made when you've been away from the sea for more than 24 hours by one.
Notes:
Book Ref: Clanbook Lasombra (Revised Edition), pg.#64

Permanent Fangs 3 Vampire Physical WW2302 Synopsis: Your fangs do not retract, making it impossible for you to hide your true nature.

System: 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. You are also limited to a maximum Appearance rating of 3.
Notes:
Book Ref: Guide to the Camarilla, pg.#73

Permanent Wound 3 Vampire Physical WW2300 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:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#297

Permanent Wound 3 Mage Physical WW4600 Synopsis: Due to Pattern damage, a permanent Paradox injury or some other nastiness, you have a wound that never heals. Even if you repair the injury with magic, it reoccurs at sunset or sunrise of each day (your choice as to which).

System: This wound causes your character to suffer the Wounded health level with lethal damage that cannot be soaked. Such damage is cumulative with other injuries (and it could kill a badly wounded mage if it reoccurs while he's already injured), but it is not self-cumulative. That is, your character's bleeding head wound doesn't cause any more damage the next morning or evening if he hasn't bothered to heal it magically for a day.

Notes:
Book Ref: Mage: The Ascension (Revised), pg.#289

Persistent Parents 2 General Social WW3108 Synopsis: Your parents refuse to let your memory lie, and they actively run a missing teens program to search for you. They also use hired detectives to hunt for you.

System: How close they are to your trail is the Storyteller's decision. You cannot simply tell them what has become of your for some reason: Maybe your father is a loyal Pentex employee, or perhaps your parents are fundamentalists who just wouldn't understand your new life.
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#19

Phobia 1 or 2 or 3 General Psychological WW2300

WW3806
WW4600
WW6007
WW7300

Synopsis: (1pt - Mild) You have an overpowering fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include certain animals, insects, crowds, open spaces, confined spaces and heights.

(2pts - GAROU) Something incites an illogical and overwhelming fear in you. Whether you are afraid of spiders, crowds or enclosed spaces, you make a point of avoiding the object of your fear.
(2pts - MAGE) Some simple stimulus, engenders an overwhelming fear in your mage. Your character might be afraid of snakes, heights or large crowds of people.
(2pts - VAMPIRE) You have an overpowering fear of something. Spiders, snakes, crowds and heights are examples of common phobias.
(3pts - GAROU) Something incites an illogical and overwhelming fear in you. Whether you are afraid of spiders, crowds or enclosed spaces, you make a point of avoiding the object of your fear.
(3pts - Severe) You have an overpowering fear of something. Common objects of fear include certain animals, insects, crowds, open spaces, confined spaces, heights and so on.

System: (1pt - Mild) You must make a Willpower roll whenever you encounter the object of your fear. The difficulty of this roll is determined by the Storyteller. If you fail the roll, you must retreat from the object.
(2pts - GAROU) If you have a mild phobia (2pt Flaw), you must make a Willpower roll if something triggers your fear. The Storyteller determines the difficulty of the roll depending on the circumstances of the encounter. You must make at least three successes in order to approach the object of your fear or deal with the fearful situation. If you fail the roll, you run away.
(2pts - MAGE) You must make a Willpower roll whenever your mage is confronted by the object of terror. If you fail, your mage retreats from the situation, while a botch means that the mage flees completely out of control or curls up into a helpless ball and quivers. If forced to stand ground against such a fear (fighting a giant magical snake, for instance), you suffer a difficulty penalty of two on all rolls.
(2pts - VAMPIRE) You must make a Courage roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller, and if you fail the roll you must retreat from the object.
(3pts - GAROU) The three-point version of this Flaw indicates that you must make a frenzy check to resist fox frenzy when you are faced with what you fear. Your Storyteller must approve your choice of phobia; silly or incredibly rare objects of fear (such as pineapples or one-armed mean wearing fedoras) are not at all appropriate.
(3pts - Severe) You must make a Willpower roll not to freak out when faced with the object of your fear. The difficulty depends on the circumstances. If you fail the roll, you must retreat in terror from the object of fear. If you score less than three successes, you will not approach it. The Storyteller has final say over which phobias are allowed in a chronicle.
Notes: Take the flaw that fits with your supernatural group.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#299
Players Guide to Garou, pg.#164
Mage: The Ascension (Revised), pg.#294
Wraith Players Guide, pg.#17 & 19
Changeling The Dreaming (2nd Edition), pg.#154 & 157

Phylactery 7 Mage Supernatural WW4600 Synopsis: Historically, a phylactery referred to a special arm wrapping with a prayer box that contained sutras, divine power and a portion of the wearer's soul. Mages refer to a phylactery as a container for the power to perform magic. Your mage's Avatar exists in the physical plane, invested into an object or place, or possibly imbued into some creature or person (such as his familiar or ally) or even a part of his body. On rare occasions, it may be invested into some nebulous concept, like a bloodline, secret society or a religion. The good news is that this object or creature is now Correspondence Range 0 in regards to yourself, which means you can sense it wherever it is, unless it's shrouded by warding. Teleporting your phylactery ring off your finger or making you drop your phylactery sword is as difficult a feat as teleporting your finger off your hand or forcing you to chop off your own arm. The bad news is that you must be in actual physical contact with your phylactery in order to work magic — even if that physical contact is long distance, like a Virtual Adept linked via modem to the mainframe in his bedroom. Moreover, you need to be very obvious about what it is you're using to perform your arts. If your mage's phylactery is his staff, your mage must wave it grandly during all invocations; if his phylactery is a crown, he must hold his head high and wear the crown everywhere he intends to do magic.

System: If your mage's phylactery speaks to him as his Avatar, you should also take the Manifest Avatar Merit. If the phylactery is an object, you should probably take the item as a unique focus. As with any unique focus, a phylactery can be repaired or retrieved if it is damaged, destroyed or stolen.
xxxxxIf your mage is separated from his phylactery, you may roll Perception + Awareness to sense the surroundings of where it is, depending on how the phylactery might perceive such things. If your mage's phylactery is animate (as with a cat or horse or severed-but-still-living hand) it will also do its best to find its way back to you, having the same homing sense.
xxxxxSimilarly, if your mage's Avatar is invested into a place, such as the Royal Forest of Dean or San Francisco, transporting him away from it, at least by magical means, is about as difficult as teleporting a city block to Istanbul. If he is removed from his phylactery by mundane means, his homing sense will lead him back. In cases where a phylactery is a place, the Avatar fuses with the City Father of that area. That is to say, your Avatar becomes one with the totem spirit of that particular region — Emperor Norton in San Francisco, Belle in Atlanta, a certain highly trademarked mouse in Disneyland. You should take an Avatar rating on par with the importance of your character's bailiwick. Wild places such as forests, deserts, rivers and even oceans can be linked with the same way, although your character must be in them or on them to work his magic. The Pacific Ocean is huge, but if that's your mage's phylactery, his connection to it ends once he sets foot on dry land. Generally speaking, it's not the size of an area that's important so much as the identity. The Queen of Angels may control most of Los Angeles, but there's a different identity to Hollywood and Malibu.
xxxxxIf your character's phylactery is a place, your Storyteller may also allow your character's magic to work in other places somehow linked to it. A mage with Hashberry for her Avatar could probably work her magic in other parts of San Francisco with raised difficulties the further she got from the Haight, and more powerful Avatars could probably work their magic in foreign lands tied to their spirit.
xxxxxFinally, if your mage's phylactery is a concept with a physical or temporal manifestation, such as the Roman Catholic Church, Iteration X, the witch's Sabbath or the season of Christmas, you may work magic as long as your character is an accepted part of that institution. The symbols and tools representing it can be destroyed, of course, stripping your mage of his magic temporarily, but they can be replaced.
xxxxxIn cases of identity phylacteries, your mage loses his connection to his Avatar if he is disowned, banished, defrocked, excommunicated or otherwise kicked out. As such, members with this Flaw are intensely loyal. If the organization or other concept is destroyed, the Avatar is destroyed, but an organization cannot be destroyed until all members either die or truly renounce their loyalties. When a concept is your mage's phylactery, his Avatar is the protector or mascot of that concept.
If a mage with a phylactery ever dies, the Avatar may or may not go free, at the Storyteller's option. If it does not go free, the phylactery remains as it is, awaiting the mage to reclaim it in his next incarnation.

Notes:
Book Ref: Mage: The Ascension (Revised), pg.#300

Pierced Veil 3 Shifter Garou Supernatural WW3806 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:
Book Ref: Players Guide to Garou, pg.#168

Pig-pen 2 Inanimae Glomes Physical WW7307 Synopsis: You have a nasty habit of leaving dirt and dust in your wake.

System: Wherever you go, you leave a faint but noticeable trail of detritus. The grit looks like the same material as your Anchor.
Notes:
Book Ref: Inanimae: The Secret Way, pg.#69

Poison Joss 6 Kuei-Jin Dhampyr Physical WW2920 Synopsis: A much more brutal form of Tainted Joss, this Flaw indicates that you were born under inauspicious circumstances indeed. Your joss is harder to tap and very dangerous, for you and your friends.

System: Passive Joss always costs you one extra point of Joss to use - so 2 points to cancel a lethal attack and 4 to cancel an aggravated one. Also, it has a nasty tendency to do so at the expense of others - especially those near and dear to you. Your good fortune always comes at their expense. For instance, you might be saved from an assassin's bullet by your best friend stumbling at just the wrong moment and taking it for you. When using Passive Joss, you must roll a 10 on your Humanity roll for it to function normally (although at the added expense). If you succeed but don't get a 10, someone nearby whom you care about takes damage in your stead. Your ally doesn't take all the damage, however. If the attack was lethal, she suffers bashing damage; if it was aggravated, she suffers lethal. An ally cannot take more than 2 health levels of damage from a single attack in this manner.
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#59

Political Radical 1 General Social Legal WW8202 Synopsis: Your character’s mortal host had connections to a radical political organization that many people view with suspicion, such as the Nation of Islam or the KKK.

System: Your character is an active member of the group, and local law enforcement has an open dossier on her. While she does not necessarily have a criminal record or engage in illegal activity, the local police view her as a troublemaker and suspicious character. At any given time, she might be the target of undercover observation prompted by the activities of her organization.
Notes:
Book Ref: Demon Players Guide, pg.#94

Polluted-defaced 1-3 Inanimae Physical WW7307 Synopsis: Your Anchor has been damaged, either indirectly by pollution (acid rain, industrial dumping, smog, etc.) or directly by human action (graffiti, construction, etc.).

System: This affects you by making you sickly and weak. For each point of Flaw you have bought, this removes a die of soak dice.
Notes:
Book Ref: Inanimae: The Secret Way, pg.#69

Poor Sense Of Time 1 General Mental WW8202 Synopsis: Your character has no intuitive sense for the flow of time.

System: She can’t even begin to guess the current time without looking at a clock, and she always over- or underestimates the amount of time that has passed since (or that remains before) a specified event.
Notes:
Book Ref: Demon Players Guide, pg.#92

Poseidon's Call 1 Vampire Lasombra Mental WW2362 Synopsis: Your self-control varies with the weather.

System: Make rolls to resist frenzy at -1 difficulty in completely calm weather, but +1 difficulty on rough seas, +2 in thunderstorms and +3 in hurricanes.
Notes:
Book Ref: Clanbook Lasombra (Revised Edition), pg.#64

Possessive 2 General Social WW92041 Synopsis: You obsess over and jealously hoard your possessions.

System: When others attempt to use your equipment — whether it be your car, sword, clothes, or bed — you must make a Willpower roll (difficulty 7). On a failure you vehemently refuse to allow anyone to touch your things, and will lash out if they push the subject. On a botch you immediately act violently when someone attempts to handle anything you own.
Notes:
Book Ref: Changeling: the Dreaming (20th Anniversary), pg.#185

Potent Blood 3 General Physical WW2205 Synopsis: Your blood, for some reason, is very potent and Kindred will desire to drink it. They will not easily give up the chance to continue using you as a source of vitae.

System: They gain two blood points for everyone drunk.
Notes: This is approved at staff discretion, as some races blood is already special.
This does not apply to Kuei-jin feeding for Chi.
Book Ref: The Hunters Hunted, pg.#60

Prey Exclusion 1 Vampire Mental WW2204

WW2206
WW2300
WW2800

Synopsis: You refuse to hunt a certain class of prey.

System: You might refuse to feed on drug dealers, policemen, accountants, or rich people — 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.
Notes: Ventrue, owing to the limitations already imposed on their feeding by their Clan weakness, may not take this Flaw.
Book Ref: Vampire Player's Guide, pg.#33
Vampire Players Guide (2nd Edition Text Only), pg.#4
Vampire The Masquerade (Revised Edition), pg.#299
Vampire: The Dark Ages, pg.#279

Primal Marks (flaw) 2 Mage Physical WW4600 Synopsis: You mage may have an Avatar of the Primordial Essence, some totem or god of legend, or perhaps she's just gained some powerful spirit's patronage and it's set its mark on her. If the totem is an animal, she resembles what such an animal would look like in human form so strongly that people who don't even know her call her "Bear" or "Moose" or "Raven." If the Avatar is some well known god or hero, your character looks just like people would expect her to, including any particular deformities (although you do get extra points for such handicaps). Your mage looks the part so much that anyone can guess her nature at a glance, and there is some danger in that, especially if your Avatar has a legendary enemy (as most do). Your character's totem or Avatar will also require her to protect its species or finish up its unfinished agenda.

xxxxxYour mage might alternately be the descendant of some famous or infamous house: Pendragon, Murasaki, Bacon, Bathory, Borgia or Le Vey. Besides the family name, you've also inherited the family "look." Students of history can easily picture you banishing the Devil and slaying dragons, or poisoning entire families and bathing in the blood of virgins - especially since they have the illustrations that might give them this idea.
xxxxxAlternatively, your mage may just look the part of her profession too well. Perhaps she has the red hair and green eyes of an Irish witch, the pale eyes and dark skin of an Arabic sorcerer, the grown-together brows and elongated ring-fingers of a born shapeshifter or the intense yellow, violet or emerald green eyes of one of the fae. Students of ancient lore recognize these signs, and your mage may easily become the victim of witch-hunters. However, some witches, changelings, shapeshifters and others may accord you more status in their societies if you "look the part."
System:
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#288

Privacy Obsession 3 Vampire Tzimisce Mental WW2061 Synopsis: You carry the Tzimisce respect for privacy to extremes.

System: You must make a Willpower roll (difficulty 6) to enter another being's dwelling without being invited (though you will go fiendishly clever lengths to garner an unwitting invitation). When disturbed in your manse by an uninvited guest, you must make s Self-Control or Instincts roll (difficulty 7) to avoid a frenzy.
Notes:
Book Ref: Clanbook Tzimisce (1st Edition), pg.#43

Probation 2 General Legal WW8202 Synopsis: Your character’s mortal host is currently on probation for some minor offense. She has to meet with a case officer on a regular basis, and she is subject to random drug tests and searches of her apartment and person. She must also commit — or seem to commit — herself to becoming a good citizen by maintaining a job, keeping an apartment and engaging in other aspects of respectable life.


Notes: This may lead to random staff queries, and rolls done.
Book Ref: Demon Players Guide, pg.#94

Procrastination 3 General Mental WW7053 Synopsis: Distraction comes in many forms and satyrs often want to do everything all at once. Unfortunately, there is only one of you. You've never heard of the concept of time management, so you skip from one project to the next as your fancy dictates. And when an important obligation comes along, you flit off to have fun rather than perform your duty. That party at your friend's place seems so much more interesting than polishing your mentor's sword - you can do that tomorrow. There will be plenty of time for that tomorrow. But that elusive tomorrow never comes and the task goes shoddily unfinished. Yet, to your credit, had a damn good time at the party.

System: You must make a Willpower roll any time your character must choose between duty or fun to see which she chooses.
Notes:
Book Ref: Changeling - Kithbook Satyrs, pg.#65

Prone To Quiet 4-5 Mage Virtual Adept Mental WW4660 Synopsis: An Adept inflicted with this flaw falls into Quiet more easily than most mages. This is unfortunately common among Nexplorers and Reality Coders for different reasons. Nexplorers fall prey to it because they escape into digital fantasy to relieve frustrations. Reality Coders gain it because their work in realspace leads to quicker accumulation of Paradox.

System: Storytellers may impose a “Quiet roll” on mages with this flaw in times of stress. The player must roll Intelligence + Enigmas against a target number set by the Storyteller based on the severity of the stress.
Notes:
Book Ref: Tradition Book: Virtual Adepts, pg.#62

Psi Focus 3-5 Sorcerer Supernatural WW4254 Synopsis: Perhaps your psychic needs his lucky crystals to properly heal the sick. Possibly, his cyberkinetic powers require him to mime the action he wishes the machine to perform. Maybe his telekinesis only works on a hubcap he found one afternoon.

System: Either way, he requires some form of crutch for his psychic powers to work.
(3 points) The character must gesture or speak some catch phrase or incantation for the power to work.
(4 points) The power requires a physical focus to work (crystals, a hypnotist's pocket watch, a harmonica).
(5 points) The power only works with a specific focus, akin to a mage's unique focus. (See pages 202-203 of Mage Revised).
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#57

Psychic Feedback 1, 2, or 6 Psychic Supernatural WW4254 Synopsis: While the psychic is gifted with potent powers, the use of the talent tires him. Some psychics even experiences headaches or dizziness from each use of the power.

System: Roll Stamina + Meditation (difficulty 7) or experience a round of pain or disorientation. All actions while in this state are at +2 to the difficulty number. As a 2 point Flaw, the psychic experiences minor long-term pain from use of the power. You should roll Intelligence (difficulty 6) to "soak" the power's activation successes, which are scored as bashing damage. As a 6 point Flaw, the psychic takes this as lethal damage, though a "mental soak" is still allowed.
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#56

Psychic Vampire (flaw) 5 Changeling Supernatural WW92041 Synopsis: The spark of life is dying within you, and you must be continuously fed from outside forces. You are a psychic vampire.

System: Plants and insects wither or die in your presence as you feed on their energies, and any person you touch for more than an hour will suffer one non-aggravated Health Level as you siphon away his life. Those already injured (including those whose Bruised Health Level has been sucked away) will not heal while in your presence. You can still be in the same building without harming someone, but sharing a bed is not possible unless you want the other person to slowly die. If you do not feed the emptiness within yourself at least once a day, you will begin to die. The rate at which you take wounds follows the progression for natural healing in reverse: you take a Health Level after one day, a second in three days, a third in a week, a forth in a month, and finally, one wound every three months.
Notes:
Book Ref: Changeling: the Dreaming (20th Anniversary) pg.#189

Psychic Vampire (flaw) 5 Mage Supernatural WW4050 Synopsis: The spark of life is dying within you, and you must be continuously fed from outside forces. You are a psychic vampire.

System: Plants and insects wither or die in your presence as you feed on their energies, and any person you touch for more than an hour will suffer one non-aggravated Health Level as you siphon away his life. Those already injured (including those whose Bruised Health Level has been sucked away) will not heal while in your presence. You can still be in the same building without harming someone, but sharing a bed is not possible unless you want the other person to slowly die. If you do not feed the emptiness within yourself at least once a day, you will begin to die. The rate at which you take wounds follows the progression for natural healing in reverse: you take a Health Level after one day, a second in three days, a third in a week, a forth in a month, and finally, one wound every three months.
Mages with this Flaw who possess the Sphere of Life have a -2 on all difficulties with Effects designed to damage, stunt, destroy or corrupt a living thing when the healing touch is used. For each Health Level done in this matter, however, a Health Level caused to the mage as a result of life-energy starvation may be healed, or, if the mage has not gone without, the dying flame may be sated for an additional hour per Level done. While a psychic vampire is bloated with Life energies, he will not automatically cause death and injury to those around him. The Verbena and the Celestial Chorus both find this Flaw to be a mark of extreme evil, best dealt with by the extermination of the one possessing it, while the Nephandi actively recruit those with this dark blessing. On the plus side, vampires find your blood completely lacking in sustenance.
Notes:
Book Ref: Book of Shadows Mage Players Guide, pg.#41

Putrescent 4 Vampire Physical WW2354 Synopsis: After you received the Embrace, your body continued to decay. The mystic processes that inhibit a vampire's natural putrefaction has little effect on you. As a result, you constantly rot.

System: Subtract one die when your character soaks damage. If you are jarred or hit violently, roll Stamina (difficulty 6). If you fail, one of your facial features or limbs falls off. If you botch, you also take a level of aggravated damage; once this wound is healed, the missing body parts will regrow.
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#74

Pyromania 5 Inanimae Solimonds Psychological WW7307 Synopsis: You must set fires. You cannot stop yourself. You almost get a sexual thrill from watching flames.

System: To avoid setting fires you must make a Willpower roll each morning. If you fail, you will set at least one fire that day. This is a very dangerous flaw, and will eventually get you in trouble with mortal law enforcement.
Notes:
Book Ref: Inanimae: The Secret Way, pg.#69

Rat Fink (flaw) 2 Ratkin Social WW3080 Synopsis: You have a compulsion to gather secrets about everyone, including the members of your own rat pack, and you have no qualms about betraying someone's confidence if you can benefit from it.

System: Granted, this means that you aren't trusted by anyone, including your so-called friends, but it also means that you can score a lot of extra Contract Rites. Many strange people will owe you favors as a result.You've got a compulsion to gather information on anyone you deal with;you've got to know everything. This Flaw does have one limitation, though: you won't betray the secrecy of a colony. The fact that Knife-Skulkers will hunt you down for such behavior is incidental — you may enjoy a good dark secret now and then, but that doesn't mean you'll risk the survival of the Ratkin race. You're devious, but not stupid.
Notes:
Book Ref: Ratkin, pg.#75

Recluse 3 Changeling Sluagh Mental WW7051 Synopsis: Above and beyond the usual sluagh aversion to companionship, you have a phobia when it comes to others. It takes a real effort (Willpower roll, difficulty 6) for you even to come out of your lair, and another one every day to keep you from scuttling back in. You're most comfortable at home, and generally don't even let others see you, preferring to remain behind curtains or one-way glass.

System: Whenever the sluagh is in the company of more than one person,you are at -1 ona ll rolls unless you make a Willpower roll (difficulty 5).
Notes:
Book Ref: Kithbook: Sluagh, pg.#65

Recruitment Target 1 Vampire Social WW2302 Synopsis: The Sabbat wants you, and they want you badly.

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:
Book Ref: Guide to the Camarilla, pg.#77

Red List 7 Vampire Social WW2302 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: On City of Hope, view +policy risk. Taking this Flaw automatically will alert all Camarilla PCs, and make you Risk 3 with them.
Book Ref: Guide to the Camarilla, pg.#78

Reluctant Warrior 2 Shifter Garou Mental WW3110 Synopsis: (Nerigal) Despite your Garou nature, you loathe fighting and have to force yourself to enter battle. Once you have committed yourself to the fray, you do not have any trouble using all your abilities to their fullest; however, you never initiate combat of your own accord. This flaw does not affect your ability to defend yourself when attacked.

System:
Notes: It is highly unlikely, but not impossible for Fera to take this flaw, but it will not be approved in character generation.
Book Ref: Rage Across the Heavens, pg.#127

Renunciate (flaw) 2 Mage Social WW4046 Synopsis: Your mage was indoctrinated into the Order from without. Unlike most, he did not have to endure the grueling three-to-five year period of tutelage (at least, not from a mentor approved by the Order of Hermes). He was instead wooed over to the cause by House Fortunae’s frantic recruitment drive. He may have been an Orphan practicing his own brand of Hermeticism, or perhaps he was a convert from another Tradition. Regardless, he is looked down upon by many within the Order for his lack of “appropriate instruction.”

System: Your character suffers a difficulty penalty of two on all Social rolls dealing with traditionalists within the Order (i.e., the better part of the Order of Hermes). Most Fortunae, Solificati and Thig (as well as certain mavericks within the other Houses) cut your character slack, but he is never allowed to forget his “inferior heritage.”
Notes: This Flaw differs from the inglorious pedigree in that a mage with an inglorious pedigree finds it difficult to be taken seriously, while one with this Flaw finds it hard simply to be accepted.
Book Ref: Blood Treachery, pg.#86

Repelled By Crosses 3 Vampire Supernatural WW2204

WW2206

Synopsis: You are repelled by the sight of ordinary crosses (just as if they were holy).

System: Kindred who were of the Church prior to their Embrace are the ones most likely to possess this Flaw; they perceive that their new form is a judgment from God.
Notes:
Book Ref: Vampire Player's Guide, pg.#40
Vampire Players Guide (2nd Edition Text Only), pg.#9

Repulsed By Garlic 1 Vampire Supernatural WW2300 Synopsis: You cannot abide the smell of garlic, and the smallest taint of its scent will drive you from a room.

System: The full force of its pungent odor will bring bloody tears to your face and render you nearly blind, while its touch can cause boils and even open wounds.
Notes:
Book Ref: Vampire The Masquerade (Revised Editions), pg.#301

Revenant Weakness 3 Vampire Physical WW2361 Synopsis: You were once part of a revenant family.

System: Following the Embrace, you suffered the double-whammy of your clan's weakness and your revenant family's limitations; whether it's the Bratovitch's propensity to fly into a rage, the Grimaldi's blood bond to the Sabbat, the Obertus' instability or the Zantosa's weak will. The Storyteller might also let you manifest a weakness from a lost or destroyed revenant line. This could add mystery to your background and allow for a bit of genealogical work.
Notes:
Book Ref: Clanbook Tzimisce (Revised Edition), pg.#70

Revoked Driver's License 1 General Social Legal WW8202 Synopsis: Your character’s mortal host has lost her driver’s license due to a poor driving record.

System: If your character is pulled over for reckless driving or is otherwise caught driving, the police will attempt to arrest her immediately and impound her car.
Notes:
Book Ref: Demon Players Guide, pg.#94

Ritual Sleeper 5 Sorcerer Supernatural WW4254 Synopsis: There is no such thing as the quick fix. Real magic takes time and effort. you cannot just wave your hand and expect the forces of the universe to leap at your beck and call - at least, that's what your character thinks.

System: You do not have access to any instant magical effects whatsoever. All of your sorcerer's magic is therefore limited to rituals. Even normally "instant" effects require some rituals; your sorcerer must devise rituals to perform the equivalents of the fast effects that other sorcerers perform. If the rules for your character's magical society already consider this, your Storyteller may disallow this option for Flaws. Ironically, this means that any time your character witnesses any instantaneous magical effect, she is treated as a Sleeper.
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#57

Rival Sires 2 Vampire Social WW2302 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.

System: You, your actual sire, or both of you have become the target of the failed suitor’s ire. 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:
Book Ref: Guide to the Camarilla, pg.#78

Rogue (flaw) 4 Technocracy Social WW4014 Synopsis: Unmutual to the core, you go your own way, and to hell with the consequences. Maybe you've already quit the Technocracy and are running solo (like Secret Agent John Courage), or maybe you're still in the ranks, but you violate protocols constantly. Either way, you are a flaw in the pattern. If you're alive, that means one of two things: someone thinks you're still useful, or they just haven't gotten around to killing you yet.

System: In the eyes of the Union, a rogue is already considered dead. She may still be sent on missions, receive the usual gear (but no Requisitions — that Background becomes invalid) and get instructions from her Supervisors. When she needs aid, however, it won't come. Backup, Allies and other perks won't help her, either. As far as Control is concerned, a lone wolf can fend for herself...
Notes:
Book Ref: Guide to the Technocracy, pg.#171

Romantic Notions 2 Vampire Ghoul Mental WW2021 Synopsis: You believe your entire existence as a ghoul to be head and shoulders above your previous life. You feel that your domitor needs you, and that every feeding is nothing short of an act of purest love. Revenants with this Flaw want nothing more than to serve the glorious ideals of the Sabbat, and leap to indulge any Sabbat vampire's whim.

System: Your Willpower is considered to be two points lower when the object of your romanticism attempts to use Dominate or Presence on you. For a vassal, the domitor triggers the penalty; for revenants, any vampire known to be Sabbat may easily influence a ghoul with this Flaw. Independents may not take this Flaw unless the Storyteller approves a common sort of vampire whom the ghoul idolizes, and with whom the ghoul puts herself at a disadvantage in dealings, due to her romanticized ideas.
Notes:
Book Ref: Ghouls Fatal Addiction, pg.#85

Rose-colored Mirrorshades 2 Mage Technocracy Psychological WW4014 Synopsis: To you, technology is the greatest thing since sliced bread; without it, you wouldn't have bread or slices! Every problem has a technological solution, and anyone who can't see that is worse than stupid — they're traitors to humanity. Thus, you're blind to the downside of technology: pollution, overpopulation, environmental damage and mechanical disasters. Such dilemmas are either inventions of the Luddite Leftists, or temporary difficulties, overcome by more and better science.

System: In a more-specific sense, you cannot and will not see the Technocracy as anything less than the savior of humanity. To your view, anythingdonebythe Union isdone for the greater good, no matter how heinous it might seem at the moment. (Omelets, eggs and all that stuff, y'know.) Questioning the Technocracy is tantamount to questioning God; if anyone — especially another Technocrat — should deny the Union's greatness, you'll become like the zealot at the heretic's door. If something actually breaks your rose-colored mirrorshades, forcing you to see the ugly side of your ideal, the shock would devastate you for years to come.
Notes:
Book Ref: Guide to the Technocracy, pg.#169

Rotten Liar 3 General Social WW4014 Synopsis: The opposite of the Perfect Liar Merit; no matter how good your story is, no matter how well-prepared you may be, your deceptions are rather transparent.

System: Add two to the difficulty of any roll in which you attempt a lie, disguise, misdirection or other form of deception. Maybe you should stick to wet work.
Notes:
Book Ref: Guide to the Technocracy, pg.#171

Rotting (flaw) 2 Wraith Social WW6007 Synopsis: You have always thought of the dead as rotting, festering things that resemble your worst nightmare, and this twisted self-concept has marked your Corpus in the Underworld. Parts of your body are rotted away and muscle and tissue show through the rents in your flesh.

System: Social interaction rolls are increased by a difficulty of 1. If you are ever able to make your form visible to mortals by using Embody, you will frighten mortals much easier. Mortals affected by the Fog react as if they had two fewer Willpower than they actually possess.
Notes:
Book Ref: Wraith Players Guide, pg.#23

Routine 2 Vampire Social WW2233 Synopsis: Through the ages you have settled into somewhat of a routine. You tend to go to the same places at the same time of year, and to proceed from haven to haven in a regular order.

System: If others studied your behavior closely, they might be able to take advantage of it to do you harm. The Storyteller may lower the difficulty level for anyone attempting to surprise the character from 1-3 points depending on the specific nature of the situation.
Notes:
Book Ref: Elysium The Elder Wars, pg.#66

Sadist (flaw) 2 General Psychological WW4050

WW7100
WW7300

Synopsis: You are excited either by causing pain. In many situations, you will seek to hurt someone for your pleasure.

System: A sadist (someone who likes to hurt others) must make a Willpower roll (difficulty 5) to stop combat (modified depending on how much you are into the attack and how much you are enjoying hurting the other person). If you fail, you are so caught up in the event that you unaware of anything else happening around you.
Notes:
Book Ref: Book of Shadows Mage Players Guide, pg.#31
Player's Guide for Changeling the Dreaming, pg.#19
Changeling The Dreaming (2nd Edition), pg.#155

Scarface 2-4 Vampire Physical WW2361 Synopsis: You're a walking mess of scars. Although you heal damage with Cainite efficiency, the manner in which you do so is all too human. For some reason, the regenerating flesh returns as scar tissue. Vicissitude doesn't help; in fact, it aggravates your condition with stretch marks and cicatrices anywhere your skin breaks. While this doesn't hamper you physically, it does affect your interactions with other people.

System: For 2 points, all Social roll difficulties increase by one.
If you purchase Scarface as a 3-point Flaw, your face and body are so horribly blemished that your Appearance rating can never exceed 2. This is in addition to the limitations mentioned previously.
As a 4-point Flaw, the swath of scars is thick enough to hinder your actions through skin-resistance. All Dexterity roll difficulties also increase by one; in addition to the other penalties this Flaw imposes at lesser levels. You can ignore this penalty for one specific action by taking one level of (unsoakable) bashing damage; essentially, you're tearing the scar tissue for greater range of motion. Once you heal that damage, however, the penalty returns.
Notes:
Book Ref: Clanbook Tzimisce (Revised Edition), pg.#70

Scarred 2 Shifter Garou Ahroun Psychological WW3812 Synopsis: The unceasing brutality of existence as an Ahroun has finally gotten under your skin. Your emotional responses of all kinds are somewhat stunted, and almost nothing really gets a rise out of you. Creepy.

System: The difficulty of all Empathy rolls you make is increased by two; if the adjusted difficulty is above nine, you can't even attempt the roll.
Notes:
Book Ref: Book of Auspices, pg.#124

Selective Digestion 2 Vampire Physical WW2206 Synopsis: You can digest only certain types of blood.

System: You can choose whether you can drink only cold blood (the blood of a dead person), blood with the taste of fear (found in blood only in moments of terror), or blood with the taste of joy, or perhaps only certain types (A, O, etc.) of blood.
Notes: This Flaw may not be taken by Ventrue characters, since they already have something like it through their clan weakness.
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#12

Sensation Junkie 2 General Psychological WW3037 Synopsis: Wheeee!! Hop aboard the ride of your life - your life, that is! To you, everything is an endless source of stimulation, and you crave all the stimulation you can get.

System: When an opportunity to try some new kick offers itself, you have to make a Willpower roll to resist. The more dangerous the sensation appears, the lower the difficulty of the roll - you might crave forbidden sensations, but you're not utterly suicidal. Naturally, you can always choose to have your character take life up on its offer even if she makes the roll, but that's her choice, not a compulsion.
Notes:
Book Ref: Bastet, pg.#87

Sexual Hang-up 5 Changeling Satyr Social WW7053 Synopsis: The other satyrs are out in the weeds romping on Beltaine, but you're sitting alone by the fire because you can't seem to get over your aversion to sex. This repugnance can manifest in several ways. It may not be every aspect of sex that bothers, you, but because certain standard acts really turn you off, you're afraid to even ignite something. You may find a partner willing to accommodate your "special" needs, but even then, you never quite get over the fear that she is telling everyone about your hang-ups and that they are all secretly laughing at you. Sometimes it's just easier to remain celibate.

System: To your horror, you tragos-mates will try to fix you if they discover your problem. Explaining that you don't want their help can be disconcerting at best. If your inhibition is severe enough, you may eventually find yourself ostracized. The tragos won't kick you out, but they'll quit inviting you to their parties and gatherings. After all, why would they want a party-pooper like you around?
Notes:
Book Ref: Changeling - Kithbook Satyrs, pg.#66

Shadow Walker 6 Vampire Giovanni Supernatural WW2363 Synopsis: The Giovanni clan is by its nature inexorably tied to the realm beyond the sudario. Giovanni suffering from this Flaw are so tied to the Shadowlands that even in the lands of the living they are forced to interact with the world of the dead on a nightly basis. To shadow walkers, objects in the Underworld are as real as anything to be found in the physical world. Such vampires find that the ghosts of walls may impede their flight, ghostly objects may strike them, and wraiths' powers work as if the Kindred were on the far side of the Shroud. This Flaw is similar to the Ash Path power Dead Hand except that Shadow Walker is always on and it in no way allows the character possessing it to perceive beyond the Shroud - see pg.#164 of Vampire: The Masquerade for details.

System: The Storyteller may determine that certain Shadowlands topography interferes with you. Unless you have a Merit or power to do so, you can't see into the Shadowlands, so you have to be careful in feeling your way about - essentially a blind man subject to the Underworld landscape. You may be restricted by immaterial walls or environmental effects at a Storyteller's discretion. More importantly, wraiths can affect you directly - a wraith attacking you inflicts damage without any special means on his part. Conversely, you can affect things in the Shadowlands with your physical body, though chances are that you do so blindly. Your possessions and weapons do not have this special facility, so it's possible for you to swing a sword that passes through a ghostly wall, only to have your hand stopped by the wall, or to have a gun that can't shoot ghosts, whereas their relic guns can put holes in you. Obviously, this Flaw is appropriate only for a game in which interaction with wraiths is fairly common or a Storyteller wants to pay above-average attention to the Underworld.
Notes:
Book Ref: Clanbook Giovanni (Revised Edition), pg.#78

Sheltered Upbringing 2 Kuei-Jin Dhampyr Social WW2920 Synopsis: You were brought up among the Kuei-jin since birth, schooled in the ways of intrigue and politics that rule the courts of the Hungry Dead. You know a whole lot about the Kuei-jin but not much about the rest of the world.

System: You sugger a +1 difficulty penalty on any social rolls that involve interacting with mundane society and any rolls requiring knowledge of modern technology like cars or computers.
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#59

Short 1 General Physical WW2300

WW3806
WW4600

Synopsis: You are well below average height — four and a half feet (1.5 meters) tall or less.

System: You have difficulty reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of an average human.
(Garou) Your Crinos form is proportionately smaller (and less intimidating). You are at a +2 difficulty to all pursuit rolls. You and your Storyteller need to keep your lack of stature in mind at all times. Occasionally, this Flaw can give you a concealment advantage.
Notes: YOUR PC MUST BE NO MORE THAN 4'6" IN HEIGHT. Anything taller does not count.
See +explain Short.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#297
Players Guide to Garou, pg.#160
Mage: The Ascension (Revised), pg.#288

Short Fuse 2 General Mental WW4600

WW92041

Synopsis: Your mage is quick to anger.

System: Whenever anybody ticks off your character, you must make a Willpower roll (difficulty 6) to not go on the offensive. This Flaw is especially dangerous with the Berserker Merit, as it increases the difficulty of the roll to resist going berserk by two.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#294
Changeling: the Dreaming (20th Anniversary) pg.#182

Short Temper 1 General Mental WW8120 Synopsis: You have little patience for minor failures and are easily distracted during them.

System: You are easily driven to distraction by what would otherwise be minor failures and other frustrations. If you fail to gain any successes on any single roll during an extended action, increase the difficulty of all subsequent actions by one, cumulatively.
Notes:
Book Ref: Hunter the Reckoning: Player's Guide, pg.#120

Shy 1 General Social WW4600 Synopsis: Large groups of people make your mage uncomfortable, and although he doesn't necessarily panic and flee from crowds, he has trouble dealing with such gatherings. Your mage has trouble speaking and presenting himself when the world's watching.

System: Any time your mage interacts with strangers or becomes the center of attention for a group of three or more other people, you suffer a difficulty penalty of three on all Social rolls.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#291

Sickly 1 General Physical WW8202 Synopsis: Your character is constantly coughing and wheezing, and she has trouble shaking colds. Her mortal host suffered almost every childhood illness imaginable, and she’s only become worse as an adult.

System: When checking to avoid catching a disease or developing an infection, increase the difficulty of the roll by two.
Notes:
Book Ref: Demon Players Guide, pg.#86

Sidhe's Curse 5 Changeling Supernatural WW92041 Synopsis: The sidhe live in mortal terror of Banality, due to the fact that it can take root in their souls much more easily than any other of the kith.

System: Unfortunately although you are not sidhe, you are subject to this frailty as well. You gain two points of Banality for every one given by the Storyteller.
Notes: Sidhe characters may not take this Flaw.
Book Ref: Changeling: the Dreaming (20th Anniversary) pg.#189

Sign Of The Wolf 2 Shifter Garou Supernatural WW3806 Synopsis: The folklore of werewolves holds true as far as you’re concerned.

System: 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. While most people may simply wonder at these bizarre physical manifestations, werewolf hunters who notice these signs suspect your true nature.
Notes:
Book Ref: Players Guide to Garou, pg.#167

Sire's Resentment 1 Vampire Social WW2204

WW2206
WW2300
WW2800

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:
Book Ref: Vampire Player's Guide, pg.#42
Vampire Players Guide (2nd Edition Text Only), pg.#17
Vampire The Masquerade (Revised Edition), pg.#300
Vampire: The Dark Ages, pg.#273

Sleeping With The Enemy 3 Vampire Social WW2302 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:
Book Ref: Guide to the Camarilla, pg.#78

Sleepwalker 1 to 4 Mage Mental WW4600 Synopsis: Magic? What a load of bullshit. No one in his right mind believes in magic. This is the 21st Century. You'd have to be nuts to believe in that stuff.

System: Unfortunately, your character is nuts. However, his madness is that he doesn't believe in magic no matter how much evidence he sees to the contrary. He rationalizes everything, and even if he can be awakened for a short time by incredibly vulgar magic, the next day he'll remember everything as a weird dream or too much acid, not an earth-shattering revelation of the true nature of reality. He may believe in laser guns and personal jet -packs — after all, that's science — but he refuses to believe in all the nonscientific bell, book and candle stuff. Anything outside the Consensus of modern technological society is just bunk as far as your character's concerned.
xxxxxOr, alternatively, your mage believes in magic, faeries, ghosts and werewolves just fine, but he refuses to believe in this strange thing called science. This worldview doesn't make much sense for a resident of the 21st Century, but it's a perfectly reasonable perspective for a visitor from the 16th.
xxxxxOf course, even if your mage's conscious mind is in denial, his Avatar is quite Awake and willing to help with magic and/ or technology. After all, just because you don't actually believe that God is going to send angels and flaming chariots to your rescue doesn't mean you shouldn't pray for Him to send them….

xxxxx(1 point) As a one-point Flaw, you may only engage in coincidental magic or super-science. Your mage doesn't believe in the vulgar stuff, and he disbelieves it when he sees it. (That is, your character counts as a Sleeper with regards to vulgar magic or super-science.)
xxxxx(2 points)For a two-point Flaw, your mage doesn't believe in either magic or super-science, and he counts as a Sleeper against both kinds of vulgar Effects.
xxxxx(4 points) At double the appropriate value, your mage is able to perform vulgar magic and/ or super-science, but he counts as a Sleeper with regard to his own Effects. Moreover, he hallucinates a more rational turn of events. (“What do you mean demons dragged him down to Hell? I just said 'Damn you!' and then he dropped one of his ninja smoke grenades and ran off!”) Therefore, the mage gets Paradox from his own vulgar Effects even in a sanctum!
Notes: Storytellers should be cautious with this Flaw, not allowing players to create min-maxing Technocrats who bring extra Paradox down on their enemies and none on themselves without allowing it to cause them significant problems.
Book Ref: Mage: The Ascension (Revised), pg.#292

Slipped Seeming 1-5 Changeling Supernatural WW92041 Synopsis: Your fae seeming blends into your mortal seeming and makes you obvious to those mundanes who know what to look for.

System: A one-point would be a slight bluish cast to the skin of a troll, and a five point would be a pair of satyr's horns. This may make it difficult to explain yourself to mortals: “Ah, my friend..obviously got his head caught in a mechanical rice-picker, and fortunately there was a skilled plastic surgeon nearby…”
Notes: This Flaw does not give you the benefits of certain portions of your fae mein (Goats legs will not allow you to run at advanced speeds, etc.)
Book Ref: Changeling: the Dreaming (20th Anniversary) pg.#188

Slip Sideways 1 Shifter Supernatural WW3108

WW3202

Synopsis: You can't always control your passage to the Umbra.

System: If, during a stressful situation, you should confront a highly reflective surface, roll Wits + Occult (difficulty 7) to avoid making the shift. You must still make a Gnosis roll to pass the Gauntlet in this instance, though your difficulty is 1 less - but only when you accidentally step sideways. If you want to go through, you're at normal difficulty.
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#17
Werewolf Players Guide (1st Edition), pg.#24

Slow Healing 3 Mage Physical WW4600 Synopsis: The mage's body's natural healing processes are slow, whether due to a bad immune system, old age, bad diet or just genetics.

System: You heal all of your character's wounds twice as slowly as everyone else. All Life magic Effects heal half the damage they should, rounded down.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#290

Slow Healing 3 Vampire Physical WW2300 Synopsis: You have difficulty healing wounds.

System: (Vampire) 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:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#297

Small 2 Shifter Mokole Physical WW3081 Synopsis: You are a small creature in your Archid and Suchid forms and are probably smaller than normal even as a human.

System: You have one less die on Social rolls and are not considered for leadership. You have normal Rage and Health Levels, but have less body mall and subtract a die from your combat dice pools if you are brawling.
Notes:
Book Ref: Mokole, pg.#73

Smell Of The Grave 1 Vampire Physical WW2300 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:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#297

Socially Oblivious 1 General Social WW8202 Synopsis: Your character has trouble picking up subtle hints from others. She often overstays her welcome at parties, and she tends to blurt out topics that everyone else takes great pains to avoid in conversation. Your character isn’t a socially repellent person, just occasionally tactless.

System: Add two to the difficulty of any Etiquette rolls you attempt.
Notes:
Book Ref: Demon Players Guide, pg.#90

Soft-hearted 1 General Mental WW2300

WW4600

Synopsis: You cannot stand to watch others suffer.

System: You avoid any situation that involves causing someone physical or emotional pain, unless you make a Willpower roll (difficulty 8).
Notes: Vampire: You must have Humanity rating of 7 or above to take this Flaw.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#299
Mage: The Ascension (Revised), pg.#293

Soulless 7 Mage Technocracy Supernatural WW4014 Synopsis: The inner Genius does not burn within you, and it never will. Essentially, you have no soul, no "avatar" in the superstitionist sense. You resemble a human being, but you're actually quite a bit less than human.

System: In game terms, you can't use magic—ever. A character with this Flaw cannot ever learn, use or manipulate the Spheres of influence. He may, however, employ devices, and he does not count as a "witness" to any form of magic or Enlightened Science. This Flaw raises your freebie point total to 21, and it may be taken in addition to the usual seven-point limit on Flaws. It may not be taken by any form of "mage" — it exists to allow a player to build HIT Marks and other un-Enlightened constructs.
Notes: No, you can't instill an Enlightened Genius in this character with any form of magic, Discipline, spirit Gift or anything else. Deal with it, and enjoy the extra points the Flaw gives you.
Book Ref: Guide to the Technocracy, pg.#132

Speech Impediment 1 General Mental WW4600 Synopsis: A severe lisp, stutter, cleft palate, outburst of Tourette's Syndrome or similar problem makes it difficult for your mage to speak clearly.

System: Try to roleplay this Flaw; you suffer a two-point penalty to all verbal communication rolls.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#293

Sphere Inept 5 Mage Supernatural WW4600 Synopsis: For some reason, your mage sucks at a certain kind of magic. She could be paying off some karmic debt or struggling with some metaphysical concept. Maybe she invested her knowledge in some item in a past life and she hasn't run across it yet in this incarnation.

System: This Flaw acts like Sphere Natural (merit) in reverse. Advancement in one particular Sphere (chosen at character creation) costs 1/4 more experience points than normal, rounded up. To take this Flaw, choose one Sphere that your character plans to study. This Flaw can be selected only once, and it must be chosen at character creation.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#300

Spirit's Mark (flaw) 2 Possessed Supernatural WW3810 Synopsis: The spirit riding you bleeds over into the physical world a bit. You aren't physically any different (not as a result of this Trait, anyway) but you exude a certain aura.

System: What exactly that aura feels like depends on a) whether Spirit's Mark is a Merit or a Flaw and b) what kind of spirit possesses you. An attractive fomor might reek of pure lust, granting a -2 on all Seduction-related difficulties. A Kami possesses by a predator-spirit might engender a feeling similar to the Curse in humans (+1 to Social difficulties not related to Intimidation). The Storyteller should work with the player to decide what kind of feeling the character gives off and how it translates into game play. Generally, it should be worth a difficulty adjustment of 1 or 2, depending on how specific the feeling is.
Notes: Can also be a Merit.
Book Ref: Possessed A Players Guide, pg.#106

Spiritually Noticeable 3 Mage Supernatural WW4043 Synopsis: Spirits automatically notice that mages with this Flaw can always perceive them. Unlike the Spirit Magnet Merit or Flaw, Spiritually Noticeable mages are known to be able to interact easily with spirits.

System: While most spirits will ignore you, wraiths who need aid in the mortal world, nature spirits who are upset with environmental destruction and odd spirits who merely want to talk to a human will flock to you. These spirits may be annoyed, or they may be honestly friendly, but they all want something from you.
While having spirits frequently hitting you up for favors can be annoying, having them do so when you are involved in some potentially hazardous activity can be extremely dangerous. Many mages with this Flaw either ward their dwellings against spiritual intrusions or make deals with one or more spirits to act as guardians.
Notes: Only mages who possess either the Medium or Spirit Sight Merit can take this Flaw.
Book Ref: The Spirit Ways, pg.#107

Spoiled Beast 3 Vampire Mental WW2421 Synopsis: What the Beast has had before, it wants again, and it wants it now.

System: Any time the player must make a Willpower roll in order for her character to resist a desire, she does so with only as many dice as she has in her Willpower pool, as opposed to her rating. That is, she rolls her current Willpower as opposed to her permanent Willpower. This Flaw can be particularly debilitating when it comes to staving off hunger, for example.
Notes:
Book Ref: Sins of the Blood, pg.#103

Stalked 2 General Social WW8202 Synopsis: Someone has an unhealthy obsession with your character. Despite repeated calls to the police and several restraining orders, he continues to follow and occasionally harass her.

System: Your Storyteller should create game stats for the stalker. Any time your character heads out on the town, the Storyteller can make a Perception test on your character’s behalf (difficulty 6). If it fails or botches, the stalker has managed to tail your character throughout the night and might put in an appearance when it’s least helpful.
Notes:
Book Ref: Demon Players Guide, pg.#91

Stench 1 Vampire Physical WW2354 Synopsis: Even other Nosferatu recoil at your horrific odor.

System: Subtract two dice from any Stealth roll when evading any creature that can smell (unless you are upwind).
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#72

Stereotype 2 Vampire Mental WW2302 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:
Book Ref: Guide to the Camarilla, pg.#74

Sterile 1 Sorcerer Physical WW4254 Synopsis: Put simply, your sorcerer cannot have children.

Notes:
Book Ref: Sorcerer (Revised Edition), pg.#53

Sterile 2 Shifter Mokole Physical WW3081 Synopsis: For whatever reason, you are completely sterile. Unless you "buy off" this flaw with experience points (such as by roleplaying a quest, magical gift, or operation), you will remain so. If other Mokole know this, they may assume that you are diseased or Dissolver-ridden, or simply avoid you.

System: You cannot gain Matre and are an undesirable mate: Mokole and Kin who know of your "curse" will not want even casual intimacy with you, except perhaps for same-sex relations.
Notes:
Book Ref: Mokole, pg.#74

Sterile 4 Shifter Garou Kinfolk Physical WW3074 Synopsis: Kinfolk fill a limited number of roles in Garou society. 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 call down abuse, neglect or exile. Kinfolk men or women who can't reproduce lose a great deal of their usefulness in Garou eyes.

System:
Notes: For obvious reasons, vampire and wraith Kin can't take this Flaw.
Book Ref: Kinfolk Unsung Heroes, pg.#54

Sticky Plasm 5 Wraith Puppeteer Physical WW6304 Synopsis: You have a slight problem with Skinriding. You may be very good at it, but for some reason, you have trouble separating yourself from your host.

System: When it's time for you to depart, you literally have to tear yourself away, and you lose 1 Temporary Corpus level each time you do. The effect can be overcome for well-Attuned consorts if you make a successful Stamina roll (difficulty 6) when you pull out, but even in these cases, parting is always painful.
Notes:
Book Ref: Guildbook: Pardoners and Puppeteers, pg.#49

Stigmata 2-4 Vampire Physical WW2353 Synopsis: You constantly seep blood from phantom wounds; even though your flesh remains unbroken, you bleed.

System: The bleeding is fairly slight, but is incessant, costing you an extra blood point each evening (marked off just before dawn). If you bleed from visible locations (such as the palms, a common place for stigmata), you are at + 1 difficulty to all Socialrolls, although certain vampires will probably take your reputation as a seer more seriously.
The 4-point version of this Flaw indicates that you bleed from your eye sockets; this obviously makes it almost impossible to travel within human society unveiled, and very much disturbs other Cainites (the difficulty of all Social rolls is increased by +2 rather than +1). In addition, the constant bleeding interferes with your vision, adding one to the difficulty of all visual Perception rolls.
Notes:
Book Ref: Clanbook Malkavian (Revised Edition), pg.#66

Stolen Tooth 3 Changeling Redcap Social WW7055 Synopsis: Another one of the long-standing redcap legends ascribes a rather unique weakness to the kith: A redcap can only be killed if one of his teeth is smashed on an altar stone. Many brave (and not terribly intelligent) souls attempted to prove or disprove this theory; most instead proved the parallel theory that anyone seeking something from a redcap's mouth is unlikely to be coming home.

System: However, certain redcaps have managed to lose, one way or another, one of their teeth. Will the redcap be destroyed if the tooth is shattered in an appropriate place? Who knows, but what is certain is that any redcap possessing this flaw will do anything to get his tooth back. Retrieving the tooth takes precedent over any other activity to the point of mania.
Why?
Because those old legends might just be right after all.
Notes:
Book Ref: Kithbook: Redcaps, pg.#90

Strangeness 1 Mage Supernatural WW4050 Synopsis: Reality is slightly stranger for you. Once per game session, the Storyteller will choose one of your Spheres, pick an Effect at random and roll for a bizarre coincidental effect.

System: If the roll succeeds, something unusual involving the Sphere will happen for no apparent reason. For instance, mind 3 could result in a mage getting a visit from a telepathic dog, picking up Mexican radio stations in his head or hearing stray thoughts from a passing serial killer.
If the roll fails, the strangeness passes. If the roll botches, Paradox descends on the mage, pushing him a little closer towards Quiet. This Flaw can alter the tone of a campaign, therefore, allowing a character to take it should require the approval of not only the Storyteller, but also the other players in the group.
Notes:
Book Ref: Book of Shadows Mage Players Guide, pg.#39

Stress Atavism 3 Mage Technocracy Mental WW4014 Synopsis: Despite the ice-cold Technocrat stereotype, you go ballistic at any provocation. You revert to an animalistic state of mind, diving into fight-or-flight instincts. The good points: You become extremely strong and nearly invulnerable to pain. The bad points: You attack everything in your vicinity, forgetting small details like friendships, tactics or innocent bystanders. While this heedless mania makes you good in a fight, your comrades tend to wind you up and run.


System: A common Flaw among genetically engineered constructs and cybernetically enhanced soldiers, Stress Atavism surges up during combat or other high-stress situations. If the Storyteller asks you to make a Willpower roll (difficulty 8) and you fail, the madness overcomes you. In your atavistic state, add two dice to your Strength, one die to your Stamina and three "Bruised" health levels. You also go completely apeshit, firing all weapons at full-auto until the magazines empty, then lashing out with hands, feet and anything else that seems convenient. Once you go atavistic, you fight until one of two things happens: either you are rendered helpless, or everyone else in the area is. Naturally, Control considers you an extraordinarily loose cannon. There's a termination order waiting for the day you outlive your usefulness...
Notes:
Book Ref: Guide to the Technocracy, pg.#170

Strict Carnivore 1 Shifter Physical WW3108

WW3202
WW3704

Synopsis: You derive no nourishment from vegetables, and you must rely solely on meat - preferably raw.

System: It is hard for you to subsist in a desolate landscape where prey is scarce.
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#21
Werewolf Players Guide (1st Edition), pg.#27
Wild West Companion, pg.#69

Strong P'o 4 Kuei-Jin Dhampyr Supernatural WW2920 Synopsis: Sometimes a dhampyr inherits a bit more of his parent's spirit than he might have wanted. The beast that seethes in your head still can't take control of you, but it sure does yell a whole lot louder. You were nothing but trouble growing up, and have probably done at least some time in prison or a juvenile home. To say you have a bad attitude is an understatement.

System: Your starting P'o is 2 instead of 1.
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#59

Stubborn 1 General Social WW8202 Synopsis: Once your character’s mind is made up, there’s no changing it. She clings to her beliefs with the tenacity of a rabid bulldog, and she is equally pleasantly comported when others challenge them. She hates being proved wrong and will go to extremes to avoid enduring the shame of it.

System: Increase the difficulties of all Social rolls by two when someone challenges your character’s behavior.
Notes:
Book Ref: Demon Players Guide, pg.#90

Subject To Paradox 5 Mage Technocracy Supernatural WW4014 Synopsis: You are an aberration of consensual reality. Although you probably don't employ Enlightened Science, the backlashes that plague your comrades occasionally screw you up, as well. When the Paradox Effect manifests, you break down: your skin erupts into boils, your mechanisms seize up, your circuits blow, your organs spasm... in short, bad things happen.

System: In game terms, the character gets a permanent Paradox Pool of five dice. This pool does not dissipate after a backlash, nor does it gain additional points. If and when you do something that seems blatantly impossible by the standards of the local reality (popping chain guns out of your back in front of a bunch of Sleepers, for instance), the Storyteller rolls those dice (difficulty 8). If she makes a successful roll, your construct suffers strange effects based on the number of successes and the nature of the act.
Possible effects include:
• Mental Shutdown: a.k.a., Quiet. Lasts one hour per success.
• Paradox Flaws: See the "Genetic Flaws" sidebar. Lasts one day per success.
• Physical Damage: The most common effect. For every success, the character suffers one unspeakable, aggravated health level of damage as his skin, cybernetics, organs or biomods rebel.
• Weapon Detonation: Another form of physical damage, but in an explosive radius. This damage may be soaked by others, but not by the character himself.
If you have this Flaw, it's wise to confine your wilder activities to Horizon Constructs, Technocratic strongholds, technology trade shows and science fiction conventions!
Notes:
Book Ref: Guide to the Technocracy, pg.#132

Sunday Driver 1 General Aptitude WW8120

WW8202

Synopsis: Whenever you go out with friends, no one wants you to drive.

System: You pay almost obsessive attention to the traffic regulations and make a conscious effort to drive below the speed limit. Alternatively, you have no patience for traffic, right of way signs, or you simply fail to pay attention to the road.
Notes: The difficulty of any Drive rolls you make during a chase or other high-speed situation is increased by two.
Book Ref: Hunter Players Guide, pg.#122
Demon Players Guide, pg.#94

Sun Allergy 3 Kuei-Jin Dhampyr Physical WW2920 Synopsis: The blood of your Kuei-jin parents runs stronger in you than normal, and you have a much more adversarial relationship with the Eye of Heaven. Where other dhampyrs can walk around in the sun with only a few evil urges as a consequence, your skin and eyes are much more sensitive. You are hardly ever seen outside without a pair of dark glasses (the rays of the sun give you a splitting headache), and your skin burns and peels like an albino's with too much exposure to the sun.

System: You take one level of bashing damage for every 30 minutes spent in the direct rays of the sun. Heavy clothing and sunglasses can slow this process to one level per hour, but that's all. You must succeed on a Conscience roll when you take this damage (opposed by the P'o as the beast within rages against the sun). Failing the check means you lose a point of Humanity. On a botch, you also gain a point of P'o and lapse immediately into fire soul.
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#59

Superstitious 1 or 3 Kuei-Jin Psychological WW2900

WW6010

Synopsis: You have inherited some of the superstitions associated with the Hungry Dead.

System: (1 point) Vampires who cannot enter a Shinto shrine (because they are impure) or who recoil from mirrors suffer from a one-point Flaw.
(3 points) Truly outrageous superstitions (compulsively stopping to count grains of rice thrown in your path, recoiling from human saliva) count as three-point Flaws.
Notes:
Book Ref: Kindred of the East, pg.#95
Dark Kingdom of Jade, pg.#124

Suspicion Magnet 4 Shifter Garou Social WW3110 Synopsis: (Ruatma) For some reason, others mistrust you and attribute all kinds of sinister motives to your every word and deed. Even your packmates refuse to believe that you can do anything without some sort of ulterior motive.

System: You suffer a +2 difficulty to Social rolls, to reflect your problems convincing others of your sincerity or that you are speaking truthfully.
Notes: It is highly unlikely, but not impossible for Fera to take this flaw, but it will not be approved in character generation.
Book Ref: Rage Across the Heavens, pg.#129

Sympathizer 1 Vampire Social WW2302 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:
Book Ref: Guide to the Camarilla, pg.#77

Tainted Joss 3 Kuei-Jin Dhampyr Supernatural WW2920 Synopsis: Your natural luck has a darker side to it than most dhampyrs' - especially for those who spend any time with you. Although joss still saves you from harm and allows you to perform amazing feats, the background of coincidences in your life is distinctly dangerous. You are always crossing paths with akuma and Yakuza killers, becoming involved in terrorist plost and other dangerous events. Kidnappers and assassins frequently target your friends.

System: This has no concrete game effect, but the Storyteller should endeavor to have stories reflecting this constant bad luck.
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#59

Taint Of Corruption 7 Shifter Supernatural WW3806 Synopsis: Somehow, the Wyrm has touched you and left its taint upon your spirit. 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.

System: 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: Version in Vampire Players Guide for 1pt is superseded by 'Touch of Frost'.
Book Ref: Players Guide to Garou, pg.#168

Tangential 1 Shifter Garou Galliard Mental WW3812 Synopsis: No matter how hard you try, your stories tend to meander. You can't stay on topic when in discussion or when performing, unless you heavily rehearse your lines ahead of time.

System: As a result, you are seen as long-winded and rather dull. Add two to all Expression difficulties (unless you are reciting from a script or from memorized lines), and be sure to roleplay this Flaw.
Notes:
Book Ref: Book of Auspices, pg.#103

Technobabbler 1 General Social WW4014 Synopsis: A minor but annoying personality quirk makes you incapable of carrying on a conversation without employing verbose and obtrusive discourse. No matter how simple the subject might be, you must fill it with compulsory metaphraseology, obfuscationatory terminology and counterintuitive newspeak. Jeez, learn to talk normal, for cryin' out loud!

System: In game terms, you might suffer a penalty to Social Trait rolls (+1 or 2 difficulty), especially if you're trying to discuss "normal" subjects (love, entertainment and other personal issues).
Notes:
Book Ref: Guide to the Technocracy, pg.#168

Technological Delusions 2 Shifter Ratkin Mental WW3080 Synopsis: All Ratkin rebel against the order that binds human society, but you take it to extremes. You see evidence of technological threats everywhere and act on these impulses. You've deviated from human society enough that you've obtained some rather strange views about how it works.

System: This Flaw is especially vicious among rodens Ratkin, who don't grow up using human tech every day. Perhaps you believe that televisions are used to monitor the people who watch them, that radio broadcast mind control messages, or that automobiles are programmed to make the drivers think they actually control them. If you don't play your character as sufficiently delusional, the Storyteller may allow you a Willpower roll (difficulty 9) before he starts hitting you with evidence of this dementia that no one else can see. If the roll fails, you will begin to see and experience things that are not there. Some Twitchers and Munchmausen start with variations of this disadvantage; if they do, they don't get extra points for taking it as a Flaw.
Notes:
Book Ref: Ratkin, pg.#75

Technophobe 2 General Social WW8120 Synopsis: You are severely intimidated by computers and other technology. You never use an ATM if a teller is available, and you get nervous at the sight of a keyboard.

System: You must make an intelligence roll, difficulty 6, to perform even simple tasks on a computer, ATM or similar device. Increase the difficulty of any Computer or Technology roll by two.
Notes:
Book Ref: Hunter Players Guide, pg.#117

Terrible With Names 1 General Mental WW8202 Synopsis: Try as you might, your character almost always forgets people’s names, especially when meeting large groups for the first time.

System: You may not write down the names of any people your character meets during the game unless your character has a pad and paper handy. Your character also has problems with recognizing faces or remembering if she’s been somewhere before. Make an Intelligence roll (difficulty 6) to recall such information.
Notes:
Book Ref: Demon Players Guide, pg.#92

Territorial 2 Vampire Mental WW2300 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:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#299

Thaumaturgically Inept 5 Vampire Supernatural WW2357 Synopsis: Tremere and the council took decades to develop the principles of Thaumaturgy, so it's not a "natural" Discipline. Over centuries it's spread through the Tremere clan as a habitual practice, but a few unfortunate Tremere never seem to get the hang of it.

System: Your character is one such unfortunate: He effectively adds 4 instead of the normal 3 to his difficulties (to a maximum of 10) to use paths or rituals. He can still learn Thaumaturgy (higher-ranking Tremere will be happy to share their secrets so long as he earns the favor from them), but it takes real effort. Thaumaturgy still counts as a clan Discipline for him, though he can begin the story with no more than one dot.
Notes:
Book Ref: Clanbook Tremere (Revised Edition), pg.#67

Thaumivore 5 Bygone PHysical WW4802 Synopsis: You literally feed on magick. In days past, mystickal sustenance was easy to come by, but now, magic is ebbing and you're left hungry. To survive, you must consume the fruit of the Fifth Essence — the Quintessence that magi and their ilk so value!

System: In game terms, this Trait resembles the Flaw: Bizarre Hunger, except that your particular food is Tass (see The Sorcerers Crusade, pages 10 and 99). "Raw" Quintessence, channeled by Prime magicks, can sustain you, but living on such energies is somewhat akin to a diet of liquid vitamins — nourishing, perhaps, but hardly satisfying. To live, you must consume at least one point of Quintessence per day, or suffer a wasting, terrible hunger. Greater beasts, such as dragons, unicorns, gryphons and krakens, require far more Quintessence (typically five points or more per day). A creature living on the bare minimum will be sick and surly — not things you want, say, a dragon to be!
If food cannot be found, you waste away, growing weaker and weaker — every two days you go without Quintessence or Tass, you lose one Health Level (unsoakable), and suffer from all related Dice Pool penalties. If you pass Incapacitated and remain hungry, you perish. Soon your body will fade to nothing, leaving only bones (if that much) behind. Eating "heals" this hunger damage, but a sudden binge, will leave you wanting more...
As the Mythic Ages end, most Thaumivores retreat to the Otherworlds, driven by hunger and a growing discomfort with humanity. By the 18th century, very few Thaumivores exist full-time on the earthly plane, and even those creatures stick to the most secluded places they can find. By the 20th century, all such beings have either perished or gone away. The combination of hunger and a growing tide of disbelief pushes them to more hospitable Realms. Hence, magical creatures, unless transported here by magickal spells, are almost totally alien to the technological world. If you happen to be one such being, stick close to your magickal allies. Without them, you'd soon starve.
Notes:
Book Ref: Bygone Bestiary, pg.#109

Thin-blooded 4 Vampire Physical WW2206 Synopsis: You have weak blood, and are unable to use it for anything but sustaining yourself from night to night and healing your wounds.

System: Blood cannot be used to add to your Physical Attributes, to fuel blood Disciplines, or to create a Blood Bond. Moreover, you will not always be able to create a vampire. Half the time the Embrace will simply not work.
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#12

Thirst For Innocence 2 Vampire Mental WW2302 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:
Book Ref: Guide to the Camarilla, pg.#74

Throwback (flaw) 1-5 Changeling Supernatural WW7300 Synopsis: One or more of your past lives has affected you – badly. Their fears come back to haunt you in your dreams, and you have flashbacks of their worst memories (such as their death, or, even worse, a personality that encroaches on your own).

System: (Changeling) For bad dreams or flashbacks, take one to two points depending on the severity of the condition and how much it will affect your studies or performance in dangerous situations. For a 'roommate in your head,' take three points (whether you know he exists or not). For the package deal and a truly miserable experience, take five points, but expect the Storyteller to take every opportunity to use these against you. This Flaw can be 'worked off' during the course of play, but only with difficulty.
Notes:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#162

Time Cycle 1-5 Wraith Supernatural WW6007 Synopsis: You suffer from increased difficulty in entering the realms of the living.

System: The Shroud is normally harder for you to penetrate (+1 to +4). At certain times the difficulty penalty is removed, and you can affect the Quick with the same ease as other wraiths. The times when you can move through the Shroud more easily are directly linked to a certain hour, day, or even phase of the moon. The Storyteller must approve your decision, and a logical reason for this penalty must exist.
Notes:
Book Ref: Wraith Players Guide, pg.#28

Tonic Immobility 3 Shifter Rokea Physical WW3083 Synopsis: Many sharks become immobile when turned on their backs. Rokea do not - normally.

System: You, however, sink into catatonia when flipped over, and even in homid form, lying on your back puts you to sleep almost immediately. If you find yourself on your back in Squamus, Chasmus, or Gladius forms, you immediately fall asleep and cannot move until you are upright again.
Notes:
Book Ref: Rokea, pg.#84

Touch Of Chaos 1 Mage Supernatural WW4663 Synopsis: Disturbing things happen when your character’s around. This is one persistent manifestation of decay or randomness that, while not immediately apparent, will give away your occult connections.

System: Withering plants, signs of pestilence, or wild, inconvenient luck could each be the one thing that always happens when you’ve been around. This occasionally irritates others and makes it harder to hide your nature.
Notes:
Book Ref: Tradition Book: Euthanatos, pg.#69

Touch Of Frost 1 Vampire Supernatural WW2300 Synopsis: Plants wither as you approach and die at his touch.

System: Your touch leeches heat from living beings, as though you were made of ice.
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#301

Traitor 4 Vampire Nosferatu Social WW2354 Synopsis: Oh, you're a bastard, all right, and if the other Nosferatu find out about this, they'll kill you on sight. You've been leaving information (through a designated drop point) about your alleged allies. This might involve regular emails, messages hidden at the same spot or a package you drop off for a courier.

System: You must betray secrets about your allies, usually the members of your own coterie, every game session. At the end of the session, you must tell the Storyteller what you've done; if you haven't been enough of a bastard, one of your secrets winds up on the local information network.
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#74

Troglodyte 1-4 Changeling Nocker Physical WW7052 Synopsis: You are a throwback to the original goblins and are used to life underground. Bright lights bother you, and it's difficult for you to see in situations involving anything brighter than firelight.

System: If you have the one-point Flaw, you are merely sensitive to bright lights; the difficulties to all Perception rolls based on sight are increased by two in situations involving sunlight. This difficulty is lowered by one if you were dark glasses.
If you have the four-point Flaw, you are a true troglodyte. Your eyes are luminous saucers in your fae mien. Light hurts your eyes, and gives you a splitting headache. You are completely blind in any surroundings brighter than firelight, though you can see if you wear extremely dark glasses. Even with such protection, the difficulties of all activities involving sight under such circumstances are increased by three.
Notes:
Book Ref: Changeling - Kithbook Nockers, pg.#53

True Reflection 1 Demon Physical WW8202 Synopsis: It was once believed that mirrors reflected not one’s physical appearance, but the true nature of one’s soul. Your character’s reflection reveals her actual celestial nature. When she looks in the mirror, she sees her apocalyptic form rather than her mortal guise.

System: This reflection changes as her Torment increases or decreases. Mortals who see this reflected image are not subject to Revelation (see page 253 of the Demon core rules for details), but they will react with shock, amazement or alarm.
Notes:
Book Ref: Demon Players Guide, pg.#84

Trusting 1 General Social WW8202 Synopsis: Your character tends to follow her instincts when dealing with strangers. Sadly, her instincts often tell her that she can trust people.

System: Your character wants to believe the best about everyone she meets. As a result, she tends to put herself in situations that could be dangerous, such as accepting a ride home from a recent acquaintance, going home with a person she just met at a bar or taking a stroll in a poorly patrolled city park after dark.
Notes:
Book Ref: Demon Players Guide, pg.#90

Twisted Upbringing 1 Shifter Garou Mental WW3108 Synopsis: The pack that nabbed you and took you away for your Rite of Passage taught you all the wrong things about Garou society.

System: Everything you believe about how Garou interact is wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start (the Storyteller will tell you when). But until then, you continue to believe what you first heard, no matter how others try to trick you into thinking otherwise.
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#18

Twisted Upbringing 1 Vampire Supernatural WW2206 Synopsis: Your sire was quite malevolent and taught you all the wrong things about Kindred society.

System: Everything you believe about how Kindred interact is wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start (the Storyteller will tell you when). But until then, you continue to believe what you first heard, no matter how others try to trick you into thinking otherwise.
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#10

Twitch 1 Vampire Physical WW2302 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.

System: Examples include a nervous cough, constantly wringing your hands, cracking your knuckles, and so on. It costs one Willpower to refrain from engaging in your twitch.
Notes:
Book Ref: Guide to the Camarilla, pg.#73

Ulterior Motive 2 Shifter Psychological WW3074 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 against an enemy; it could also be that you're a traitor working for an outside agency, such as the Kindred or the SAD.

System: Whatever the case, the cause or your secret employer holds your ultimate loyalty. Should someone suspect things aren't as they seem, you could be in big trouble.
Notes:
Book Ref: Kinfolk Unsung Heroes, pg.#52

Umbral Connection 3 Wraith Supernatural WW6007 Synopsis: A wraith with this Flaw has an unusual connection to what werewolves call the Umbra.

System: Consequently, any rituals or powers that the Garou can use to compel or bind spirits will work just as well against the unfortunate wraith. Tales are told of wraiths with this Flaw being bound into mystical fetishes, only to have their Pathos and Corpus stripped away to fuel the magical power of the object. Since wraiths connected to the Umbra are not common, any spirit-locating powers a werewolf calls on in your area will likely target you. This can be horribly dangerous.
Notes:
Book Ref: Wraith Players Guide, pg.#29

Unbroken 3 Vampire Assamite Supernatural WW2359 Synopsis: For whatever reason, the Tremere curse was stronger in you than in most of your clanmates. This was no great liability while all of you were so afflicted. However, when ur-Shulgi cast the Breaking, the great ritual's power did not fully cleanse you. You now share your caste's thirst for Cainite blood - but for you, the very substance you crave is still a poison.

System: The Tremere curse that once affected your clan has been weakened in you, but it is not completely gone. When you drink non-Assamite Caininte vitae, each blood point enters your blood pool normally. However, on the way down, it inflicts one automatic unsoakable level of lethal damage in a combination of unnatural toxic shock and internal acide burns. On the plus side, all your difficulties to resist the warrior caste's addiction are at -1 difficulty - think of it as aversion therapy.
Notes: If you are a sorcerer or vizier, this Flaw is worth one additional point (for a total of 4), but you gain the warrior caste's addiction in addition to your own caste's weakness.
Book Ref: Clanbook Assamite (Revised Edition), pg.#77

Uncontrollable 5 Vampire Brujah Mental WW2351 Synopsis: Rage and passion constantly war in the soul of a volatile Brujah. Perhaps you were ill tempered before the Embrace, or perhaps your Brujah lineage awakened some latent fury. In any case, even more so than your clanmates, you are prone to frenzy.

System: Difficulties to resist frenzy are always 10 for this character. Prepare for a short, hellish ride.
Notes:
Book Ref: Clanbook Brujah (Revised Edition), pg.#69

Uncontrollable Appetite 2 Shifter Garou Physical WW3110 Synopsis: (Katanka-Sonnak) You suffer from a tendency to binge whenever you are under stress or have gone without food for more than a few hours. Something in your metabolism snaps and you feel the need to eat enormous amounts of food - everything in sight that is even vaguely edible. Such binges follow each frenzy or other stress related event; additionally, whenever you go more than four hours without at least a snack of some sort, you feel the urge to devour great amounts of food at the next opportunity.

System: You may spend a Willpower point to overcome this urge for a scene. At the end of each binge, you must roll Stamina + Survival (difficult 7) or be violently ill for the next half hour.
Notes: It is highly unlikely, but not impossible for Fera to take this flaw, but it will not be approved in character generation.
Book Ref: Rage Across the Heavens, pg.#127

Uncontrollable Night Sight 2 Vampire Lasombra Supernatural WW2362 Synopsis: Light and dark are permanently inverted for you. Pitch-black darkness seems bright and uniformly lit to you, while any light brighter than a hundred watts creates a zone of pure darkness.

System: The penalties for partial darkness apply to weak illumination instead. This Flaw doesn't allow you to see through Obtenebration-created darkness, which glows with pure white light that obscures all details.
Notes: This is a very difficult Flaw to handle in a story, both for Storytellers and players. Storytellers, be sure you know what you're getting yourself into if you allow a player to assign this Flaw to her character.
Book Ref: Clanbook Lasombra (Revised Edition), pg.#64

Unconvinced 1 Vampire Mental WW2302 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:
Book Ref: Guide to the Camarilla, pg.#74

Uneducated 5 General Aptitude WW2206 Synopsis: You are not attuned to your natural aptitudes, and therefore have five fewer points to spend on your Knowledges (so the greatest number of points you can spend on your Knowledges at the beginning of play would be eight, and the fewest would be zero). Of course, you can still spend freebie points to buy Knowledges. However, at the beginning of the game, you cannot have more than three dots in any Knowledge.

System:
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#7

Uninvited 3 Vampire Supernatural WW2427 Synopsis: A Kindred with this Flaw is barred from entering any private, mortal residence or household for which he has not been given an express invitation by a mortal who dwells within.

System: The afflicted character is personally unable to enter any private mortal residence until such time as he has secured a direct invitation by a mortal resident to enter that home. In areas with a firm tradition of hospitality, the vampire must be invited in according to local standards; in less formal areas, the invitation must be clear and explicit. This invitation need not necessarily come from the owner of the home, but a vampire cannot bypass the power of this Flaw by having any old stranger invite him into a home for which that individual has not intimate connection. If the character manages to acquire an invitation (which must be spoken aloud by the inviting mortal), he may subsequently enter that home (only) and act freely within. Such an invitation is good for all time; for good or ill, mortals cannot decide to revoke their invitations at a later date. Still, rumors exist that certain religious groups have practices that allow a home to be "resanctified," thus cleansing the slate and requiring that any intruding vampires obtain a new invitation before being able to enter again.
This Flaw is unusual in that it can be acquired during the course of a story (as opposed to only during character generation). When a character is first accepted into the ranks of the Ashirra from without - in essence, if he comes to Islam after his Embrace - the Storyteller should grant the player the opportunity to acquire this Flaw for his character, if he doesn't already have 5 or more points worth of Flaws. The player may then spend the freebie points he receives from the Flaw as desired, subject to Storyteller approval. If the player opts not to take the Flaw, he may still have the Flaw thrust upon him or even be given another chance to acquire it voluntarily at a later date (Storyteller discretion).
Notes:
Book Ref: State of Grace, pg.#39

Unlucky 4 General Social WW8202 Synopsis: Your character’s mortal host dealt with bad breaks all her life. From the struggling Internet company she quit two months before its billion dollar IPO to that true love who had to move across the country, your character seems to make the wrong moves at the wrong time.

System: Once per game session, the Storyteller may increase the difficulty of a critical roll you make by two. If you fail the roll, it’s due to some random, hard-luck factor. Your character’s bad luck seems to crop up at the most inconvenient times.
Notes: You may not take this Flaw and the Lucky Merit.
Book Ref: Demon Players Guide, pg.#92

Unrepentant Beast 4 Vampire Mental WW2421 Synopsis: The Beast leaves its mark on you long after it has run its course and had its way with you.

System: If you ever botch a Self-Control (or Instinct) roll to resist or ride the wave of) frenzy, you immediately acquire a compulsion derangement (see Vampire: The Masquerade, pg.#222, listed under Obsessive/Compulsive). The Storyteller should determine the nature of the particular compulsion, and you may indeed gain a wide and varies spectrum of compulsions.
Notes:
Book Ref: Sins of the Blood, pg.#103

Unscented 1 Shifter Kinfolk Physical WW3074 Synopsis: For some reason, you have no discernible scent; it's completely missing from your body. While this condition might be an advantage when hiding from predators, it's a disadvantage among werewolves. They might pounce on you, unaware you're Kin.

System: No Gifts, such as Scent of the True Form, can detect you as Kinfolk. Worse, the more suspicious types may think it's some sort of Wyrm power! Among a people who rely so heavily on the sense of smell, you've got a disability.
Notes:
Book Ref: Kinfolk Unsung Heroes, pg.#54

Unsettling Effect 1 or 3 Sorcerer Psychic Supernatural WW4254 Synopsis: Though many psychic powers are completely intangible and unnoticeable, something about your character's psychic phenomena causes others to recognize that there's something weird going on.

System: For one point, you have a single intangible power (like Telepathy or Psychometry) that generates an unsettling effect - perhaps your subjects can feel your character paging through their minds or everyone around the psychic feels a welter of harmless but eerie emotions when she touches a psychically-charged object.
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#57

Unskilled 5 General Aptitude WW2204

WW2206
WW2800
WW3108
WW3202
WW3704
WW6007

Synopsis: You have never trained extensively in any skill or craft, and therefore have five less points to spend on your Skills (so the most you could take on your skills would be 8, and the least would be 0).

System: Of course, you can still spend freebie points to take Skills. However, you cannot, at the start of the game, have any Skills at level three or higher.
Notes:
Book Ref: Vampire Player's Guide, pg.#38
Vampire Players Guide (2nd Edition Text Only), pg.#12
Vampire: The Dark Ages, pg.#272
Werewolf Players Guide (2nd Edition), pg.#14
Werewolf Players Guide (1st Edition), pg.#21
Wild West Companion, pg.#63
Wraith Players Guide, pg.#22

Unstable Features 4 Shifter Ananasi Physical WW3082 Synopsis: Just as there are some Ananasi who can manage a more perfected human body, there are some who simply can't hold it together quite as well as others. You suffer from a shifting in your body weight and mass that is virtually unnoticeable from minute to minute, but can radically alter your features over the course of a few hours. While the changes are subtle, they are constant, and in the span of a day or so you look different enough to make you unrecognizable as the same person, at least visually. Your scent doesn't change, but your body, shape, and face will alter continuously. The only respite from this change is to change into one of your other forms, and then change back into your human form. Inevitably you start off with the same face and body after a transformation, but the instability sets in again each time, and leaves most of the people you meet unsettled around you for reasons they don't necessarily understand.

System: You suffer a +2 difficulty on all Social rolls beyond making a first impression.
Notes:
Book Ref: Ananasi, pg.#84

Unsure Footing 3 Shifter Rokea Physical WW3083 Synopsis: You just can't get the hang of walking on two legs. You stumble and trip easily, and suffer from vertigo just by looking up.

System: Your fine motor skills are unaffected, so writing and so forth isn't a problem, but dodging, firing a gun, using a weapon, hand-to-hand combat, or even walking is a chore for you. Add 2 to all Dexterity difficulties on land involving balance or body coordination, including combat.
Notes:
Book Ref: Rokea, pg.#84

Uppity 2 Vampire Social WW2302 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. 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.

System: 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:
Book Ref: Guide to the Camarilla, pg.#78

Vampire-phile 1 Shifter Ananasi Psychological WW3082 Synopsis: Well, it's just embarrassing, but you've become obsessed with knowing everything you can about vampires and their society, to the point where it's becoming an obsession. You've started dressing like them, acting like them - up to and including avoiding sunlight for fear it will hurt you - and generally making yourself as much a part of their society as you can. While the vampires might think you're okay, the rest of the Ananasi are starting to worry, and that is not a good thing.

System: In order to "break out of character" and act like you're supposed to among your own kind, you must spend one Willpower point per scene. Even then, the Storyteller might require extra rolls if you are in a bad situation, such as up against the Inquisition.
Notes:
Book Ref: Ananasi, pg.#84

Veiled 5 Shifter Kinfolk Supernatural WW3074 Synopsis: You may believe in Gaia and the Garou way with all your heart and soul, but for some reason, you're not immune to the Delirium.

System: Gifts such as Rending the Veil and the Rite of the Parted Veil have no effect on you. You do receive a +1 bonus on the Delirium chart 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.
Notes:
Book Ref: Kinfolk Unsung Heroes, pg.#53

Vengeance 2 General Mental WW2206

WW3108
WW6007
WW7300

Synopsis: You have a score to settle - a freehold was wiped out, a friend was corrupted, a parent was slain... You are obsessed with wreaking vengeance on the guilty party. Revenge is your first priority in all situations.

System: The need for vengeance can only be overcome by spending Willpower points, and even then, it only temporarily subsides. Someday you may have your revenge, but the Storyteller won't make it easy.
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#5
Werewolf Players Guide (2nd Edition), pg.#11
Wraith Players Guide, pg.#18
Changeling The Dreaming (2nd Edition), pg.#155

Vengeful 2 General Mental WW4600 Synopsis: Someone pissed your mage off, and he plans to get even. Your mage wants to even the score with one individual or group. This victim may or may not be an enemy - the subject may not even be aware of the perceived slight - but your mage takes it seriously and counts it as a major part of his life.

System: You must spend a Willpower point to turn your mage away from the object of his vengeance when a situation crops up to potentially wreak havoc on the opponent in question.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#294

Vengeful Ancestors 4 Vampire Supernatural WW2900 Synopsis: Your ancestors disapprove of what you have become...and they take every opportunity to let you know it.

System: You are continually haunted by one or more ghosts: possibly a mortified (pardon the pun) ancestor, possibly a wraithly ex-lover who wails remorsefully over your shameful existence as one of the Hungry Dead. This spirit plagues you constantly, possibly scaring away prey or inconveniencing you in various minor ways. Behaving piously and performing tasks for the spirit might cause it to cease troubling you for a time, but, until the Flaw is bought off, it always comes back. Of course, certain vampires are more than capable of dealing with the dead, but behaving forcefully toward an ancestor or family member can have serious karmic repercussions.
Notes:
Book Ref: Kindred of the East, pg.#95

Vice (flaw) 1-3 General Physical WW8202 Synopsis: Your character is addicted to some sort of substance.

System: The one-point version of this Flaw represents an addiction to a substance that is legal and easy to satisfy, such as cigarettes.
The two-point version represents a legal or mildly illegal substance that inhibits her abilities to a serious degree, such as alcohol or marijuana.
The three-point version represents an addiction to a highly illegal or highly dangerous “hard” drug such as heroin. Your character is always under the effects of your chosen vice unless she assumes her apocalyptic form.
Notes:
Book Ref: Demon Players Guide, pg.#86

Victim Of The Masquerade 2 Vampire Mental WW2302 Synopsis: The Camarilla’s propaganda machine did too good a job on you. Even after your Embrace you refused to believe you were a vampire.

System: 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.
Notes: This Flaw must be roleplayed at all times, and is generally taken by Camarilla vampires.
Book Ref: Guide to the Camarilla, pg.#74

Virus Carrier 5 Wraith Artificers Physical WW6300 Synopsis: You've been in a sick system, and now you're spreading the disease. Somehow, you've managed to pick up a computer virus in your jaunts down the Electron Highway, and everywhere you go becomes infected. In the Skinlands, people are tracking the virus' vectors and starting to wonder why it's spreading so oddly, between systems that seem to have no connection.

System: Any techno-savvy ghost hunters in the area might already have guessed at the truth. Also, systems that you've visited will be ailing when you return to them, and data you want may well have been destroyed.
Notes:
Book Ref: Guildbook: Artificers, pg.#50

Vitae Sink 3 Vampire Ghoul Physical WW2021 Synopsis: For whatever reason, you metabolize vitae more quickly than other ghouls do.

System: You must be fed every two weeks, rather than every month, or lose all supernatural traits and revert to a human once more. Few ghouls with this Flaw last beyond their natural life spans; at this rate, missed feedings do happen...
Notes:
Book Ref: Ghouls Fatal Addiction, pg.#85

Vivophage 1 Kuei-Jin Dhampyr Physical WW2920 Synopsis: Something in your half-dead makeup cannot process the Yin Chi that a cold corpse provides.

System: Should you stoop to the dishonorable practice of consuming human flesh for Chi (You shame your family!), you can only absorb Chi by consuming the flesh of the living or the recently (less than four hours) dead. You can still absorb Yin Chi as normal from a recently dead corpse, however.
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#59

Vulnerability 2-7 General Supernatural WW4603

WW4802

Synopsis: For all their vast powers, many magical or supernatural beasts seem to have one chink in their armor, one bane of their existence. Whether this Flaw is evidence of Divine balance or Infernal incompetence in such beasts' creation is a subject for theologians and philosophers to debate. You only know it's a matter of life and death.

System: You possess a Vulnerability, a substance, element or power which can harm or even kill you. The level of this Flaw depends on whether your weakness can fatally injure you, or simply weaken you, and on how common the substance is. Damage caused by a Vulnerability cannot be soaked. A normal, weakening Vulnerability causes one Health Level of aggravated damage per turn of contact. A mortal one causes three Health Levels of aggravated damage per turn of contact.
Examples:

Flaw Weakness
2 points You can be fatally injured by something that's nearly impossible to acquire (the Holy Lance of Longinus, the perfume of the Emperor of Cathay), or weakened by something very rare (dragon's blood, naphtha, the bite of an Egyptian asp, panthers' breath).
3 points You can be fatally injured by something very rare, or weakened by something moderately rare (mistletoe, garlic, a mirror, silver, magick).
4 points You can be fatally injured by something moderately rare, or weakened by something common (iron, sunlight, fire).
5 points You can be fatally injured by something common.


If the slightest drop of the substance is certain death, instantly bringing your destructions, this Flaw is worth an extra point beyond that. If merely being in the presence of the substance causes you damage - being in the same room as the Emperor's perfume or standing in indirect sunlight - or the most infinitesimal drop causes you harm, this Flaw is also worth one point more; while if you actually have to be damaged by the substance - stabbed with the Lance of Longinus, beaten with an iron crowbar - this Flaw is worth one point less. If taken at the full seven-point level, this Flaw means a single beam of moonlight or the mere sight of a drop of blood can instantly kill you.
Notes: Note that vampires, werewolves and changelings cannot purchase this Flaw; it's already an inherent part of their natures. Magi use the Flaw. Echoes (Mage: The Sorcerers Crusade, pages 105-106, or The Book of Shadows, pages 39-40) instead of this one. Ghosts cannot buy it for obvious reasons.
Book Ref: Guide to the Traditions, pg.#231
Bygone Bestiary, pg.#109

Vulnerability To Silver 2 Vampire Physical WW2303 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:
Book Ref: Guide to the Sabbat, pg.#95

Wanted By Law Enforcement 3 General Social Legal WW8120 Synopsis: You are the prime suspect in a felony crime.

System: The police actively look for you, and you cannot move openly about your usual hangouts. If you encounter cops who know that you're wanted, they'll call in backup and bring you in.
Notes:
Book Ref: Hunter Players Guide, pg.#122

Ward 3 General Social WW2206

WW3108
WW4050
WW92041

Synopsis: A mortal whom you want to protect depends on you in some way. They need a lot of protection, too: Wards have a way of getting sucked into awkward situations, forcing you to change your own plans or even put yourself in danger. No matter how many people depend on you, however, you can take this Flaw only once.

System: A ward could be a relative, a lover, a friend, or just about any mortal to whom one has a strong connection. Wards have no special influence or abilities they can offer in return (if they did, they would be Allies or Contacts).
(Vampire) Does the Ward know that you are a vampire? Keeping a Ward from knowing requires great effort. You spend a lot more time with a Ward than with a casual friend, under more demanding circumstances. Sooner or later, you have to explain away strange events and behavior: Why she never sees you during the day, or why a mugger's bullet knocked you down but didn't make you bleed. Letting a Ward in on your biggest secret endangers the Masquerade, though.
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#18
Werewolf Players Guide (2nd Edition), pg.#20
Book of Shadows Mage Players Guide, pg.#45
Changeling: the Dreaming (20th Anniversary) pg.#185

War Wound 2 Demon Physical WW8202 Synopsis: Your character endured a terrible wound during the war that scarred the very essence of her being, manifesting itself even to this day when she reveals her Celestial nature.

System: When your character adopts her apocalyptic form, she automatically suffers one health level of aggravated damage above and beyond any damage she currently suffers. This damage cannot be healed by any means.
Notes:
Book Ref: Demon Players Guide, pg.#84

Water Under The Bridge 5 Changeling Inanimae Mental WW7307 Synopsis: Rivers and streams flow endlessly to the sea, and so does your memory.

System: Every day you awaken, remembering nothing that happened the day before. To recall what happened to you, you must make a Willpower roll.
Notes:
Book Ref: Inanimae: The Secret Way, pg.#69

Wavering Faith 3 General Social WW8120 Synopsis: You were once a strong adherent of a religion, but your faith has faded (or fades) in the face of the enemy. If a divine being exists, how could He let such creatures prey on humanity? Ghosts are concrete evidence that the afterlife is flawed.

System: Your confidence is severely shaken. Add two to the difficulty of all Willpower tests.
Notes:
Book Ref: Hunter Players Guide, pg.#117

Weak-willed 3 Vampire Mental WW2300 Synopsis: You are highly susceptible to Dominate and intimidation by others.

System: Dominate attempts automatically affect you unless the Discipline wielder is of higher generation your difficulties to resist Social abilities such as Intimidation or Leadership, as well as mind-altering spells or magic, are increased by two. Your Willpower Trait may never rise above 4.
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#300

Weak Spot 3 Bygone Physical WW4802 Synopsis: There's a literal chink in your armor, a place where an opponent can badly wound you. This might be a horse's bad leg, a roc's fragile skull, or a vital spot in a wyvern's hide.

System: A successful strike there bypasses any armor you might have and inflicts two unsoakable Health Levels of aggravated damage (or two extra Health Levels if the attack was already aggravated); a hit with which your opponent scores five successes or more inflicts double that amount.
In many cases, your weak spot is a secret. If you're especially notorious or ancient, or if your frailty is inherent to your kind, an attacker with the right information (Intelligence + Hearth Wisdom or your species' Lore, difficulty 8) might have heard about it. Even if she has, however, knowing about the spot and hitting it are two different things. A targeted shot on your vital area adds four to the attacker's usual difficulty. As an optional rule, the Storyteller might decide that a random strike that scores six successes or more hits the Weak Spot for normal (that is, two aggravated Health Levels) damage, while one that hits with more than eight (exceedingly unlikely!) cripples you with four aggravated Health Levels. This can be a deadly Flaw to take.
Notes:
Book Ref: Bygone Bestiary, pg.#109

Wild Talent (flaw) 4 Sorcerer Supernatural WW4254 Synopsis: Though many psychics lack formal training of their gifts, some lack even the most basic control of their powers. These "wild" psychics tend to have powerful gifts, though the lack of control makes up for the extra power they might have.

System: To determine the level of the Flaw, use the following table. The total Merit or Flaw cannot exceed 4 points.

Points Effect
+1 For every extra die the character has when using the power
-1 The character must make a Willpower roll (difficulty 7) to use the power.
-2 The character can only consciously use the power defensively. (i.e., A precognitive character can activate her Danger Sense, or a telekinetic can use the power to deflect attacks.)
-3 The character has no conscious control of the power, but it works more often to the character's benefit than not. (A clairvoyant who has useful clairvoyant dreams.)
-4 The character's power activates randomly (at least once per game session) and often at inopportune or embarrassing moments. (The channeler contacts the spirit of an ancient warrior during a fancy dinner party.)

Notes: This Merit may also be a Merit.
Book Ref: Sorcerer (Revised Edition), pg.#55

Winged (flaw) 2 Changeling Supernatural WW92041 Synopsis: You have beautiful wings, be they feathered bird's wings or bat wings or colored butterfly wings.

System: They are chimerical, but they need to be free, or they increase the difficulty of Dexterity rolls by one. You may have to explain why you have cut slits in all your coats. If you have taken this as a Flaw, you will not be able to fly. See Inanimate Chimera on p. 55 for dangers using these wings in human sight.
Notes:
Book Ref: Changeling: the Dreaming (20th Anniversary) pg.#188

Witch's Bane 3-5 Mage Supernatural WW4659 Synopsis: The touch of cold iron is anathema to both you and your magic, or both. This may be due to some faerie heritage or the like (and is most common among Verbena with the Fae Blood Merit).

System: As a 3-pt Flaw, the touch of cold iron either provides three dice of countermagic against your spells or inflicts a health level of bashing damage per turn it’s in contact with you.
As a 4-pt. Flaw it does both, or inflicts lethal damage.
As a 5-pt. Flaw, it provides both three dice of countermagic and inflicts a health level of lethal damage each round it is in contact with you.
Notes:
Book Ref: Tradition Book: Verbena, pg.#71

Withered Leg 3 General Physical WW2354 Synopsis: For whatever reason, one of your legs does not work as well as the other.

System: You subtract three dice when attempting any action that involves movement, and you move at half normal speed.
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#73

Wotan's Curse 2 Shifter Garou Get of Fenris Supernatural WW3855 Synopsis: The curse of Wotan has fallen on your bloodline, and has unluckily manifested itself in you. You are vulnerable to the powers of the walking dead, the servants of One-Eye.

System: Whenever a vampire, wraith or other undead entity attempts to affect you with one of their supernatural powers, the difficulty to do so is reduced by one. This curse makes you somewhat of a liability in many operations, which may affect your standing among fellow Fenrir.
Notes:
Book Ref: Get of Fenris Tribebook Revised, pg.#86

Wyld Mind 2 Changeling Mental WW7300 Synopsis: Your mind is extremely chaotic and unpredictable. As a result you have difficulty concentrating on any one task.

System: You must make a Willpower roll (difficulty 4) for every extended action roll after the second.
Notes:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#156

Yearning Soul 2 Changeling Troll Psychological WW7050 Synopsis: You feel the pull toward romance much more strongly than other trolls, and desperately need some aspect of it in your life.

System: You will fixate your attention on the most attractive fae or person in any given situation, though your reactions will vary, depending on your character. You may pine from afar, behave like an eager puppy desperate for approval, attempt to impress the object of your affections, etc. Note that, should you only be in the company of those you would not normally be interested in, you will begin to lower your standards; your desire and need for romance is that strong, even if it leads you to a crush on a sluagh. This Flaw should be strictly roleplayed, and the Storyteller may see fit to impose dice penalties depending on the circumstances.
Notes:
Book Ref: Kithbook: Trolls, pg.#64

Youthful Appearance 1 General Physical WW8202 Synopsis: This flaw may only be taken by characters who are at least 25 years old, or the equivalent. Your character must STILL APPEAR TO BE AT LEAST 18 YEARS OLD.

Your character looks like she did at graduation. She always gets carded at bars and often has to produce identification to buy even cigarettes.
System: In order to gain entry to clubs, concerts and bars, or to purchase alcohol, your character needs to present a valid-looking ID.
Notes: Your character must STILL APPEAR TO BE AT LEAST 18 YEARS OLD.
Book Ref: Demon Players Guide, pg.#86