Flaws

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Reference Lists



Flaws approved in the Database on City of Hope.

Scroll down further to find the chart and find its full details, sources, costs, etc.


This page is still under construction, check back as more is filled in.


Notes and Tips

Looking for a Flaw? You can find the flaw you want in the list below, that'll tell you fit is is available already and in the game database. Scroll down further to find the chart and find its full details, sources, costs, etc. Currently this page is under construction. Updates will include more details, but currently all book references are based on +book/stat on game.

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.

Pro Tip! Make a +note for your Flaws and copy the full details from here into it. Not only will this let you avoid searching for them every time you need the info, but you'll be able to prove your version of a Flaw to anyone asking which it is. This lets the other person avoid searching around as well!

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.


Alphabetized List

#/A

  • 14th Generation
  • 15th Generation
  • Abandoned Cub
  • Ability Deficit
  • Absent-minded
  • Abusive Partner
  • Addiction
  • Adrenaline Addict
  • Aging
  • Ahimsa
  • Airhead
  • Akuma
  • Albino
  • Alien Appearance
  • Alimony Payments
  • Allergic
  • Amnesia
  • Anachronism
  • Ancestral Soil Dependence
  • Ancient Animosity
  • Ancient Oath
  • Animalistic Features
  • Animal Amnesia
  • Animal Musk
  • Animate Shadow
  • Anosmia
  • Artificially Aged
  • Asthma
  • Attracted To Humans
  • Autopsied

B

  • Babbling Brook
  • Bad Liar
  • Bad Mnesis
  • Bad Sight
  • Banned Transformation
  • Bard's Tongue
  • Beacon Of The Unholy
  • Benefit Blind
  • Betweener Sympathizer
  • Bigot
  • Big Mouth
  • Birdlike Mannerisms
  • Bizarre Hunger
  • Bizarre Taste
  • Black And White
  • Blind
  • Blood Hunted
  • Blood Magic
  • Blunt Fangs
  • Botched Presentation
  • Bound
  • Bound By The Law Of Three
  • Bound To The Council
  • Bully
  • Burned Out

C

  • Calling Card
  • Can't Cross Running Water
  • Can't Eat Solid Foods
  • Cannot Enter Holy Ground
  • Cast No Reflection
  • Cast No Shadow
  • Catspaw
  • Changeling's Eyes
  • Chimerical Magnet
  • Chronically Late
  • Chronic Illness
  • Clan Enmity
  • Cleared Mists
  • Clumsy
  • Cold Blooded
  • Cold Breeze
  • Color Blindness
  • Compulsion
  • Conditional Magic (flaw)

C

  • Confused
  • Conspicuous Consumption
  • Construct (flaw)
  • Consumption
  • Contagious
  • Corrupt Embrace
  • Criminal Entanglements
  • Criminal Past
  • Criminal Record
  • Crippled Limb
  • Crucial Component
  • Cryogenic Intolerance
  • Cultural Snob
  • Curiosity
  • Cursed
  • Cursed By God

D

  • Damned
  • Dancing Fool
  • Darksight (flaw)
  • Dark Fate
  • Dark Secret
  • Dead Passion
  • Deaf
  • Death's Reflection
  • Deathsight
  • Deep Sleeper
  • Defective Sense
  • Defensive
  • Defiled
  • Deformity
  • Degeneration
  • Demanding Career
  • Demented Eidolon
  • Demon-hounded
  • Depression
  • Deranged
  • Derangement (flaw)
  • Devil's Mark

D

  • Diabolic Sire
  • Didactic P'o
  • Diet Of Worms
  • Different Body
  • Diminished Attributes
  • Disconcerting
  • Discordant
  • Discredited
  • Disease Carrier
  • Disfigured
  • Disgrace To The Blood
  • Distinctive Appearance
  • Distinguishing Characteristic
  • Distorted Image
  • Dogged By Fringe Media
  • Domitor Pariah
  • Double Betrayer
  • Driving Goal
  • Dulled Bite

E

  • Earthbound
  • Easily Sensed
  • Eccentric Appearance
  • Echoes
  • Echoes Of The Past
  • Eerie Presence
  • Embittered Shadow
  • Emotional Attachment
  • Emotional Isolation
  • Empathy (Ananasi)
  • Empathy (flaw)
  • Enchanted Blood
  • Endless Hunger
  • Enemy
  • Enemy Brood
  • Escaped Target
  • Expendable
  • Eyes Of The Tyrant

F

  • Fading Echoes
  • Failure
  • Faint Of Heart
  • Fallen Clutch
  • Fangless
  • Faulty Enhancements
  • Feeding Fetish
  • Fertile Essence
  • Fifth Degree
  • Flashbacks
  • Flesh Of The Corpse
  • Forced Transformation
  • Foreigner
  • Former Prince
  • Foul Mouth
  • Fresh Meat

G

  • Geas (flaw)
  • Gender Bender
  • Ghoulish Sense Of Humor
  • Glowing Eyes
  • Goblin Magnet
  • Graceless
  • Greedy
  • Gregarious
  • Grip Of The Damned
  • Guilt-wracked
  • Gullible

H

  • Harano Prone
  • Harbinger Of The Abyss
  • Hard Of Hearing
  • Hatred
  • Haunted
  • Heartless
  • Hero Worship
  • Hibernation
  • Homeless
  • Honest To A Fault
  • Hunted
  • Hunted Like A Dog

I

  • Icy
  • Icy Demeanor
  • Ignorant
  • Illegal Immigrant
  • Illiterate
  • Impatient
  • Impractical Dresser
  • Improperly Buried
  • Inbred
  • Incoherent
  • Incomplete Understanding
  • Independent Shaman
  • Indolent Will
  • Inept
  • Ineptitude
  • Infamous Autarkis
  • Infamous Sire
  • Infamy (flaw)

I

  • Infectious
  • Infectious Bite
  • Inferiority Complex
  • Infertile
  • Infertile Vitae
  • Inherited Frailty
  • Insane Ancestor
  • Insane Mentor
  • Insane Sire
  • Insensitive
  • Intolerance
  • Iron's Curse
  • Iron Allergy
  • Isolated Upbringing
  • Issues

J/K/L

  • Jackal's Blood
  • Kinfolk (flaw)
  • Kleptomaniac
  • Known Betweener
  • Known To The Enemy
  • Lame
  • Laughingstock
  • Lazy
  • Lifesaver
  • Light Sensitive
  • Limbless
  • Limited Deathsight
  • Limited Diet
  • Limited Yang
  • Loathsome Regnant
  • Long-winded
  • Lord Of The Flies
  • Losing The Sun
  • Low Alcohol Tolerance
  • Low Self-image
  • Lunacy
  • Lustful

M

  • Magical Addict
  • Magic Susceptibility
  • Manchurian Candidate
  • Mark Of The Blood
  • Mark Of The Predator
  • Masochist
  • Masquerade Breaker
  • Matricide-patricide
  • Medicated
  • Mental Patient
  • Mentor's Resentment
  • Mired In Scandal
  • Misinformed
  • Mistaken Identity
  • Mistreated Minority
  • Molt
  • Monstrous
  • Monstrous Connection
  • Moon Mad
  • Mortal Fame
  • Motion Sickness
  • Mr. Red Tape
  • Multiple Personalities
  • Mute
  • Mystical Aura
  • Mystical Imperative

N

  • Narc
  • Natural Urge
  • Necrophile
  • Needy Friends
  • Nephandic Taint
  • New Arrival
  • New Kid
  • Nightmares
  • Night Terrors
  • Non-confrontational
  • Non-swimmer
  • Nonswimmer
  • Notoriety (flaw)
  • No Dexterous Limbs
  • No Partial Transformation
  • No Sense Of Smell

O

  • Obese
  • Obsession
  • Obvious Predator
  • Odd Eye
  • Offensive To Animals
  • Old Flame
  • Old Injury
  • One Arm
  • One Ear
  • One Eye
  • Ontological Pacifist
  • Open Wound
  • Otherworldly Taint
  • Outsider
  • Overconfident
  • Overextended
  • Overkill
  • Overly Curious

P

  • Pacifist
  • Pack Mentality
  • Pallid
  • Paraplegic
  • Parasitic Infestation
  • Path Inept
  • Pelagic Compulsion
  • Permanent Fangs
  • Permanent Wound
  • Persistent Parents
  • Phobia
  • Phylactery
  • Pierced Veil
  • Pig-pen

P

  • Poison Joss
  • Political Radical
  • Polluted-defaced
  • Poor Sense Of Time
  • Poseidon's Call
  • Possession Prone
  • Potent Blood
  • Prey Exclusion
  • Primal Marks (flaw)
  • Privacy Obsession
  • Probationary Member
  • Probationary Sect Member
  • Procrastination
  • Projection Trauma
  • Prone To Quiet
  • Psi Focus
  • Psychic Feedback
  • Psychic Vampire (flaw)
  • Putrescent
  • Pyromania

R

  • Rat Fink (flaw)
  • Recluse
  • Recruitment Target
  • Red List
  • Reluctant Warrior
  • Renunciate (flaw)
  • Repelled By Crosses
  • Repulsed By Garlic
  • Revenant Weakness
  • Revoked Driver's License
  • Ritual Sleeper
  • Rival Sires
  • Rogue (flaw)
  • Romantic Notions
  • Rose-colored Mirrorshades
  • Rotten Liar
  • Rotting (flaw)
  • Routine

S

  • Sadist (flaw)
  • Scarface
  • Scarred
  • Selective Digestion
  • Sensation Junkie
  • Sexual Hang-up
  • Shadow Walker
  • Sheltered Upbringing
  • Short
  • Short Fuse
  • Shy
  • Sickly
  • Sign Of The Wolf
  • Sire's Resentment
  • Sleeping With The Enemy
  • Sleepwalker
  • Sleep Projector
  • Slipped Seeming
  • Slip Sideways
  • Slow Healing
  • Small
  • Smell Of The Grave

S

  • Socially Oblivious
  • Soft-hearted
  • Soul's Reflection
  • Soulless
  • Soul Tag
  • Speech Impediment
  • Sphere Inept
  • Spirit's Mark (flaw)
  • Spiritually Noticeable
  • Spite Confluent
  • Spoiled Beast
  • Stalked
  • Stench
  • Stereotype
  • Sterile
  • Sticky Palms
  • Stigmata
  • Stolen Tooth
  • Strangeness
  • Stress Atavism
  • Strict Carnivore
  • Strong P'o
  • Stubborn
  • Subject To Paradox
  • Superstitious
  • Surreal Quality
  • Suspicion Magnet
  • Sympathizer

T

  • Taint Of Corruption
  • Tangential
  • Technobabbler
  • Technological Delusions
  • Technophobe
  • Terrible With Names
  • Territorial
  • Thaumaturgically Inept
  • Thaumivore
  • The Veil
  • Thin-blooded
  • Thirst For Innocence
  • Throwback (flaw)
  • Time Cycle
  • Tonic Immobility
  • Touch Of Chaos
  • Touch of Death (flaw)
  • Touch Of Frost
  • Traitor
  • Troglodyte
  • True Reflection
  • Trusting
  • Twisted Upbringing
  • Twitch

U

  • Ulterior Motive
  • Umbral Connection
  • Umbral Connection (wraith)
  • Unbroken
  • Uncontrollable
  • Uncontrollable Appetite
  • Uncontrollable Night Sight
  • Uncontrolled Lust
  • Unconvinced
  • Uneducated
  • Uninvited
  • Unlucky
  • Unrepentant Beast
  • Unscented
  • Unsettling Effect
  • Unskilled
  • Unstable Features
  • Unsure Footing
  • Uppity

V

  • Vampire-phile
  • Veiled
  • Vengeance
  • Vengeful
  • Vengeful Ancestors
  • Vice (flaw)
  • Victim Of The Masquerade
  • Virus Carrier
  • Vitae Sink
  • Vulnerability
  • Vulnerability To Silver
  • Vulnerable To Eclipses

W/Y

  • Wanted By Law Enforcement
  • Ward
  • War Wound
  • Water Under The Bridge
  • Weak-willed
  • Weak Spot
  • Wild Talent (flaw)
  • Winged (flaw)
  • Witch's Bane
  • Withered Leg
  • Wyld Mind


  • Yearning Soul
  • Youthful Appearance


Merit Cost 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 either 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 os 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 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 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 Mental WW7300 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 (2nd Edition), pg.#157

Abusive Partner 2 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 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 addicition 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 foryou 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:
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 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 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.
Book Ref: Mage: The Ascension (Revised), pg.#290

Ahimsa 4 Children of Gaia 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 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 snickier at you behind your back.
Notes:
Book Ref: Kinfolk Unsung Heroes, pg.#52

Akuma 3 Kuei-Jin WW2900 Synopsis: Either through vassalage to the Yama Kings or violation of Kuei-jin tradition, you have been branded akuma — a devilridden 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 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 Economic WW8202 Synopsis: You 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 Physical WW7300 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.
Notes:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#168

Amnesia 2 Mental WW4600 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

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 mean time, 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 rfom 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 Infernal 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 ? ? WW7050 Synopsis:

System:
Notes:
Book Ref: Kithbook: Trolls, pg.#65

Animalistic Features ? ? WW7054 Synopsis:

System:
Notes:
Book Ref: Kithbook: Pooka, pg.#88

Animal Amnesia ? ? WW7054 Synopsis:

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

Animal Musk ? ? WW3806 Synopsis:

System:
Notes:
Book Ref: Players Guide to Garou, pg.#159

Animate Shadow ? ? WW20007 Synopsis:

System:
Notes:
Book Ref: Players Guide to High Clans, pg.#208

Anosmia ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#73

Artificially Aged ? ? WW2021 Synopsis:

System:
Notes:
Book Ref: Ghouls Fatal Addiction, pg.#84

Asthma 1 Physical WW7300 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 (2nd Edition), pg.#168

Attracted to Humans 2 Gurahl 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 ? ? WW6302 Synopsis:

System:
Notes:
Book Ref: Wraith: The Oblivion - The Risen, pg.#39

Babbling Brook ? ? WW7307 Synopsis:

System:
Notes:
Book Ref: Inanimae: The Secret Way, pg.#69

Bad Liar 1 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 WW3081 Synopsis: Your Mnesis contains memories so horrible and taining 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 3 Physical WW2300

WW4600

Synopsis: The character has some sort of noncorrectable vision problem - a severe astigmatism, myopia or the like. This problem can't be corrected with glasses or contact lenses, and fixing it with Life magic requires extensive permanent work to bypass the problems of Pattern bleeding (and thus requires the expenditure of experience to remove the Flaw).

System: You always suffer a two-point penalty to all rolls in which vision is a factor. Since sight is such an important sense, this Flaw is worth more than a simple Defective Sense.
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#297
Mage: The Ascension (Revised), pg.#289

Banned Transformation ? ? WW3806 Synopsis:

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

Bard's Tongue 1 Supernatural WW4600 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

Beacon Of The Unholy ? ? WW2302 Synopsis:

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

Benefit Blind ? ? WW21001 Synopsis:

System:
Notes:
Book Ref: Orpheus: Crusade of Ashes, pg.#90

Betweener Sympethizer 1 Rokea 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 wont participate in a hunt for a betweener and may very well warn betweeners of impending hunts. While this sort of behavior wont 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 ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#168

Big Mouth ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#57

Birdlike Mannerisms 1 Corax 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 Taste ? ? WW3807 Synopsis:

System:
Notes:
Book Ref: Player's Guide to the Changing Breeds, pg.#164

Black And White ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#54

Blind 6 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 ? ? WW2302 Synopsis:

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

Blood Magic ? ? WW4254 Synopsis:

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

Blunt Fangs ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#72

Botched Presentation ? ? WW2302 Synopsis:

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

Bound ? ? WW2302

WW4010
WW6007

Synopsis:

System:
Notes:
Book Ref: Guide to the Camarilla, pg.#77
World of Darkness: Sorcerer, pg.#73
Wraith Players Guide, pg.#28

Bound By The Law Of Three ? ? WW4659 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Verbena, pg.#71

Bound To The Council ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ?, pg.#??

Bully 1 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 Children of Gaia 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 ? ? WW4663 Synopsis:

System:
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.#15
Vampire The Masquerade (Revised Edition), pg.#302

Can't Eat Solid Foods 5 Ananasi 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 Infernal 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 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 Shadow 1 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 ? ? WW2302 Synopsis:

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

Changeling's Eyes 1 Supernatural WW7300 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:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#164

Chimerical Magnet 5 Supernatural WW7300 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 irresistable, 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 (2nd Edition), pg.#160

Chronically Late 1 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 Physical WW8120 Synopsis: You suffer from a debilitating illness such as chronic fatigue syndrom 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 ? ? WW2302 Synopsis:

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

Cleared Mists 3 Supernatural WW7300 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 (2nd Edition), pg.#164

Clumsy ? ? WW4805 Synopsis:

System:
Notes:
Book Ref: The Sorcerers Crusade Companion, pg.#132

Cold Blooded 2 Mokole 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 unconcious. 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 ? ? WW2302 Synopsis:

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

Color Blindness 1 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.
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 Mental WW4600

WW6007

Synopsis: There is something your mage is compelled to do or not do, and wheather 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 superious 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 Magic 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 ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ?, pg.#??

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) ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#168

Consumption 5 Vampire 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 ? ? WW2354 Synopsis:

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

Corrupt Embrace ? ? WW2441 Synopsis:

System:
Notes:
Book Ref: Kindred of the Ebony Kingdom, pg.#89

Criminal Entanglements 4 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 ? ? WW20011 Synopsis:

System:
Notes:
Book Ref: Inquisitor Companion, pg.#126

Criminal Record 2 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 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 Supernatural WW4600 Synopsis: There is some raw ingredient your mage needs to work his magic, besides 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

Cryogenic Intolerance ? ? WW21001 Synopsis:

System:
Notes:
Book Ref: Orpheus: Crusade of Ashes, pg.#91

Cultural Snob 1 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 Psychological WW6007

WW7300

Synopsis: You are a naturally curious person, and find mysteries of any sort irresistible. In most circumstances, you find that your curiosity easily overrides your common sense.

System: To resist the temptation, make a Wits roll (difficulty 5) for simple things like “I wonder what is in that cabinet.” Increase the difficulty up to 9 for things like, “I wonder what those strange sounds coming from the Unseelie duke's freehold are. I'll just slip in and check it out – no one will ever know. What could possibly go wrong?”
Notes:
Book Ref: Wraith Players Guide, pg.#17
Changeling The Dreaming (2nd Edition), pg.#155

Cursed 1 to 5 Supernatural WW21001

WW2300
WW3108
WW6007
WW7300

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.

  • (2 pts) You stutter uncontrollably when you try to describe what you have seen or heard. You alwasy wind up losing something very important to you - your keys, a minor fetish or that strategic memo from the Pentex board of directors.

  • (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.

  • (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.

Notes: For more examples, check out your splat book as listed below.
Book Ref: Orpheus: Crusade of Ashes, pg.#90
Vampire The Masquerade (Revised Edition), pg.#301
Werewolf Players Guide (2nd Edition), pg.#16
Wraith Players Guide, pg.#27
Changeling The Dreaming (2nd Edition), pg.#162

Cursed By God 1-5 Infernal 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 ? ? WW6007 Synopsis:

System:
Notes:
Book Ref: Wraith Players Guide, pg.#27

Dancing Fool 1 Gurahl WW3079 Synopsis: Despite the stigma now attached to dancing in public, you cant 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 kow of your vice is increased by 1.
Notes:
Book Ref: Gurahl, pg.#89

Darksight (flaw) ? ? WW20007 Synopsis:

System:
Notes:
Book Ref: Players Guide to High Clans, pg.#207

Dark Fate 5 Supernatural WW4600 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

Dark Secret 1 Social WW2300

WW3806
WW4600
WW6007
WW7300

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,
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 (2nd Edition), pg.#154

Dead Passion ? ? WW4661 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Cult of Ecstasy, pg.#69

Deaf 4 Physical WW4600 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:
Book Ref: Mage: The Ascension (Revised), pg.#290

Death's Reflection ? ? WW2362 Synopsis:

System:
Notes:
Book Ref: Clanbook Lasombra (Revised Edition), pg.#65

Deathsight ? ? WW2302 Synopsis:

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

Deep Sleeper 1 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 Physical WW4600 Synopsis: One of your character's senses is dulled or abnormally damaged in some fashion. Perhaps the character is hard to 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 Flas in conjunction with an Acute Sense of the same type!
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#288

Defensive 1 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 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 nightmaresand 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 internalbums.This Health Level cannot be restored through any widely known method, though mmors 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 WW4600 Synopsis: You 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 Storytell to determine the specific effects of the chosen deformity.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#289

Degeneration 3, 6, or 9 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 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 ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#171

Demon-hounded ? ? WW2800 Synopsis:

System:
Notes:
Book Ref: Vampire: The Dark Ages, pg.#281

Depression 4 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 Mental WW4600 Synopsis: Due to circumstances beyond her control, your character is permanently insane. This state may result from a congential 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:
Book Ref: Mage: The Ascension (Revised), pg.#293

Derangement (flaw) ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ?, pg.#??

Devil's Mark 1 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 ? ? WW2206 Synopsis:

System:
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#10

Didactic P'o ? ? WW2908 Synopsis:

System:
Notes:
Book Ref: Dharma Book: Resplendent Cranes, pg.#63

Diet of Worms 1 Corax 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 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 Physical WW4600 Synopsis: Life isn't fair. When they were passing our 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 rolepays 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 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 ? ? WW4665 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Celestial Chorus, pg.#62

Discredited ? ? WW4658 Synopsis:

System:
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 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 ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ?, pg.#??

Distinctive Appearance ? ? WW6007 Synopsis:

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

Distinguishing Characteristic 1-2 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 ? ? WW4044 Synopsis:

System:
Notes:
Book Ref: The Bitter Road, pg.#118

Dogged By Fringe Media 2 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 ? ? WW2021 Synopsis:

System:
Notes:
Book Ref: Ghouls Fatal Addiction, pg.#84

Double Betrayer ? ? WW2357 Synopsis:

System:
Notes:
Book Ref: Clanbook Tremere (Revised Edition), pg.#67

Double Jeopardy ? ? WW3212 Synopsis:

System:
Notes:
Book Ref: Guardians of the Caerns, pg.#105

Driving Goal ? ? WW3108 Synopsis:

System:
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#11

Dulled Bite ? ? WW2302 Synopsis:

System:
Notes:
Book Ref: Guide to the Camarilla, pg.#73

Earthbound 3 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:
Book Ref: Rage Across the Heavens, pg.#127

Easily Sensed ? ? WW6007 Synopsis:

System:
Notes:
Book Ref: Wraith Players Guide, pg.#29

Eccentric Appearance 1 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 1 to 5 Supernatural WW4600

WW6007
WW7300

Synopsis: (Mage) Your mage manifests the traditional marks associated with the supernatural.


(Changeling) 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: (Mage) 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. 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.

(Changeling) 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 god 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 not 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: Mage: The Ascension (Revised), pg.#298
Wraith Players Guide, pg.#28
Changeling The Dreaming (2nd Edition), pg.#159

Echoes Of The Past ? ? WW6007 Synopsis:

System:
Notes:
Book Ref: Wraith Players Guide, pg.#16

Eerie Presence 2 Supernatural WW21001

WW2300

Synopsis: Mortals have an unconscious awareness of your undead nature, which makes then anxious and ill at ease in your presence.

System: Because of this, difficulties of all rolls relating to social interaction with mortals are increased by two.
Notes:
Book Ref: Orpheus: Crusade of Ashes, pg.#90
Vampire The Masquerade (Revised Edition), pg.#302

Embittered Shadow ? ? WW6013 Synopsis:

System:
Notes:
Book Ref: Shadow Players Guide, pg.#26

Emotional Attachment 3 Ananasi 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 ? ? WW2233 Synopsis:

System:
Notes:
Book Ref: Elysium The Elder Wars, pg.#65

Empathy (ananasi) ? ? WW3082 Synopsis:

System:
Notes:
Book Ref: Breedbook: Ananasi, pg.#84

Empathy (Flaw) 3 Ananasi 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

Enchanted Blood ? ? WW7008 Synopsis:

System:
Notes:
Book Ref: Changeling: The Enchanted, pg.#80

Endless Hunger ? ? WW6013 Synopsis:

System:
Notes:
Book Ref: Shadow Players Guide, pg.#26

Enemy 1 to 5 Social WW2300

WW3806
WW6007
WW7300

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).
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#300
Players Guide to Garou, pg.#162
Wraith Players Guide, pg.#25
Changeling The Dreaming (2nd Edition), pg.#165

Enemy Brood ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#73

Escaped Target ? ? WW2302 Synopsis:

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

Expendable ? ? WW2302 Synopsis:

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

Eyes of the Tyrant 3 Mokole 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

Fading Echoes ? ? WW21001 Synopsis:

System:
Notes:
Book Ref: Orpheus: Crusade of Ashes, pg.#90

Failure ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ?, pg.#??

Faint Of Heart 3 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 Mokole 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 excanguination pleasant, at least until you place your mouth to the wound (the the Kiss proceeds as normal). Having no fangs also removes your one natural way to cause aggravated damage.
Notes:
Book Ref: Time of Thin Blood, pg.#79

Faulty Enhancements ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#170

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 Mokole/Zhong Lung 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 have 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 ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#171

Flashbacks 3 Psychological WW2303

WW6007
WW7300

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 (2nd Edition), pg.#156

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

Forced Transformation ? ? WW3806 Synopsis:

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

Foreigner 2 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 ? ? WW2302 Synopsis:

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

Foul Mouth ? ? WW7052 Synopsis:

System:
Notes:
Book Ref: Changeling - Kithbook Nockers, pg.#54

Fresh Meat ? ? WW4253 Synopsis:

System:
Notes:
Book Ref: Initiates of the Art, pg.#83

Geas (Flaw) 1-5 Supernatural WW3807

WW7300

Synopsis: (Changeling) You are under some kind of geas at the beginning of play, most likely a Ban, but possibly a long-term quest. This geas may be a family curse or a duty that you have inherited, or it may have been imposed on you by a changeling using the Sovereign Art.

System: (Changeling) The difficulty of the geas determines how great a Flaw it is. Something minor, such as a Ban against harming animals or a requirement to occasionally give to charity would only be worth one point. The more difficult geasa are worth more points. A five-point geas is something that rules your entire life, like a Ban against sleeping in the same place more than one night or a quest that requires you to render aid to anyone in need you encounter. The Storyteller decides the exact value of whatever geas you may choose.
Notes:
Book Ref: Player's Guide to the Changing Breeds, pg.#164
Changeling The Dreaming (2nd Edition), pg.#159

Geas (Flaw) 1-5 Mage Supernatural WW4600 Synopsis: There is something your character must or must not do, and his life, his luck, his magic (and perhaps his very soul) depends on it. It may be something that has always been upon him, a Geas prophesied by druids at bis birth, or a curse laid on him by faeries at his christening. It may also be a sacred oath or vow he swore, or a promise or bargain he made, and Someone (with a capital S) witnessed it and is going to hold him to it. If he disobeys, the consequences are dire, if not deadly.

System: The value of a Geas depends on how easily it is broken and the penalty for violating it. If the penalty is the loss of some Merit or Background, deduct the Geas' rating from the value of the Merit or Background and make that number the value of the Flaw. For example, your character's sword may be a five-point Artifact, but you have been told, “If you ever raise this blade in anger, the angels who gave it to you will take it away.” Never raising one's sword in anger is a small sacrifice, so it's worth four points, making a four point Flaw.

When you take a Geas, choose the Flaw(s), Background (s), and/or Merit(s) to which the Geas is attached. Then either lessen the final value of the Flaw(s) or decrease the cost of the Merit(s) and/or Background (s). In the case of Merits that may be taken multiple times, you may take the Geas the same number of times to decrease the cost. However, your Geas should be at least one point less than the total value of the Merits, Backgrounds and/or Flaws to which it's linked. In other words, you cannot get a Merit or Background for free just by piling on strictures and limitations. Storytellers should examine each Geas to make sure it makes sense in terms of story, rather than just being a pile of bizarre restrictions and commandments that could only be explained by faeries dropping acid at a christening. Storytellers should also blackball any Geas that does not cause actual problems. Losing your soul if you die is a problem, and so is losing an legendary Attribute if you lose your virginity. However, it's to be expected that you'll lose all of your Attributes, enhanced or otherwise, when you die, so this is not a legitimate problem unless your character also has some way to come back from the dead.

The point value of the Geasa suggested here is only approximate, and it will vary depending on character and circumstances.

Value Geas
1 point Inevitable circumstance or incredible sacrifice: When you die, if you ever let the sun touch your skin, if you ever allow your feet to touch the earth, if you ever speak another word.
2 points Almost unavoidable circumstance or significant sacrifice: Remain a virgin, never harm a living creature, never tell a lie.
3 points Everyday circumstance or common sacrifice: Never back down from a fight, never tell a secret, never refuse hospitality, never marry, never have children.
4 points Unlikely circumstance or a small sacrifice: Stop and pet every cat you see, never eat any animal product, never harm a certain type of animal or a certain type of person, never raise your sword in anger.
5 points Easily avoided circumstance or trivial sacrifice: Never break bread with a red-haired man, say your prayers every night, take your vitamins, never harm the king, don't eat ham, keep one small secret.

Classic penalties for violating a Geas include suffering a dark fate, losing one's Avatar, having luck turn from good to bad (losing the Lucky Merit), being deserted by one's familiar (especially if the Geas was a pact you made with the beast), losing a totem, losing all one's friends and losing one's worldly possessions.

Characters may have several Geasa that may come into conflict. Cuchulainn had the Geasa to “Never refuse hospitality” and to “Never harm a dog” (his namesake). Three hags then offered him roast dog for dinner and Cuchulainn died soon after. Consequently, most mages try to keep their Geasa secret, lest they be used against them by enemy mages. Unfortunately, Geasa can be divined by a simple Entropy 1 Effect mixed with a little skill in fortune-telling as can one's destiny. Elaborate traps have been devised to force mages to violate all their Geasa in succession, leading to their flamboyant destruction. Perversely, Geasa, curses, holy vows and binding oaths are also marks of great status among certain Traditions, particularly the Akashic Brotherhood, Verbena, and Celestial Chorus, who accord status to mages with such Flaws. Simply put, unimportant people don't have Geasa or family curses, and someone who takes a binding oath or makes a sacred vow (and keeps it) is worthy of respect. Most Technomancers, on the other hand, aren't impressed by people who take vows of chastity or silence, and they are similarly blase about those who break them.

Traditionally, there is very little that may be done about Geasa, which are simply facets of one's destiny, and curses are devilishly hard to lift (and the Flaw must be bought off if they are). However, with binding oaths, sacred vows, and bans imposed by totem spirits, characters who violate them accidentally may attempt to atone for their crime. A witch who has vowed to never eat any red meat, then suddenly finds ham in her pea soup, might be able to atone for the trespass by fasting and sending checks to PETA. However, if a mage violates an oath willingly and with full knowledge — and survives — he becomes an oathbreaker, one of the most foul epithets among the Traditions. The destiny of an oathbreaker is scarred permanently, and the marks show clearly to the same Entropy 1 magic that reveals a mage's destiny. As such, it is virtually impossible for an oathbreaker to find a tutor or any sort of aid among those Traditions that value one's sworn word. Some Traditions, notably the Order of Hermes and the Verbena, kill oathbreakers on sight, numbering them among the Nephandi, whose dark paths of power are the only ones left open to them. Ironically, many oathbreakers are young internalists who foreswore their allegiance to the Dark Masters — and the binding oath they had been given — after realizing the price of that power. Destiny, however, does not play favorites, and those who break their word to Hell are just as stigmatized as those who lie to Heaven.
Notes: Characters who wish to begin as oathbreakers should take Dark Fate or some other curse. Occasionally there are good and noble characters who have sworn foolish oaths in the past, then have broken them rather than allow some greater evil to occur. It is impossible to erase the stain from the soul once one is foresworn, but some have friends who will still stand by them, even though most mages will spit when they say their names.

Geasa may be taken at the same time as the Compulsion Flaw, assuming that the Compulsion does not make the Geas impossible. For example, a witch could be both under a Geas and supernaturally (or just psychologically) compelled to stop and pet every cat she saw, lest she suffer a dark fate.
Book Ref: Mage: The Ascension (Revised), pg.#298

Gender Bender ? ? WW6304 Synopsis:

System:
Notes:
Book Ref: Guildbook: Pardoners and Puppeteers, pg.#49

Ghoulish Sense Of Humor 1 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 ? ? WW2302 Synopsis:

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

Goblin Magnet ? ? WW7052 Synopsis:

System:
Notes:
Book Ref: Changeling - Kithbook Nockers, pg.#54

Graceless 2 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 shmuck 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 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 ? ? WW7051 Synopsis:

System:
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 ? ? WW2302 Synopsis:

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

Gullible 1 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 ? ? WW3860 Synopsis:

System:
Notes:
Book Ref: Tribebook: Silver Fangs (Revised Edition), pg.#85

Harbinger Of The Abyss ? ? WW20007 Synopsis:

System:
Notes:
Book Ref: Players Guide to High Clans, pg.#209

Hard Of Hearing 1 Physical WW2300 Synopsis: Your hearing is defective.

System: The difficulties of any rolls involving the use of hearing are increased by two.
Notes:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#297

Hatred 3 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 Supernatural WW2300

WW7300

Synopsis: You are haunted by an angry and tormented spirit, most likely one of your first victims. Only uou (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 liekly 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 (2nd Edition), pg.#163

Heartless ? ? WW2360 Synopsis:

System:
Notes:
Book Ref: Clanbook Followers of Set (Revised Edition), pg.#39

Hero Worship ? ? WW4010 Synopsis:

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

Hibernation ? ? WW7054

WW7307

Synopsis:

System:
Notes:
Book Ref: Kithbook: Pooka, pg.#89
Inanimae: The Secret Way, pg.#69

Homeless 4 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 Rokea 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 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 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.

(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:
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 ? ? WW2302 Synopsis:

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

Icy ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#169

Icy Demeanor 1 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 ? ? WW2920 Synopsis:

System:
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#59

Ignorant 1 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 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 ? ? WW2206 Synopsis:

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

Impatient 2 ? WW2302

WW3082

Synopsis:

System:
Notes:
Book Ref: Guide to the Camarilla, pg.#74
Breedbook: Ananasi, pg.#84

Impractical Dresser 1 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 ? ? WW6007 Synopsis:

System:
Notes:
Book Ref: Wraith Players Guide, pg.#28

Inbred ? ? WW2363 Synopsis:

System:
Notes:
Book Ref: Clanbook Giovanni (Revised Edition), pg.#78

Incoherent 4-5 Nosferatu Ratkin Physical WW2354

WW3080

Synopsis: (Nosferatu - 5 points) 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.

(Ratkin - 4 points) 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: Clanbook Nosferatu (Revised Edition), pg.#74
Ratkin, pg.#76

Incomplete Understanding ? ? WW2302 Synopsis:

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

Independent Shaman ? ? WW4662 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Dreamspeakers, pg.#39

Indolent Will ? ? WW3110 Synopsis:

System:
Notes:
Book Ref: Rage Across the Heavens, pg.#129

Inept ? ? WW2204

WW2206
WW2800
WW3108
WW3202
WW3704
WW6007

Synopsis:

System:
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

Ineptitude 1 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 charact er 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 ? ? WW2354 Synopsis:

System:
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 Infernal 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 ? ? WW2353 Synopsis:

System:
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 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 Garou Black Fury 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 born 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 ? ? WW2303 Synopsis:

System:
Notes:
Book Ref: Guide to the Sabbat, pg.#95

Inherited Frailty ? ? WW7008 Synopsis:

System:
Notes:
Book Ref: Changeling: The Enchanted, pg.#81

Insane Ancestor ? ? WW3806 Synopsis:

System:
Notes:
Book Ref: Players Guide to Garou, pg.#167

Insane Mentor 1 Changeling Social WW7300 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 (2nd Edition), pg.#165

Insane Sire ? ? WW2206 Synopsis:

System:
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#10

Insensitive 1 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 1 Mental WW6007

WW7300

Synopsis: You have an unreasoning 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 file arbiter on what you can pick to dislike.
Notes:
Book Ref: Wraith Players Guide, pg.#17
Changeling The Dreaming (2nd Edition), pg.#154

Iron's Curse ? ? WW7008 Synopsis:

System:
Notes:
Book Ref: Changeling: The Enchanted, pg.#81

Iron Allergy ? ? WW7100 Synopsis:

System:
Notes:
Book Ref: Player's Guide for Changeling the Dreaming, pg.#24

Isolated Upbringing ? ? WW2020

WW4009
WW4010

Synopsis:

System:
Notes:
Book Ref: The Inquisition, pg.#57
Halls of the Arcanum, pg.#61
World of Darkness: Sorcerer, pg.#71

Issues ? ? WW7053 Synopsis:

System:
Notes:
Book Ref: Changeling - Kithbook Satyrs, pg.#66

Jackal's Blood 5 Bone Gnawer 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) ? ? WW2021 Synopsis:

System:
Notes:
Book Ref: Ghouls Fatal Addiction, pg.#83

Kleptomaniac 2-3 Ratkin 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 Rokea 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 ? ? WW3810 Synopsis:

System:
Notes:
Book Ref: Possessed A Players Guide, pg.#107

Lame 3 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 ? ? WW2302 Synopsis:

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

Lazy 1 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 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:
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 Mokole 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 ? ? WW6007 Synopsis:

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

Limited Diet 4 Ananasi 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 acceptible 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 ? ? WW2905 Synopsis:

System:
Notes:
Book Ref: Dharma Book: Bone Flowers, pg.#58

Loathsome Regnant ? ? WW2302 Synopsis:

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

Long-winded ? ? WW7307 Synopsis:

System:
Notes:
Book Ref: Inanimae: The Secret Way, pg.#69

Lord Of The Flies ? ? WW2302 Synopsis:

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

Losing the Sun 4 Corax 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 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 Self-image ? ? WW3108 Synopsis:

System:
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 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:
Book Ref: Demon Players Guide, pg.#91

Magical Addict ? ? WW2359 Synopsis:

System:
Notes:
Book Ref: Clanbook Assamite (Revised Edition), pg.#76

Magic Susceptibility ? ? WW2206 Synopsis:

System:
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#9

Manchurian Candidate ? ? WW3064 Synopsis:

System:
Notes:
Book Ref: Project Twilight, pg.#20

Mark Of The Blood ? ? WW7008 Synopsis:

System:
Notes:
Book Ref: Changeling: The Enchanted, pg.#81

Mark Of The Predator ? ? WW???? Synopsis:

System:
Notes:
Book Ref: WW3108 Werewolf Players Guide (2nd Edition), pg.#17

Masochist 2 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 ? ? WW2302 Synopsis:

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

Matricide-patricide ? ? WW2233 Synopsis:

System:
Notes:
Book Ref: Elysium The Elder Wars, pg.#65

Medicated 1 or 5 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 ? ? WW4043 Synopsis:

System:
Notes:
Book Ref: The Spirit Ways, pg.#106

Mentor's Resentment 1 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 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 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 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 capabilites 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

Mistreated Minority ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#54

Molt 1 Mokole 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 Brused 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 offurs 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 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 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 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 ? ? WW6302 Synopsis:

System:
Notes:
Book Ref: Wraith: The Oblivion - The Risen, pg.#40

Motion Sickness ? ? WW3350 Synopsis:

System:
Notes:
Book Ref: Blood-Dimmed Tides, pg.#126

Mr. Red Tape ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#171

Multiple Personalities 5 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 characters 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 Physcial 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 ? ? WW20006 Synopsis:

System:
Notes:
Book Ref: Players Guide to Low Clans, pg.#190

Mystical Imperative 1-5 Supernatural WW7300 Synopsis: There is something you must or must not do, and your life, your luck, your magic and perhaps your very soul depends on it. It may be something that has always been upon you, a geas prophesied by Druids at your birth, a sacred oath or vow you swore, or a promise or bargain you made. Someone (with a capital S) witnessed it and is going to hold you to it. If you disobey, the consequences will be dire, if not deadly.

Characters may have several magical prohibitions or imperatives, and these may come into conflict. In Celtic myth, Cuchulainn had the geas to “Never refuse hospitality” and “Never eat dog meat.” Three hags once offered him roast dog for dinner, and Cuchulainn died soon after. Consequently, most changelings keep their magical prohibitions and imperatives secret, lest they be used against them by their enemies.
Storytellers should examine each prohibition or imperative and assign a point value to it, as well as the punishment for avoiding it.

System: (1 point) Easily avoided circumstances, such as “Never break bread with a red-haired man,” are worth one point.
(2 points) More common, or difficult, things, such as “Stop and pet every cat you see,” are worth two points.
(3 points) Particularly drastic or dangerous circumstances, such as “Never back own from a fight,” are worth three (or more) points.

Consequences are worth points as well. Automatically botching the next major cantrip you do is worth one point, having bad luck for the rest of your life is worth two, losing all your friends and worldly possessions is worth three, dying is worth four, an being deserted by your faerie soul five. Characters and Storytellers may come up with variants of these.
Traditionally, there is very little that may be done about geas, which are simply facets of one's destiny, and curses are devilishly hard to lift (and the Flaw must be bought off if they are). Characters who accidentally violate them may attempt to atone for their crime, fixing whatever they did wrong. A witch who has vowed to never eat any red meat, and then suddenly finds beef in her soup, might be able to atone for the trespass by fasting and sending checks to PETA. However, if a changeling violates an oath willingly and with full knowledge – and survives – he becomes an oathbreaker, one of the foulest epithets among changelings. Oathbreakers are psychically marked. It is virtually impossible for hem to find a tutor or any sort of aid.
Notes: Characters who wish to begin as oathbreakers should take the flaw Dark Fate or some curse, as well as Oathbreaker, which is worth four points.
Book Ref: Changeling The Dreaming (2nd Edition), pg.#162

Narc ? ? WW2302 Synopsis:

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

Natural Urge ? ? WW7054 Synopsis:

System:
Notes:
Book Ref: Kithbook: Pooka, pg.#88

Necrophile ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#73

Needy Friends 1 Social WW8202 Synopsis: Your character’s mortal friends and other nonfallen 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 ? ? WW4253 Synopsis:

System:
Notes:
Book Ref: Initiates of the Art, pg.#84

New Arrival ? ? WW2302 Synopsis:

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

New Kid ? ? WW2302 Synopsis:

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

Nightmares 1 Mental WW2300

WW3806
WW4600
WW7300
WW8202

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
Changeling The Dreaming (2nd Edition), pg.#154
Demon Players Guide, pg.#84

Night Terrors ? ? WW21001 Synopsis:

System:
Notes:
Book Ref: Orpheus: Crusade of Ashes, pg.#90

Non-confrontational 1 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 1 Physical 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:
Book Ref: Demon Players Guide, pg.#86

Nonswimmer 1 Physical WW8120 Synopsis: You never learned to swim, and you have no natural talent for it.

System: If you ever find yourself in a position where you must try to swim, you can manage a pitiable doggie paddle. Increase the difficulty of any Athletics rolls involving swimming by two.
Notes:
Book Ref: Hunter Players Guide, pg.#118

Notoriety (flaw) 3 Social WW2204

WW2206
WW2800
WW3108
WW3202
WW3704
WW4050
WW6007
WW7100
WW7300

Synopsis: You have a bad reputation among your peers; perhaps you violated the porotcols 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 changelings.
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 ? ? WW3108 Synopsis:

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

No Sense Of Smell 1 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

Obese 2 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 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. br>

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 ever supermarket tabloid that caries an article about him anyway. There are many other obsessions, including British royalty, guns, football, roleplaying games…you know the type.<
Notes:
Book Ref: Wraith Players Guide, pg.#18
Shadow Players Guide, pg.#26
Changeling The Dreaming (2nd Edition), pg.#155

Obvious Predator ? ? WW2351 Synopsis:

System:
Notes:
Book Ref: Clanbook Brujah (Revised Edition), pg.#69

Odd Eye ? ? WW2822 Synopsis:

System:
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 ? ? WW2302 Synopsis:

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

Old Injury 2 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 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 Physical WW4600 Synopsis: You 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 Physical WW4600 Synopsis: You 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 ? ? WW4657 Synopsis:

System:
Notes:
Book Ref: Tradition Book Akashic Brotherhood (Revised Edition), pg.#60

Open Wound ? ? WW2302 Synopsis:

System:
Notes:
Book Ref: Guide to the Camarilla, pg.#73

Otherworldly Taint ? ? WW4010 Synopsis:

System:
Notes:
Book Ref: World of Darkness: Sorcerer, pg.#72

Outsider 2 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 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 if 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.
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 ? ? WW2302 Synopsis:

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

Overkill ? ? WW6305 Synopsis:

System:
Notes:
Book Ref: Guildbook: Spooks and Oracles, pg.#51

Overly Curious 3 Psychological WW3037

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 cant leave a mystery unsolved. Werecoyotes with this Flaw cannot resist temptation without a Willpower roll, difficulty 9.
Notes: In Bastet, this flaw is named Too Curious.
Book Ref: Bastet, pg.#87
Nuwisha, pg.#49

Pacifist ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#54

Pack Mentality ? ? WW3806

WW7054

Synopsis:

System:
Notes:
Book Ref: Players Guide to Garou, pg.#164
Kithbook: Pooka, pg.#89

Pallid ? ? WW21001 Synopsis:

System:
Notes:
Book Ref: Orpheus: Crusade of Ashes, pg.#91

Paraplegic 6 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 ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#73

Path Inept ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#57

Pelagic Compulsion ? ? WW2362 Synopsis:

System:
Notes:
Book Ref: Clanbook Lasombra (Revised Edition), pg.#64

Permanent Fangs ? ? WW2302 Synopsis:

System:
Notes:
Book Ref: Guide to the Camarilla, pg.#73

Permanent Wound 3 Physical WW2300

WW4600

Synopsis: (Vampire) You suffered injuries during your Embrace which your transformation somehow failed to repair.


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

(Mage) 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: Vampire The Masquerade (Revised Edition), pg.#297
Mage: The Ascension (Revised), pg.#289

Persistent Parents ? ? WW3108 Synopsis:

System:
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#19

Phobia 1 or 2 or 3 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 apprach 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 sayover 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 cert ain 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 ? ? WW3806 Synopsis:

System:
Notes:
Book Ref: Players Guide to Garou, pg.#168

Pig-pen ? ? WW???? Synopsis:

System:
Notes:
Book Ref: ?, pg.#?? WW7307 Inanimae: The Secret Way 69+

Poison Joss ? ? WW2920 Synopsis:

System:
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#59

Political Radical 1 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 ? ? WW7307 Synopsis:

System:
Notes:
Book Ref: Inanimae: The Secret Way, pg.#69

Poor Sense Of Time 1 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 ? ? WW2362 Synopsis:

System:
Notes:
Book Ref: Clanbook Lasombra (Revised Edition), pg.#64

Possession Prone ? ? WW21001 Synopsis:

System:
Notes:
Book Ref: Orpheus: Crusade of Ashes, pg.#91

Potent Blood ? ? WW2205 Synopsis:

System:
Notes:
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.#7
Vampire The Masquerade (Revised Edition), pg.#299
Vampire: The Dark Ages, pg.#279

Primal Marks (flaw) 2 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 legedary 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 hisotry can easily picture you banishing the Devil and slying dragons, or poisoning entire families and bathing in the blood of virgins - especially since they have the illustrations that might give them this idea.
xxxxxAlternately, you 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 Aarabic 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 ? ? WW2061 Synopsis:

System:
Notes:
Book Ref: Clanbook Tzimisce (1st Edition), pg.#43

Probationary Member 3 Mummy Social WW2380 Synopsis: Your character is not entirely trusted as a member of an organization such as the Cult of Isis.

System: Older members look upon him with susupicion, and they do not trust him with the group's secrets or any major responsibilities. On the other hand, if there's drudgery to be done (or a suicide missiong to go on), you can bet that they'll pick your character to do it.
Notes:
Book Ref: Mummy: the Resurrection, pg.#70

Probationary Sect Member 4 Social WW2300

WW4600
WW8202

Synopsis: You are a defector. You turned traitor on (Sect, Faction, Technocracy, etc) and recently joined the other side. You still have much to prove before you are accepted by those you have defected to.

System: Your character is treated with hostility and suspicion, and your reputation might even sully those whom you regularly associate with.
Notes: Demon calls it 'Probationary Faction Member', Mage calls it 'Probationary Member', Vampire calls it 'Probationary Sect Member'. Not to be confused with the Mummy version for 3 points listed above.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#300
Mage: The Ascension (Revised), pg.#291
Demon Players Guide, pg.#85

Procrastination ? ? WW7053 Synopsis:

System:
Notes:
Book Ref: Changeling - Kithbook Satyrs, pg.#65

Projection Trauma ? ? WW21001 Synopsis:

System:
Notes:
Book Ref: Orpheus: Crusade of Ashes, pg.#91

Prone To Quiet ? ? WW4660 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Virtual Adepts, pg.#62

Psi Focus ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#57

Psychic Feedback ? ? WW4254 Synopsis:

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

Psychic Vampire (flaw) 5 Supernatural WW4050

WW7300

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: Book of Shadows Mage Players Guide, pg.#41
Changeling The Dreaming (2nd Edition), pg.#165

Putrescent ? ? WW2354 Synopsis:

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

Pyromania ? ? WW7307 Synopsis:

System:
Notes:
Book Ref: Inanimae: The Secret Way, pg.#69

Rat Fink (flaw) 2 Ratkin 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 by 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 toknow 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 ? ? WW7051 Synopsis:

System:
Notes:
Book Ref: Kithbook: Sluagh, pg.#65

Recruitment Target ? ? WW2302 Synopsis:

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

Red List ? ? WW2302 Synopsis:

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

Reluctant Warrior 2 Shifter 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:
Book Ref: Rage Across the Heavens, pg.#127

Renunciate (flaw) ? ? WW4046 Synopsis:

System:
Notes:
Book Ref: Blood Treachery, pg.#86

Repelled By Crosses ? ? WW2204

WW2206

Synopsis:

System:
Notes:
Book Ref: Vampire Player's Guide, pg.#40
Vampire Players Guide (2nd Edition Text Only), pg.#15

Repulsed By Garlic ? ? WW2204

WW2206
WW2800

Synopsis:

System:
Notes:
Book Ref: Vampire Player's Guide, pg.#40
Vampire Players Guide (2nd Edition Text Only), pg.#15
Vampire: The Dark Ages, pg.#281

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 geneological work.
Notes:
Book Ref: Clanbook Tzimisce (Revised Edition), pg.#70

Revoked Driver's License 1 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 ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#57

Rival Sires ? ? WW2302 Synopsis:

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

Rogue (flaw) ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#171

Romantic Notions ? ? WW2021 Synopsis:

System:
Notes:
Book Ref: Ghouls Fatal Addiction, pg.#85

Rose-colored Mirrorshades ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#169

Rotten Liar ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#171

Rotting (flaw) ? ? WW6007 Synopsis:

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

Routine ? ? WW2233 Synopsis:

System:
Notes:
Book Ref: Elysium The Elder Wars, pg.#66

Sadist (flaw) 2 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 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 levles. You can ignore this penalty for one specific action by taking one level of (unsoakable) bashing damage; essentially, you're tering 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 ? ? WW3812 Synopsis:

System:
Notes:
Book Ref: Book of Auspices, pg.#124

Selective Digestion ? ? WW2206 Synopsis:

System:
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#12

Sensation Junkie 2 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 ? ? WW7053 Synopsis:

System:
Notes:
Book Ref: Changeling - Kithbook Satyrs, pg.#66

Shadow Walker ? ? WW2363 Synopsis:

System:
Notes:
Book Ref: Clanbook Giovanni (Revised Edition), pg.#78

Sheltered Upbringing ? ? WW2920 Synopsis:

System:
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#59

Short 1 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.
Notes: (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. Occasinally, this Flaw can give you a concealment advantage.
Book Ref: Vampire The Masquerade (Revised Edition), pg.#297
Players Guide to Garou, pg.#160
Mage: The Ascension (Revised), pg.#288

Short Fuse 2 Mental WW4600 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 diffculty of the roll to resist going berserk by two.
Notes:
Book Ref: Mage: The Ascension (Revised), pg.#294

Shy 1 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. You 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 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 Supernatural WW7300 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 (2nd Edition), pg.#165

Sign Of The Wolf ? ? WW3806 Synopsis:

System:
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 ? ? WW2302 Synopsis:

System:
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, alternately, 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

Sleep Projector ? ? WW21001 Synopsis:

System:
Notes:
Book Ref: Orpheus: Crusade of Ashes, pg.#91

Slipped Seeming 1-5 Changeling Supernatural WW7300 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 (2nd Edition), pg.#165

Slip Sideways ? ? WW3108

WW3202

Synopsis:

System:
Notes:
Book Ref: Werewolf Players Guide (2nd Edition), pg.#17
Werewolf Players Guide (1st Edition), pg.#24

Slow Healing 3 Physical WW2300

WW2380
WW4600

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

(Vampire) You have difficulty healing wounds.
System: (Mage) 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.
(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
WW2380 Mummy: the Resurrection, pg.#70
WW4600 Mage: The Ascension (Revised), pg.#290

Small 2 Mokole 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 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 Mental WW2300

WW2800
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:
Book Ref: Vampire The Masquerade (Revised Edition), pg.#299
Vampire: The Dark Ages, pg.#279
Mage: The Ascension (Revised), pg.#293

Soul's Reflection ? ? WW2380 Synopsis:

System:
Notes:
Book Ref: Mummy: the Resurrection, pg.#70

Soulless ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#132

Soul Tag ? ? WW2381 Synopsis:

System:
Notes:
Book Ref: Mummy Players Guide, pg.#117

Speech Impediment 1 Mental WW4600 Synopsis: A severe lisp, stutter, cleft palate, outburst of Tourette's Syndrom 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 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) ? ? WW3810 Synopsis:

System:
Notes:
Book Ref: Possessed A Players Guide, pg.#106

Spiritually Noticeable ? ? WW4043 Synopsis:

System:
Notes:
Book Ref: The Spirit Ways, pg.#107

Spite Confluent ? ? WW21001 Synopsis:

System:
Notes:
Book Ref: Orpheus: Crusade of Ashes, pg.#91

Spoiled Beast ? ? WW2421 Synopsis:

System:
Notes:
Book Ref: Sins of the Blood, pg.#103

Stalked 2 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 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 ? ? WW2302 Synopsis:

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

Sterile 1, 2, or 4 Physical WW3074

WW3081
WW4254

Synopsis: (1pt - Sorcerer) Put simply, your sorcerer cannot have children.

(2pt - Mokole) 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.
(4pt - Kinfolk) 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. For obvious reasons, vampire and wraith Kin can't take this Flaw.
System: (2pt - Mokole) 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: Kinfolk Unsung Heroes, pg.#54
Mokole, pg.#74
Sorcerer (Revised Edition), pg.#53

Sticky Plasm ? ? WW6304 Synopsis:

System:
Notes:
Book Ref: Guildbook: Pardoners and Puppeteers, pg.#49

Stigmata ? ? WW2353 Synopsis:

System:
Notes:
Book Ref: Clanbook Malkavian (Revised Edition), pg.#66

Stolen Tooth ? ? WW7055 Synopsis:

System:
Notes:
Book Ref: Kithbook: Redcaps, pg.#90

Strangeness ? ? WW4050 Synopsis:

System:
Notes:
Book Ref: Book of Shadows Mage Players Guide, pg.#39

Stress Atavism ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#170

Strict Carnivore ? ? WW3108

WW3202
WW3704

Synopsis:

System:
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 ? ? WW2920 Synopsis:

System:
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#59

Stubborn 1 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 ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#132

Sunday Driver 1 Legal 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 your 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 ? ? WW2920 Synopsis:

System:
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#59

Superstitious 1 or 3 Kuei-Jin 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

Surreal Quality 2 Changeling Supernatural WW7300 Synopsis: Though the Mists still protect you from mortal detection, there is something about you that mortal 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:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#159

Suspicion Magnet 4 Shifter 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:
Book Ref: Rage Across the Heavens, pg.#129

Sympathizer ? ? WW2302 Synopsis:

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

Tainted Joss ? ? WW2920 Synopsis:

System:
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#59

Taint Of Corruption ? ? WW2206

WW3806

Synopsis:

System:
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#9
Players Guide to Garou, pg.#168

Tangential ? ? WW3812 Synopsis:

System:
Notes:
Book Ref: Book of Auspices, pg.#103

Technobabbler ? ? WW4014 Synopsis:

System:
Notes:
Book Ref: Guide to the Technocracy, pg.#168

Technological Delusions 2 Ratkin WW3080 Synopsis: All Ratkin rebel against the order that bindshuman 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 peoplewhowatch them, that radiosbroadcast mindcontrol 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 youwith 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 Social WW8120 Synopsis: You are severely intimidated by computer and other technology. You never use and 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 Mental WW8202 Synopsis: Try as you might, your character almost always forget 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 ? ? WW2357 Synopsis:

System:
Notes:
Book Ref: Clanbook Tremere (Revised Edition), pg.#67

Thaumivore 5 Bygone 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

The Veil ? ? WW21001 Synopsis:

System:
Notes:
Book Ref: Orpheus: Crusade of Ashes, pg.#91

Thin-blooded ? ? WW2206 Synopsis:

System:
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#12

Thirst For Innocence ? ? WW2302 Synopsis:

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

Throwback (flaw) 1-5 Supernatural WW2381

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: 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: Mummy Players Guide, pg.#116
Changeling The Dreaming (2nd Edition), pg.#162

Time Cycle ? ? WW6007 Synopsis:

System:
Notes:
Book Ref: Wraith Players Guide, pg.#28

Tonic Immobility 3 Rokea 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 ? ? WW4663 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Euthanatos, pg.#69

Touch Of Death (flaw) ? ? WW2380 Synopsis:

System:
Notes:
Book Ref: Mummy: the Resurrection, pg.#70

Touch Of Frost 1 Supernatural WW21001

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: Orpheus: Crusade of Ashes, pg.#90
Vampire The Masquerade (Revised Edition), pg.#301

Traitor ? ? WW2354 Synopsis:

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

Troglodyte ? ? WW7052 Synopsis:

System:
Notes:
Book Ref: Changeling - Kithbook Nockers, pg.#53

True Reflection 1 Infernal 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 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 ? ? WW2206

WW3108

Synopsis:

System:
Notes:
Book Ref: Vampire Players Guide (2nd Edition Text Only), pg.#10
Werewolf Players Guide (2nd Edition), pg.#18

Twitch ? ? WW2302 Synopsis:

System:
Notes:
Book Ref: Guide to the Camarilla, pg.#73

Ulterior Motive 2 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 employter 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 ? ? WW6007 Synopsis:

System:
Notes:
Book Ref: Wraith Players Guide, pg.#29

Umbral Connection (wraith) ? ? WW6007 Synopsis:

System:
Notes:
Book Ref: Wraith Players Guide, pg.#29

Unbroken ? ? WW2359 Synopsis:

System:
Notes:
Book Ref: Clanbook Assamite (Revised Edition), pg.#77

Uncontrollable ? ? WW2351 Synopsis:

System:
Notes:
Book Ref: Clanbook Brujah (Revised Edition), pg.#69

Uncontrollable Appetite 2 Shifter 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:
Book Ref: Rage Across the Heavens, pg.#127

Uncontrollable Night Sight ? ? WW2362 Synopsis:

System:
Notes:
Book Ref: Clanbook Lasombra (Revised Edition), pg.#64

Uncontrolled Lust 4 Rokea WW3083 Synopsis: All Rokea feel the need to mate on land, but you cant take two steps into a beach without being overcome with hormones.

System: While on land, you are distracted and agitated in the presence of eligible mates (that is, anyone of the opposite sex who is not pre-pubescent or geriatric). You add 2 to the difficulty of any roll involving concentration and 1 to the difficulty of any extended action while under such conditions. Also, if you enter Kunmind, your urge to mate runs out of your control and your companions had best restrain you.
Notes:
Book Ref: Rokea, pg.#84

Unconvinced ? ? WW2302 Synopsis:

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

Uneducated ? ? WW2206 Synopsis:

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

Uninvited ? ? WW2427 Synopsis:

System:
Notes:
Book Ref: State of Grace, pg.#39

Unlucky 4 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 ? ? WW2421 Synopsis:

System:
Notes:
Book Ref: Sins of the Blood, pg.#103

Unscented 1 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 ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#57

Unskilled ? ? WW2204

WW2206
WW2800
WW3108
WW3202
WW3704
WW6007

Synopsis:

System:
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 Ananasi WW3082 Synopsis: Just as there are some Ananasi who can manage a more perfected human body, there are some who simply cant hold it together quite as well as others. You suffer from a shifting in your body weight and mass that is virtually unnoticable 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 transfermation, 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 Rokea WW3083 Synopsis: You just cant 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 ? ? WW2302 Synopsis:

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

Vampire-phile 1 Ananasi 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 becomming 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 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 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 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 - buy 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 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 ? ? WW2302 Synopsis:

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

Virus Carrier ? ? WW6300 Synopsis:

System:
Notes:
Book Ref: Guildbook: Artificers, pg.#50

Vitae Sink ? ? WW2021 Synopsis:

System:
Notes:
Book Ref: Ghouls Fatal Addiction, pg.#85

Vivophage ? ? WW2920 Synopsis:

System:
Notes:
Book Ref: Half-Damned: Dhampyr, pg.#59

Vulnerability 2-7 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 ? ? WW2303 Synopsis:

System:
Notes:
Book Ref: Guide to the Sabbat, pg.#95

Vulnerable To Eclipses ? ? WW2381 Synopsis:

System:
Notes:
Book Ref: Mummy Players Guide, pg.#116

Wanted By Law Enforcement 3 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 Social WW2101

WW2204
WW2206
WW2800
WW3108
WW3202
WW3704
WW4050

Synopsis: (Vampire) 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.

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).
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.
System:
Notes:
Book Ref: Time of Thin Blood, pg.#80
Vampire Player's Guide, pg.#45
Vampire Players Guide (2nd Edition Text Only), pg.#18
Vampire: The Dark Ages, pg.#276
Werewolf Players Guide (2nd Edition), pg.#20
Werewolf Players Guide (1st Edition), pg.#25
Wild West Companion, pg.#68
Book of Shadows Mage Players Guide, pg.#45

War Wound 2 Infernal 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 ? ? WW???? Synopsis:

System:
Notes:
Book Ref: Inanimae: The Secret Way, pg.#69

Wavering Faith 3 Social WW8120 Synopsis: You were once a strong adjerent 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 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 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) ? ? WW4254 Synopsis:

System:
Notes:
Book Ref: Sorcerer (Revised Edition), pg.#55

Winged (flaw) 2 Changeling Supernatural WW7300 Synopsis: You have beautiful wings, be they feathered bird's wings or batwings or colored butterfly wings.

System: They are chimerical, but they need to be free, or they will subtract one die from Dexterity rolls. 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, but you do get an extra die if you are the recipient of the cantrip Wind Runner (Wayfare 3). This power works as any other use of Glamour when only Kithain are present, but will not work in the presence of mortals.
Notes:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#164

Witch's Bane ? ? WW4659 Synopsis:

System:
Notes:
Book Ref: Tradition Book: Verbena, pg.#71

Withered Leg ? ? WW2354 Synopsis:

System:
Notes:
Book Ref: Clanbook Nosferatu (Revised Edition), pg.#73

Wyld Mind 2 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 ever extended action roll after the second.
Notes:
Book Ref: Changeling The Dreaming (2nd Edition), pg.#156

Yearning Soul ? ? WW7050 Synopsis:

System:
Notes:
Book Ref: Kithbook: Trolls, pg.#64

Youthful Appearance 1 Physical WW8202 Synopsis: Your character’s mortal host looks like she did in high school. 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:
Book Ref: Demon Players Guide, pg.#86