Flaws

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Merits and Flaws are optional Traits that are included in Character Generation. Properly used, Merits and Flaws help players create and individualize their characters. Merits are special abilities or advantages that are rare or unique in general to your character, while Flaws are liabilities or disadvantages that pose challenges to a character's existence. These Traits can provide player Characters with added depth and personality.

A character may only take a total of 7 total points of Merits in CharGen and each Character must take at least one Flaw, as no character is perfect.

NOTE: Any flaws purchased and not being role-played or being abused may result in a warning, the docking of exp for the offense and eventual removal of the flaw for repeated offenses.

Contents

Required Flaws

The people of the area are highly superstitious and wary of the unknown and unnatural. For this reason, all natives to area will have a Superstition Flaw of at least 1 pt. You may buy it at higher levels if they wish to.

Hungarian, Transylvanian, etc aka Local Flaws

Superstitious (-0 to -2) - You are significantly effected by the superstitions of native folklore. Whenever you are about to do something contrary to your superstition, you should alert the staff. The staff should then judge you through the action and it's consequences. This flaw is ideal for storytelling; it allows you to react to the local customs of the land. At zero (0) points, you unconsciously do little things as part of your every day ritual to avoid the dangers of the superstition but worry little about it. At -1 points, You go out of your way to avoid things you know can cause you harm and find you worry about them more so then others. At -2 Points, you are in fear of the rituals and must do them every time you are put in a superstitious situation or live in constant fear of the consequences.

Vampires Only

All vampires must take at least two of the following Flaws, totaling at least four points.

Beacon of the Unholy (-2) - You radiate palpable evil. Clergy and devout mortals know instictively that there is something horribly wrong with you, and react accordingly. Churches and other places of worship are barred to you. Characters with this Flaw may not take the Immune to Faith merit.
Can't Cross Running Water (-4) - You cannot cross running water without suffering physical pain and riling the Beast. In order to cross any body of water that is two feet wide or more and not completely stagnant, you must roll Courage (difficulty 6-8, depending on the size of the body of water). Failure means that you refuse to cross, while a botch throws you into Rotschreck. Success allows you to cross, but not without pain. You take one level of unsoakable bashing damage per turn of the crossing. If you actually wade into the water instead of using a bridge, the damage is aggravated. You may cross a body of water normally if you are at least fifty feet above it.
Cast No Reflection (-1) - You actually cast no reflection. This can have a very detrimental effect when trying to pass as a Human.
Cold Breeze (-1) - A chill wind follows you everywhere you go. While it may make for dramatic entrances, this effect also discomfits mortals (+1 difficulty on all appropriate Social rolls) and also endangers your ability to pass for human. Cold winds sweeping through crowded taverns and heated throne rooms can raise all sorts of questions.
Deadly Kiss (-3) - Any normal human that you feed from on three separate nights will catch a deadly wasting illness, losing a health level every night at sundown until they are dead. The victim will then arise as a vampire as if you had exsanguinated him or her. Only your destruction can stop the process and save his or her life, once it begins. You may never take the Herd background. Your created vampire(s) will most like have a form of dislike for you and hunt you throughout it's unlife.
Deadly Staking (-4) - While most vampires are merely paralyzed by a wooden stake placed in their heart, you additionally suffer one unsoakable lethal damage per turn until the stake is removed.
Deathsight (-2) - Everything appears rotted and decayed to you. The world appears to you as a corpse. Mortals look diseased or skeletal, buildings seem decrepit, and your fellow Kindred seem to be walking, moldering cadavers. You are at -2 difficulty to resist all rolls based on Appearance, but at the same token you are at +2 difficulty on all Perception-based rolls. In addition, you find social interaction difficult and are at +1 difficulty on all Social-based rolls.
Dulled Bite (-2) - For some reason your fangs never developed fully – they may or may not have manifested at all. When feeding you need to find some other means of making the blood flow. Failing that, you must achieve double the normal successes in order to make your bite penetrate properly.
Earthbound (-4) - You must sleep in contact with at least a coffin's worth of soil from your mortal homeland. 'Homeland' in this case does not necessarily mean the land of your birth, but it would mean where you were raised as a mortal. Failure to sleep in contact with this soil will cause you to lose a die on all contests after one night, and suffer a (cumulative) +1 difficulty to all rolls on the six subsequent nights. After one week (seven nights) you will enter involuntary hibernation. This penalty is eliminated after one night of rest in contact with your native soil, although such rest will not awaken you from hibernation.
Eerie Presence (-2) - Mortals have an unconscious awareness of your undead nature, which makes them anxious and ill at east in your presence. Because of this, difficulties of all die rolls relating to social interactions with mortals are increased by two. Activating social disciplines targeting mortals does not suffer this penalty.
Flesh of the Corpse (-5) - Your flesh does not fully regenerate itself once it is damaged. While you are able to heal yourself to the point of regaining full functionality, your skin still retains the cuts, tears, arrow holes, etc, which you have incurred. Depending on the nature of the damage, this Flaw will make social dealings exceedingly difficult.
Glowing Eyes (-3) - You have the stereotypical glowing eyes of vampire legend, which gives you a -1 on Intimidation rolls when you're dealing with mortals. However the tradeoffs are many; you have great difficulties passing for human and must constantly disguise your condition; the glow impairs your vision and puts you at +1 difficulty on all sight-based rolls (including the use of ranged weapons); and the radiance emanating from your eye sockets makes it difficult to hide (+2 difficulty to Stealth rolls) in the dark.
Grip of the Damned (-4) - There is no ecstasy in your Embrace – only terror and pain. Mortals upon whom you feed struggle and shriek all the while as you attempt to feed, requiring you to grapple with them for as long as you wish to take their blood. Depending on the vampire's road and rating, this may cause a degeneration roll, at the discretion of the Storyteller.
Guilt-Wracked (-4) - You simply cannot come to grips with the fact that you must drink blood to survive. You suffer horrible guilt over each time you feed (roll Conscience, difficulty 7, or else frenzy each time you feed) and try to avoid doing so as much as possible. This means that you rarely have blood in your system, leaving you vulnerable to both attacks and hunger-based frenzies. You must be on the Road of Humanity to take or keep this Flaw.
Insatiable (-3) - Your unnatural thirst cannot be quenched. You are always treated as if you were 'hungry' for purposes of frenzy checks. This will mean that you have to resist frenzy every time you feed.
Inflammable (-3) - Your dead body is particularly susceptible to burning, and once lit by any size flame will burst into a raging fire that inflicts 2 aggravated points of damage per round, causing near-unavoidable rotschreck (difficulty 9), until extinguished.
Light-Sensitive (-5) - You are even more sensitive to sunlight than other vampires are. 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 your skin. The duration of immunity vampires are rendered by the dint of age is halved for sunlight, but normal for moonlight.
Lord of the Flies (-2) - Buzzing harbingers of decay swirl around you everywhere. Their constant presence makes it difficult for you to interact socially (+1 difficulty where appropriate) and nearly impossible to sneak up on someone or hide effectively. The buzzing of the flies inevitably gives you away – all stealth rolls are at +2 difficulty.
Open Wound (-2 or -4) - You have one or more wounds that refuse to heal, and which constantly drip blood. This slow leakage costs you an extra blood point per evening (spent just before down) in addition to drawing attention to you. If the wound is also visible, you are at +1 difficulty for all Social-based rolls. For two points, the Flaw is simply unsightly and has the basic effect mentioned above; for four points the seeping wound is serious or disfiguring and includes the effects of the flaw Permanent Wound.
Permanent Fangs (-3) - Your fangs do not retract, making it impossible to hide your true nature. While some mortals may think you've had your teeth filed or are deformed, sooner or later you're going to run into someone who knows what you truly are. You have great difficulties passing for human, and other Vampires may take steps to keep the mortals from discovering you. You are also limited to an Appearance rating of 3 at most.
Permanent Wound (-3) - You suffered injuries during your Embrace that your transformation somehow failed to repair. A the beginning of each night, you rise from sleep at the Wounded health level, though you may heal this nagging damage by spending blood points.
Plague Carrier (-3): Your blood is infected with a plague or some equally virulent disease. You may not show symptoms or suffer its ravages but you can transmit it to all your victims. Even worse, you cannot rid yourself of the disease by purging your blood (as described on pg 256 of Dark Ages: Vampire). Alchemy or magical healing arts may hold a cure. If your condition is known, you might be refused access to many cities or restricted to feeding from lepers and other wretches. Vampires who drink your blood must check for infection normally, although they may cure themselves by purging.
Poor Digestion (-5) - Generations of royal inbreeding and minimal activity in life you have left you infirm in undeath... Your frail constitution has greater difficulty drawing nourishment from human or animal blood, requiring you to drink two blood points for every one added to your blood pool.
Ragged Bite (-2) - Unlike most Vampires, you lack the ability to lick the wounds of your feeding closed. Instead you leave raw puncture wounds in the flesh of your prey. These wounds have a one in five chance of becoming diseased. The storyteller determines the precise nature of the infection.
Repelled by Crosses (-3) - You are repelled by the sight of ordinary crosses, believing them to be symbols of holy might. When confronted by a cross, you must make a Willpower roll (difficulty 9) or remain at least five feet away from the symbol for the duration of the scene. If you botch the roll, the touch of the cross will cause one unsoakable aggravated damage level per turn that the cross touches your skin, leaving visible brands that do not fade until the damage is healed.
Repulsed by Garlic (-1) - You cannot abide garlic, and the smallest whiff of it's scent drives you from a room unless you make a successful Willpower roll (difficulty based on the strength of the odor).
Repulsive to Animals (-2) - With this Flaw, every natural animal you encounter is automatically and severely upset upset by her presence. This is much more severe than the unease that almost all Vampires cause in animals: Creatures panic and flee, and some rare few attack. You cannot calm the creatures down with Animal Ken. It requires either use of Animalism or a taste of vampire blood (which makes the creature a ghoul) to settle the beast down.
Shadowless (-1) - You cast no shadow, not even in sunlight.
Smell of the Grave (-1) - You exude an odor of dampness and newly turned earth, which no amount of scents or perfumes will cover. Mortals in your immediate presence become uncomfortable, so that the difficulties of most Social rolls to affect mortals increase by one.
Thirst for Innocence (-2) - The sight of innocence – of any sort – arouses in you a terrible bloodlust. Roll Self-Control or else frenzy and attack the source of your hunger. You must have the virtues of Conscience and Self-Control to take or keep this Flaw.
Touch of Frost (-1) - Plants with as you approach and die at your touch. Your touch leaches heat from living beings, as though you were made of ice. As you walk through a forest or across a field, you do not leave a huge swath of death, however. Instead you leave behind small patches of dead leaves and withered or rotting foliage. Someone tracking you through the wilderness gains a -2 difficulty to do so because of these marks.
Vulnerability to Silver (-3) - Damage inflicted upon you by silver weapons is aggravated, and the touch of silver causes you pain.
Weak-Blood (-5) - Your blood carries only a fraction of the power that is normally conferred upon the undead. Your vitae does a poor job of powering your unliving form. All blood point costs are doubled (e.g., using blood-powered Disciplines or healing damage) and you can never learn a Discipline above four dots. It also takes six drinks for a thrall to become oathbound to you, and you are incapable of creating ghouls. The vampires you spawn will arise with this flaw, or, sometimes, just remain corpses.

Available to All

Absent-Minded (-3) - Details and important facts slip your mind constantly. You have a lousy short-term memory, and need to make a Wits roll to remember more than standard knowledge (like your name, address, etc.). You can spend Willpower as a last resort to try and remember. You may not take this flaw with the merit Concentration.
Amnesia (-2) - You have no memory of your past, or at least are missing a significant portion of it. You have the option of taking up to 5 points of extra flaws to be determined by the Storyteller (you don't get to find out about them till you're playing...).
Arthritic (-2) - You joint, especially your hands are tender and often swollen. When you attempt anything that requires fine and careful touch increase the difficulty by one.
Bad Liar (-1) - You have tremendous trouble lying. While telling a lie, you stutter, stammer, blush and generally look guilty. Increase the difficulty by two on any roll that involved verbal deception.
Bad Sight (-2) - Your sight is defective. The difficulties of any die rolls involving the use of your eyesight are increased by two. This is minor form of blindness and does not include nearsighted nor farsighted. The impairment is not correctable. You may not take the merit Acute Vision with this flaw.
Blind (-6) - You automatically fail all dice rolls involving your vision. You cannot see - the world of color and light is lost to you.
Color Blind (-1) - You have trouble distinguishing between hues. You must make a Perception roll (diff 8) for you to be able to accurately determine the color of a given object.
Compulsion (-1) - You have a specific compulsion which may cause you problems. Such as cleaning, perfection, bragging, stealing, gambling, exaggeration or just talking too much. You have to spend a temporary Willpower point to fight the compulsion for a short time.
Confused (-2) - You are often confused and the world seems to be a very distorted place. Sometimes you are simply unable to make sense of things. You need to roleplay this behavior all the time to a small degree, but your confusion becomes especially strong whenever stimuli surround you, such as a number of people tlaking around you at once, as you enter a distracting environment... Something stinks. You can spend Willpower to overcome your confusion for a scene.
Crude (-2) - You never learned any manners while growing up. As a result, you talk with your mouth full, burp loudly and slurping your soup. When interacting with others in any refined or formal setting, increase the difficulty of all Social rolls by one.
Curiosity (-2) - Your incredible curiosity often overrides your common sense. Resisting temptation requires a successful Willpower roll, difficulty depending on the situation. A very bad flaw to take with certain evil sadistic Storytellers.
Dark Secret (-1) - There's something about you which you don't want people to know, and it would be very bad if they did (or at least you think it would be). Such as treason, murder, incest...
Deaf (-4) - You cannot hear sound and automatically fail any rolls that require hearing.
Deep Sleeper (-1) - Waking up is hard; getting you moving is hard enough (+2 difficulty to attempts to wake you), getting you comprehending what's going on after you're up isn't much easier (+1 difficulty to all rolls during the scene).
Deformity (-3) - You have some kind of deformity - a misshapen or missing limb, hunchback, clubfoot, etc, - which affects your physical abilities and interactions with others. 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. It is the responsibility of the Storyteller to determine the specific effects of the deformity chosen.
Disfigured (-2) - A hideous disfigurement makes your appearance disturbing and memorable. The difficulties of all die rolls relating to social interaction are increased by two. You may not have an Appearance rating greater than 2.
Driving Goal (-3) - You have some goal which is at the basis of all your motivations, though it is of such depth or impossibility, it could probably never be achieved. Your obsession with your vision can temporarily be soothed by spending Willpower.
Enemy (-1 to -5) (most): Somebody's who is out to hurt you or your reputation, or even kill you (or people close to you). At -1 you an 'Equal Enemy' to your level. At -2, you have a Stronger Enemy then yourself. Thus, -3 would be a 'Powerful Enemy', -4 would be a more 'Overwhelming Enemy' and at -5 they would be a 'Deadly Enemy'.
Graceless (-2) - You always look awkward, no matter what you're doing. +1 difficulty to all social rolls that involve making an impression.
Hard of Hearing (-1) - Your hearing is defective. The difficulties of any die rolls involving the use of hearing are increased by two. You may not take the merit Acute Hearing if you have this flaw.
Hatred (-3) - You have an unreasoning dislike of a certain thing. You may loathe a species of animals, a class of person a situation or just about anything else and you constantly pursue opportunities to harm the disliked object or to gain power over it. You must make a self control check (Of Frenzy check for Lycan and Undead) whenever confronted by your Staff approved hatred.
Haunted (-3) - A ghost is plaguing your existence for some reason. Maybe you're its murderer, maybe you have something it wants, or maybe it just doesn't like you. Ghosts can do all sorts of weird things to you, move things around, possess you and your friends, inhabit your dreams, etc...
Hero Worship (-1) - You idolize absolutely idolize someone, and disobeying them requires an effort of will (spending Willpower or succeeding a Willpower roll at 5+ difficulty). You also are at +2 difficulty to any roll that may force you to admit/realize that your hero may be in the wrong.
Homeless (-3) - You live on the streets. You can never have any dots in resources and you do not have a secure place to rest and recuperate. You must carry all your possessions with you at all times, or hide them and hope no one else finds them.
Illiterate (-1) - You can't read or write. This may make passing yourself off as that learned professor from Oxford a bit difficult.
Inept (-5) - You are not attuned to your natural aptitudes, and there have five fewer points to spend on your Talents. The greatest number of points you can spend on your Talents is 8 during CharGen. While freebies can be spent on Talents, no Talten may be higher then a 2 at the beginning of the game.
Inferiority Complex (-1) - No matter what you do, by your standards, it's just not good enough. In situations requiring you to take charge and strut your stuff, add +1 to all difficulties.
Insomniac (-3) - For whatever reason, you have tremendous trouble getting more than a few hours of sleep. You are often groggy and slow-witted as a result. Increase the difficulty of all Perception and Wits rolls by two.
Intolerance (-1) - You have an unreasoning dislike of a certain thing. You may loathe a species of animals, a class of person a situation or just about anything else and you constantly pursue opportunities to harm the disliked object or to gain power over it. The difficulty of all your dice rolls involving the subject of your dislike is increased by two.
Lame (-3) - Your legs are damaged or missing, which prevents you from running or walking easily. You are forced to walk with a cane or possibly leg braces, and have a pronounced limp to your stride. Your walking speed is one-quarter that of a normal human, and running is impossible.
Leper (-3) - You suffer from leprosy. Your appearance may not be higher than 2 and your flesh is hexed with rashes, pale patches, festering sores scars, etc. Your condition is obvious to any who look upon you. Authorities refuse you to entry to cities and you are treated with fear and revulsion as you are contagious.
Low Alcohol Tolerance (-1) - Alcohol goes straight to your head. While this can be an advantage when you try to enjoy a night out on the town cheaply, it can be deadly when hunted by thieves and bandits. Double the penalties you suffer for consuming alcohol.
Low Pain Tolerance (-2) - You have a very low threshold for pain. You turn into a whimpering, blubbering ball of misery at the first sign of it. While you soak damage normally, you suffer an additional -2 die-pool penalty when you are injured.
Low Self-Image (-) - Suffering from a low self-esteem, you have -2 dice in situations where you don't expect to succeed, or you may have to make Willpower rolls to do something that requires self-confidence.
Phobia (-1 or -3) - You have a specific, incredibly powerful fear. At the 'Mild Phobia' version, you have to succeed a Willpower roll. You will refuse to approach the object of your fear if you get less than three successes, and will flee if you fail the roll. The 'Major Phobia' version, you must succeed a willpower roll or be incapacitated by your fear.
Mixed-Heritage (-2) - You are obviously of mixed heritage and are scorned more so by others. You are less likely to be accepted, must work harder to gain respect and are often treated poorly. You suffer a +1 penalty on all Social rolls dealing with those that hate your mixed breeding.
Motion Sickness (-1) - You becomes queasy and nauseated on boats, when traveling long distances by carriage or twirling for too long on the ball room floor. Increase the difficulty by two on all actions you take when dealing with these conditions.
Mute (-4) - You cannot speak. You may communicate with the Storyteller and describe your actions, but cannot talk to player or Storyteller characters unless everyone concerned uses Linguistics dots to purchase a commonly understood sing language or you write down what you wish to say.
Nightmares (-1) - You experience horrendous dreams every time you sleep and memories of them haunt you during your waking hours. Sometimes the nightmares are so bad that they cause you to lose one die on all your actions for the night. (Staff's discretion). Some of the nightmares may be so intense you mistake them for reality upon first waking.
Non-Swimmer (-1) - You never learned how to swim and you have no natural talent for it. If you ever find yourself in a position where you have to try to swim, you can manage a pitiable doggie paddle. Increase by two for any roll involving swimming.
No Sense of Smell (-1) - You have no sense of smell. You might have simply been born without one or you lost it in some freak accident. You cannot smell anything no matter how strong the odor is. Food tastes bland. On the good side, you are not bothered by the stench of sewers, rotting flesh or other nastiness.
No Sense of Taste (-1) - Your taste buds simply do not function. You cannot appreciate a fine meal and have trouble gauging the differences between good and bad food and drink.
Obese (-2) - You are seriously overweight, large enough that you have trouble using most chairs. Add two to the difficulty of any Dodge or Athletics rolls you make. You move at half the normal rate.
Offensive to Animals (-1) - For some reason, animals fear you or just don't like you. Add 2 to your difficulty or subtract 2 dice from rolls involving interacting with animals. Vampires cannot take this Flaw, as they have their own version.
One Eye (-2) - You have only one eye - which eye is missing is up to you. The difficulties of all Perception rolls involving eyesight are increased by two, and the difficulties of all die rolls requiring depth perception are increased by one (this includes ranged combat).
Overconfident (-2) - You think you can do everything even though you probably can't, and you try to prove your belief as often as possible.
Pacifist (-3) - You utterly refuse to use violent against anything, even if your life or the lives of those you care about are in danger. Furthermore, you work hard to keep others from using violence as well. A willpower roll is required to resist the temptation to engage in violence when a gross offense is committed before or against you.
Poor Night Vision (-2) - Your eyesight is poor in low-light conditions. Increase the difficulty of any action attempted in dim light, such as that from a lantern or when under moon and star light by two.
Sadist (-2) - The Sadist is excited by inflicting pain normally or sexually. Sadist's receive sexual pleasure from dominating, mistreating, or hurting their partner. The pleasure can come from inflicting physical or psychological pain on another or others.
Short (-1) - You are well below average height - four and a half feet tall or less. You have difficulty in reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of a normally proportioned human.
Shy (-1) - You become very nervous and ill at ease when dealing with strangers in social situations. You often go out of your way to avoid meeting new people. Increase the difficulty by two for all Social rolls involving strangers. If you become the center of attention in a large group of of strangers, increase the difficulty of any Social rolls by two.
Soft Hearted (-2) - You can't stand to witness suffering, and if you do, difficulties are at +2 for the next hour.
Slow Healing (-3) - For some reason, your healing processes are slow, and you heal twice as slowly as others. Supernatural healing only repairs half the damage it normally would (round down).
Speech Impediment (-1) - You have a speech impediment such at stuttering, +2 difficulty penalty to all verbal communication rolls.
Territorial (-2) - You are extremely attached to your territory: if forced to leave your territory, you will be at +1 difficulty in most rolls because you are so disoriented. If someone passes through your territory without your permission, you will immediately attack him.
Unknowledgeable (-5) - You do not retain knowledge as well as others. Whether you were formally educated or not, you have five fewer points to spend on your Knowledge Abilities. The greatest number of points you can spend on your Knowledges is 8 during CharGen. While freebies can be spent on Knowledges, no Knowledge may be higher then a 2 at the beginning of the game.
Unskilled (-5) - You have never trained extensively in any skill or craft, and therefore have five fewer points to spend on your Skills. The greatest number of points you can spend on your Skills is 8 during CharGen. While freebies can be spent on Skills, no Skill may be higher then a 2 at the beginning of the game.
Vainglorious (-2) - You are boastful and know that you deserve any praise you receive. You are particularly found of people who realize that their standing in the face of your obvious superiority, although you tend to view any who speak well of you as more intelligence and deserving then most. Due to your arrogance and love of sycophants, you receive an increase of 2 points on the difficulty of resisting any attempts at Manipulation using flattery (The modifier is doubled if the flatterer has a flattery specialty or merit).
Vengeance (-1) - You are consumed with avenging something very important to you. Your obsession can only be temporarily swayed by spending Willpower.
Vice (-2) - You are addicted to some sort of substance. You are always under the effects of your chosen vice and must make a willpower roll to resist partaking of it regularly.
Ward (-3) - You are devoted to the protection of another. This character is often a friend or relative. It is preferred that your Ward be an actual PC in the game, though you may choose a NPC. Sooner or later this flaw is sure to result in a confrontation. The resolution may not be an easy one and until then, you are in for a hellish time.
Weak-Willed (-2) - You are highly susceptible to Dominate and Intimidation; you are, in fact, unable to use your Willpower freely. You can only spend Willpower when survival is at stake or it is appropriate to your Nature.

Restricted Flaws

All Lycanthrope

Animal Musk (-1) - No matter what form you are in, you smell like an animal. Though this scent doesn't bother other Lycans, it certainly proves disgusting to humans. You suffer +2 difficulty on Social rolls where your smell is obvious; i.e. It would be obvious in a Tavern. Where as if you are in a sewer, it's not obvious.
Banned Transformation (-3) - When some circumstance is present, you are unable to change into any form from the one you are currently in. Possible circumstances include: soothing music, presence of Wolfsbane, presence of silver, the sun is out, the moon isn't visible in the sky. You are not, however, limited to these choices. Feel free to create your own condition that bans transformation with Staff's approval.
Forced Transformation (-2) - Some circumstance forces you to change forms into something other than human. Once you have changed, you cannot return to your human form until the circumstances have been changed. You must specify what the circumstances are.
Hunted (-4) - You have come to the attention of a hunter or some similar individual who now seeks your destruction.
Sign of the Lycanthrope (-3) - Your werecreature heritage shines through, no matter how much you try to hide it. Your human form possesses all of the folkloric signs of being a werewolf; pointed ears, hairy knuckles, enlarged canines.
Wolf Years (-5) - Your life span is that of a wolf, rather than that of a human. In other words, you have 12-20 years at most. You begin to take aging effects at puberty.

Wereravens Only

Birdlike Mannerisms (-?) - With this flaw, you never fully leave your raven nature behind you when taking on homid form. You tend to have birdlike head motions, sudden stalking advances, and other such birdlike habits. In fact, you sometimes attempt the human equivalent of preening when you think nobody's looking. Most humans will just think you're off your rocker (read: bloody insane), but to those who are 'in the know,' you'll stand out rather blatantly.

Diet of Worms (-?) - For some reason, your appetites don't properly correspond with your forms. While in raven form, you crave human foods (fries, pizza, or whatever you normally eat as a human); and while in homid form, you crave the carrion considered a delicacy to ravens. It's highly likely that you have disturbing, unhealthy attractions to corpses in homid form. In other words: you don't get grossed out by it... you want to eat it.

Emu (-?) - You poor thing! You're flightless. While others are flying high in the air, you're stuck down below - possibly being dive-bombed with 'presents' if you're particularly awkward. You rarely - if ever - enter raven form. Hopefully, you don't expect to be respected by your peers: they pity you at best, but certainly don't hold you as an equal.

Vampire Only Flaws (Optional)

Creator's Resentment (-1) - Your creator dislikes you and wishes you ill. Given the smallest opportunity, you creator will seek to do you harm and may even attack you if provoked. Good Luck!
Hunted (-4) - You have come to the attention of a hunter or some similar individual who now seeks your destruction.
Known to be Dead (-2) - Death and disappearances are likely known to all in this setting were gossip and darkness runs rampant. Those who knew you, know you were dead. Perhaps they saw you die, or you were discovered in hibernation and pronounced dead and even buried. As you can see, this might cause you some problems.
Prey Exclusion (-1) - You refuse to feed from a certain class of prey. For example, a pacifistic hermit might avoid feeding on humans, or an an erudite vampire might decide not to feed from scholars or musicians. You become angry when others prey on this class as well and might enter frenzy when you discover it. If you accidentally feed upon this class of prey yourself, you will automatically frenzy and will need to make a Conscience roll (Diff 8) to avoid losing yourself to the Beast.
Vengeful Creation (-2) - You have created a vampire who has grown to loathe you and works against you at ever chance it gets. At times you feel that it might kill you if given half a chance, and you could be right.

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