Physical Flaws

Addiction
'''1 or 3pt. Flaw'''

You’re addicted to some activity or substance that interferes to some degree with your daily life. Perhaps you crave sex, drink constantly, or can’t stop playing video games. Whatever the nature of the addiction, it drives you to irrational and possibly dangerous extremes. A harmless habit, after all, isn’t really a Flaw.

The value of this Flaw depends upon the hazards of the addiction. A craving for some trivial enjoyment (games, tobacco, social media) is worth one point, but a drive to secure something illegal, dangerous, or both (cocaine, fight clubs, child porn, etc.) is worth three points.

Severe addictions usually have a sense of moral wrongness about them as well, and they can cause social difficulties beyond the financial, legal, and physical and/ or psychological costs of the habit. The Flaw might come from any source – Ecstatic practices, psychological neurosis, physical compulsion, and so forth – that inspires deep-seated attachment to something troublesome.

Vampire:

'''3pt. Flaw'''

You suffer from an addiction to a substance, which must now be present in the blood you drink (or you automatically frenzy, as per the Prey Exclusion Flaw).

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

=== Aging===

2, 4, 6,8 or 10 pt. Flaw You ain’t as young as you used to be… or perhaps you’re a little too young. The years have taken their toll on your physical capacities, and while the spirit may be willing, the body most certainly is not.

System-wise, this Flaw reflects the diminished capabilities of a body that is either too old or too young to employ its full adult potential. For every two points in this Flaw, the character loses one dot from a Physical Attribute (Strength, Dexterity or Stamina), either because his body is aging past its prime, or because it has not yet developed to mature capacity.

In the latter case, a young child (see the Flaw: Child) should also take 4 points in this Flaw, with an older child taking 2 points. Adolescent characters, obviously, have no such physical limitations due to age, although they could have other sorts of health issues, as described under the Flaw: Impediment.

Previous editions of this Flaw – that is, ones that were written by authors in their 20s or early 30s – maintained that a character must lose one dot of Physical Attributes for each decade over 40. As this author (currently in his 50s, and in better shape than he was at half this age) can attest, that’s nonsense. A person can maintain, or even exceed, a young adult’s physical capabilities well into middle age, and mages – who employ Life magicks, yoga, and other forms of physical conditioning – often age even better than most people do. Considering that a skilled mage can live for centuries with little (or no) loss of her physical abilities, this Flaw is not bound to a character’s chronological age, only to her physical health in relation to that age. Even so, ancient mages can get pretty frail. For health problems related to greater stages of decrepitude, see Impediment, above.

Bad Sight
'''1 or 3pt. Flaw'''

Your sight is defective. The difficulties of any die rolls involving the use of your eyesight are increased by two.

As a one-point Flaw, this condition can be corrected with glasses or contacts; as a three-point Flaw, the condition is too severe to be corrected.

Blind
'''6pt. Flaw'''

You cannot see. Characters can compensate for the loss of vision by becoming more attuned to other sensory input, but visual cues and images are lost to them.

Difficulties of all Dexterity-based rolls are increased by two.

Oddly, vampires with Aura Perception are still able to use this ability, thought the information is interpreted via the other senses. On the other hand, vampires who need make eye contact to enact powers like Dominate against you are only at a penalty to do so.

Child
'''1 to 3pt. Flaw'''

Awakening often hits before legal maturity. This wasn’t a problem in the old days, but within modern society a young mage has certain built-in limitations: physical size, life experience, legal status (or lack thereof), and the challenges of being taken seriously in a grown-up world. Perhaps you’re a child prodigy… or an adolescent whose reality truly is beyond understanding. In any case, this Flaw represents the social, legal, and physical obstacles of being a kid.

Depending on the value of this Flaw, your character might be a young child (3 points), a pre-adolescent young person (2 points), or someone near the verge of adulthood but not quite there (1 point). In the first two cases, you should also take Short to reflect a growing body… and in all cases, your ability to run with the mages is going to be limited by your age and the ways in which people react to it.

Vampire:

'''3pt. Flaw''' You were a small child (between five and 10 years old) at the time of your Embrace, leaving your Physical Attributes underdeveloped and making it difficult to interact with some aspects of mortal society.

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

Deaf
'''4pt. Flaw'''

You cannot hear. While you may be more resistant to some applications of Dominate, you also may not listen to electronic or vocal media, and the difficulties of many Perception rolls are increased by three.

Deformity
'''3pt. Flaw'''

You have some kind of deformity — a misshapen limb, hunchback, or clubfoot, for example — 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.

Degeneration
3, 6 or 9 pt. Flaw

Your body is falling apart. A curse, disease, flawed biotech, corrupting magicks, or some other affliction is rotting your physical form, and although Life magick can repair the damage to some degree, this degeneration remains permanent unless the Flaw is somehow removed.

In its three-point variation, this Flaw reflects an inability to heal injuries without the aid of magick or medical technology. Until treated by Life Sphere Effects or medical intervention, the character cannot recover heath levels lost to injury, disease or other factors.

At the six-point level, the character suffers a constant stream of injuries even without outside trauma. Whenever he’s at full Health, that character loses one health level every two weeks until he is either healed or he dies. As described above, he cannot heal on his own.

At the nine-point level, that Health loss is essentially ag­gravated damage, and cannot be healed except through vulgar Life-Sphere Effects.

Obviously, this Flaw is meaningless in one-shots or short-duration games. It should be taken only by characters (and players) involved in long-term chronicles.

Disease Carrier
'''4pt. Flaw'''

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.

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.).

Disfigured
'''2pt. Flaw'''

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.

Dulled Bite
'''2pt. Flaw'''

For some reason your fangs never developed fully, or they may not have manifested at all. When feeding, you need to find some other method of making the blood flow. Failing that, you must achieve double the normal number of successes in order to make your bite penetrate properly.

A number of Caitiff and high- Generation vampires often manifest this Flaw.

Easily Intoxicated
2 pt. Flaw

Shit really fucks you up fast. The flipside of Alcohol /Drug Tolerance, above, this Flaw renders you especially susceptible to intoxication. Your Stamina rolls to resist the effects of drugs or poisons (though not disease), as described in the Drugs, Poisons, and Disease section of Mage 20, suffer a +3 modifier to the usual difficulty involved.

Contrary to popular conception, this does not make you a good candidate for the Cult of Ecstasy because you don’t control the drugs – the drugs control you.

Fifteenth Generation
'''4pt. Flaw'''

Your vitae is so weak that only six of your 10 blood points can be used for Disciplines, healing or raising Attributes. 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.

Flesh of the Corpse
'''5pt. Flaw'''

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, bullet holes, and other visible damage that you have incurred.

Depending on the nature of the damage, this Flaw will make social dealings exceedingly difficult, and may decrease your Appearance dots over time (even to 0).

Fourteenth Generation
'''2pt. Flaw''' You were created five or fewer years ago by a member of the Thirteenth Generation. Though you have 10 blood points in your body, only eight of them may be used to heal wounds, power Disciplines, raise Attributes, etc. You can still use the final two blood points for other purposes, though. The blood point costs of nightly rising, creating and sustaining ghouls, and creating blood bonds remains the same as for other vampires.

You cannot raise any Discipline above four dots. Taking this Flaw precludes you from taking the Generation Background, and you may not start with Status, either.

You are likely a Clanless Caitiff, for your blood is probably too thin to pass down the distinguishing characteristics of a Clan. Most Fourteenth-Generation vampires should also take the Thin Blood Flaw.

Glowing Eyes
'''3pt. Flaw'''

You have the stereotypical glowing eyes of vampire legend, which gives you a -1 difficulty on Intimidation rolls when you’re dealing with mortals.

However, the tradeoffs are many; you must constantly disguise your condition (no, contacts don’t cut it); the glow impairs your vision and puts you at +1 difficulty on all sightbased 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.

Hard of Hearing
'''1pt. Flaw'''

Your hearing is defective. The difficulties of any rolls involving the use of hearing are increased by two.

Horrific
5 pt. Flaw

Well past Monstrous, you’re hideous to the point of inspiring nightmares. Unless you mask your true form with serious magick, people and animals run screaming from your presence. Physically, you’re not merely misshapen but repulsive on a primal level – the sort of terror that sent Lovecraft’s heroes over the edge. You might not actually be a Nephandus or Marauder, but folks who know what those words mean will assume that you are one. A normal life is, for you, impossible. Whether due to Paradox disfigurement   malignant disease, extreme body modifications (cybernetic, artistic, or otherwise), severe scarring, or similar acts of malevolent fate, you look like John Cobb threw up on you, then ran.

System-wise, this Flaw inflicts a +3 difficulty modifier to any social roll that involves not scaring the shit out of people, and lowers the difficulty by -3 if you are. Your Appearance Trait is stuck below zero, and faint-hearted or weak-willed Storyteller characters may be faced with “Things Man Was Not Meant to Know” if they wind up spending time with you.

Impediment
1 to 6 pt. Flaw Due to some physical condition, you’re less able to deal with certain situations than most other people seem to be able to do. And if all of that sounds very conditional, that’s because the specifics of this Flaw depend a lot on the following circumstances: Literally speaking, an impediment interferes with your path by “blocking your feet.” System-wise, this Flaw reflects any sort of impairment that’s based in your character’s physical situation. That includes neurological and internal chemical conditions like autism, dyslexia, chronic fatigue, significant allergies, and other maladies that may be “invisible” to others but which are rooted in the physical body, as opposed to in the psyche or the spirit. Such conditions might be linked to psychological and /or spiritual health too; those elements are interrelated, of course. For the purposes of this Flaw, however, an Impediment is something that hampers the character’s ability to function in the physical realm.
 * What sort of condition you have.
 * How much it gets in your way.
 * Whether or not other people can tell that it gets in your way.

Story-wise, an Impediment can be any body-based condi­tion – obvious or not – that interferes with your character’s ability to do stuff. Examples of obvious Impediments include a missing limb, a limp, a bent spine, missing teeth, heavy scarring, deformed features, and the like, while “invisible” Impediments would include chronic pain and /or fatigue, poor eyesight, asthma, internal tumors, sensory processing disorders, and so forth. The more that condition impedes your character, the more this Flaw is worth:

1 point: Like chronic headaches, impaired vision, minor arthritis or a few missing teeth, the Impediment presents occasional inconveniences but is not a major hassle in your life unless something worsens the condition or removes the things (glasses, dentures, pain reliever) that you use to compensate for it.

2 points: As with dyslexia, high-functioning Asperger’s syndrome, chronic fatigue or pain, poor or deteriorating eyesight, or other internal obstacles, your Impediment presents constant but not insurmountable problems. In certain situations, you may suffer a +1 to difficulties that deal with that element of your life.

3 points: Your Impediment – severe migraines, signif­icant autism, allergies or asthma, missing fingers or an eye, near-deafness, palsy, Tourette’s syndrome, deterio­rating limb(s), and so forth – significantly impairs several elements of your everyday life. System-wise, you add +1 to difficulties related to your Impediment.

4 points: An inescapable Impediment – missing limb, profound deafness or autism, near-blindness, malformed bones or connective tissues (as with EDS, mentioned above), severe arthritis, gnarled hands or feet, and sim­ilar obstacles – forces you to try working around that condition on a daily basis. Under most circumstances, you add +2 to difficulties related to that Impediment, and certain situations (like a nasty allergic reaction) might damage your health and endanger your life.

5 points: Thanks to a profound physical condition – partial paralysis, constant and severe pain, advanced cancer, the inability to hear or speak, muscular-skeletal deterioration, major sight-loss, and other maladies – you’re unable to function in most ways that people take for granted. Add +2 to physical difficulties unless you’ve got a reliable way to compensate for that handicap, and assume that you simply cannot do certain things at all.

6 points: For whatever reasons, your condition is so ad­vanced and severe that you need major work-arounds in order to function in the everyday world. Many physical feats are beyond you, and you add +2 or even +3 to difficulties of things you can do but only with a major effort.

The Flaw reflects practical impairment in the character’s life; if your mage has a cybernetic arm that acts like his original arm only better, then that character is not impaired until or unless that arm breaks down. If someone cures this condition with magick or some other treatment, then the character loses this Flaw.

All forms of Impediment are not created equal, and so one “blind” person can function in the seeing world better (that is, with fewer points in the Flaw) than another visually-impaired person (with more points in the Flaw) can do. The Impediment’s value may also reflect several different conditions that, taken together, impede that character’s ability to function “normally” more than any single condition does. As an example, this author has dyslexia, dyscalculia, poor vision, and two chronically injured knees; does this stop him? No. Does it slow him down in certain respects? It sure does, and so the total of his “Flaw” would reflect the amount of difficulty that these conditions, all told, present in daily life.

This Flaw serves as a catch-all for previously published Physical Flaws like Blind, Deaf, and especially the pejorative Lame. Unlike many of the labels applied to such “handicaps,” the Impediment Flaw does not carry any form of judgment on the part of the game itself; although characters (and players) might think less of a “lazy” person with five points in Impediment due to Chronic Fatigue Syndrome, the Flaw itself is not intended in any way to be an insult against people with such conditions.

On that note, an unobvious Impediment may present significant social challenges; a person with Tourette’s Syndrome may seem perfectly healthy even as her brain misfires, with the only visible symptoms being “inappropriate” sounds or actions. That mage with CFS could be considered “too lazy to get out of bed” by people who don’t see her body sabotaging her from the inside out. And so, the value of the Flaw – with the Storyteller’s approval – might reflect a penalty to social-based rolls instead of physical ones in certain situations. (“Why weren’t you at work again?” “I couldn’t take ten steps without falling over.” “Yeah, right…”)

Infectious Bite
'''2pt. Flaw''' 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.

Infertile Vitae
'''5pt. Flaw''' During your Embrace, something went horribly wrong, causing your blood to mutate under the stress of dying and rising again. All those you try to Embrace die. No matter what you do, you may not create any childer.

However, your blood can still be used in blood rituals like Thaumaturgy and the Vaulderie, or for any other vampiric needs like making ghouls.

Lame
'''3pt. Flaw''' Your legs are damaged, which prevents you from running or walking easily. 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.

Lazy
'''3pt. Flaw''' You are simply lazy, avoiding anything that requires effort on your part. Preferring to let others do the hard work, you lounge around.

For any action that requires preparation, there’s a good chance you didn’t properly prepare. Difficulty rolls for spontaneous Physical actions (including combat, unless it’s part of a planned offensive) increase by one.

Mayfly Curse
5 or 10 pt. Flaw Your lifespan burns bright and fast. Due, perhaps, to biotech, cloning, or some other inhuman heritage or modifi­cation, you age far more quickly than normal human beings do. While this means that you reach(ed) maturity in record time, it ushers in premature decrepitude. When you live this fast, kid, one way or another, you’re dying young!

At the five-point level of this Flaw, your character ages one year for every two months of earthly time (six years of age for each passing year).

At the 10-point level, he ages one year per week (or 52 years of age in a single 12-month period). Such a character had best watch out for Time-savvy mages; the Acceler­ated Youth or Decay feat described in How Do You DO That? has horrific effects on a mayfly, who suffers six to 52 years of aging for each year of time inflicted upon him.

As the years rush in, other Flaws like Aging, Impediment, Absent-Minded, and so forth may pile up on this character as well. Life-Sphere magick cannot negate this Flaw, which could be interpreted as a manifestation of the Unbelief form of Paradox, unless the player buys off the Flaw… and perhaps not even then.

Methuselah’s Thirst
'''7pt. Flaw''' You can no longer sustain yourself on mortal blood and must feed on the blood of Kindred or other supernatural creatures with potent reserves, such as lupines or fairies.

=== Monstrous=== 3 pt. Flaw A frightening appearance marks you as an outsider. Regard­less of your true personality and temperament, some profound deformities, scars, body mods or other characteristics fill people with terror and revulsion. System-wise, your character has an Appearance of 0, and probably suffers penalties to social-based rolls to win people over, while getting difficulty reductions when trying to scare people, depending upon what he looks like and who he’s dealing with.

Vampire: Your physical form was twisted during the Embrace, and now reflects the Beast that rages inside you. Characters with this Flaw appear to be savage monsters and have Appearance ratings of zero.

Nosferatu and other bloodlines whose weaknesses cause them to start off with Appearance zero cannot take this Flaw.

=== Mute=== '''4pt. Flaw'''

You cannot speak. You may communicate with the Storyteller and describe your actions, but cannot talk to player or Storyteller characters unless everyone concerned purchases a commonly understood sign language (via the Language Merit) or you write down what you wish to say.

One Eye
'''2pt. Flaw''' 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).

Open Wound
'''2 or 4pt. Flaw''' 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 (marked off just before dawn), in addition to drawing attention to you.

If the wound is visible, you are at + 1 difficulty for all Social-based rolls. For two points, the Flaw is simply unsightly and has the basic effect mentioned above; for four points the seeping wound is serious or disfiguring and includes the effects of the Flaw Permanent Wound.

Permanent Fangs
'''3pt. Flaw''' Your fangs do not retract, making it impossible for you to hide your true nature. While some mortals may think you’ve had your teeth filed or are wearing prosthetics, sooner or later you’re going to run into someone who knows what you truly are. You are also limited to a maximum Appearance rating of 3.

Permanent Wound
3 pt. Flaw Due to lasting injury, Pattern leakage, a Paradox Flaw, or some other physiological deficit, you suffer from a chronic injury that never heals. This might be an incurable tumor, endless bleeding, debilitating pain, brittle bones… the specif­ics are not important. Regardless of the cause, your character is always at the Wounded health level; even with magickal healing, the injury returns to its normal state at either sunrise or sunset (your choice) every day. Although this wound does not deteriorate further unless your character gets injured by some other source – at which point, another four health levels in damage can kill your character – this Permanent Wound does not recover to a healthy state until and unless the Flaw is bought off through a dramatic story-based cure.

Vampire: You suffered injuries during your Embrace which your transformation somehow failed to repair. At the beginning of each night, you rise from sleep at the Wounded health level, though this may be healed by spending blood points.

Profiled Appearance
2 pt. Flaw You look like one of those people… y’know, the people that “respectable citizens” expect bad things from. Depending on the setting of your chronicle, this could involve physical mannerisms, body art, gender distinctions, individual features, ethnic heritage, cybernetic modifications, or other elements of your physical body that you cannot remove and probably don’t want to “fix” anyhow. Problem is, the people around you are constantly watching your every move, making trouble for you when they can get away with it, and otherwise causing you grief. The authorities shake you down on principle, and most folks won’t object to whatever they choose to do to you.

Although it’s related to the Social Flaw: Cultural Other (below), Profiled Appearance is based on your character’s physical features, not on their social behavior. Although it can be concealed to some degree, your Profiled Appearance is not something that can be removed without magick, and it reflects an essential part of your identity. Like Impediment, it does not carry a value judgment in the game even though it represents the way other characters will view you. If this feels unfair in the game, imagine how it must feel in real life.

Repulsive Feature
2 pt. Flaw Some physical feature of yours turns people away. Maybe you smell bad regardless of your state of hygiene, possess the proverbial “evil eye,” have an especially grating voice, suffer from a pervasive skin condition, or have a similarly repugnant physical characteristic. Perhaps the mere presence of you makes people’s skins crawl even though there’s nothing discernibly ugly about you. In any case, this feature discourages folks from sticking around much.

Essentially the inverse of the Merit: Enchanting Feature, this Flaw represents a concealable yet disconcerting element of your physical presence.

Unlike Impediment, this Feature affects the way people regard you, not the way your body functions. That said, you could take both Flaws together, in order to reflect a physically debilitating condition that has socially awkward effects as well. The feature in question doesn’t represent overall ugliness, as per Monstrous and Horrific; instead, it manifests as a single unpleasant physical distinction.

System-wise, this Flaw adds a +2 difficulty modifier to Social-Trait rolls whenever this feature comes into play. Sto­ry-wise, this Flaw renders you physically distinctive unless you make an effort to hide the Repulsive Feature. If you change shape, that feature carries over into your other forms, which interferes with disguise attempts. If the feature transcends visual senses (like, for example, an unpleasant odor or grating voice), it might betray your presence even if you can’t be seen. In both cases, this Flaw penalizes your rolls for physical concealment the same way it penalizes your social interactions.

As some consolation, the feature could be used to deliber­ately frighten or irritate people; in that case, the usual penalty becomes a -2 to your difficulty instead. A Repulsive Feature that has been integrated into your magickal focus (again, for instance, the “evil eye”) offers the same instrumental benefits described under Enchanting Feature, with the same potential for mutilation and a greater incentive for someone to mess you up!

Short
Mage: 3 pt. Flaw Whether you’re the next Harry Potter or a budding Tyri­on Lannister, you’re shorter than five feet tall… possibly a lot shorter than that. In game terms, your character runs at half the normal speed, has problems reaching certain things, lacks the physical leverage for certain feats, and probably gets a lot of shit from people who refuse to take him seriously.

Vampire: '''1pt. Flaw''' You are well below average height — four and a half feet (1.5 meters) tall or less. You have difficulty reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of an average human.

Slow Healing
'''3pt. Flaw''' You have difficulty healing wounds. 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).

Smell of the Grave
'''1pt. Flaw''' 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 the difficulties of all Social rolls to affect mortals increase by one.

Sterile
Mage: 1 pt. Merit or Flaw For some physical reason, you’re unable to sire or con­ceive children. Whether this is a Merit or a Flaw depends upon whether or not you want to sire or conceive children.

Generally, this sort of condition can be easily cured with a little Life-Sphere magick; in your case, though, it can’t be rectified until and unless you, the player, discard the Merit or pay off this Flaw.

Werewolf: 4 pt. Flaw For Kinfolk who serve werewolves as perpetuators of the species, inability to reproduce is a serious Flaw indeed. Not only does it carry a social stigma, it may also incur abuse, neglect, or even exile. Kinfolk who can’t reproduce lose a great deal of their value in Garou eyes.

For obvious reasons, vampire and wraith, who were Kin can’t take this Flaw.

Thin Blood
'''4pt. Flaw''' Your blood is thin, weak, and does not sustain you well. All blood point costs are doubled (e.g., using blood-related Disciplines or healing damage), although you only lose one blood upon rising in the evening.

Furthermore, you are unable to create a blood bond, and efforts to sire other vampires succeed only one in five times.

Tic/Twitch
'''1pt. Flaw''' You have some sort of repetitive motion that you make in times of stress, and it’s a dead giveaway as to your identity. Examples include a nervous cough, constantly wringing your hands, cracking your knuckles, and so on. It costs one Willpower to refrain from engaging in your tic.

=== Vulnerability to Silver=== '''2pt. Flaw''' To you, silver is as painful and as deadly as the rays of the sun. You suffer aggravated wounds from any silver weapons (bullets, knives, etc.), and the mere touch of silver objects discomfits you.