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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.

Territorial (2pt. Flaw)


You are extremely territorial, staking out a particular area as your hunting ground and reacting
aggressively to trespassers. 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.

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.

Permanent Wound (3pt. Flaw)


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.

Vengeful (2pt. Flaw)


You have a score to settle, incurred either during your mortal days or after the Embrace. You are
obsessed with taking your revenge on an individual or group, and it is your overriding priority in any
situation where you encounter the object of your revenge. You may temporarily resist your need for
vengeance by spending a Willpower point.

Eerie Presence (2pt. Flaw)


Mortals have an unconscious awareness of your undead nature, which makes then anxious and ill at
ease in your presence. Because of this, difficulties of all rolls relating to social interaction with mortals
are increased by two

Obvious Predator (2pt. Flaw)


Your innate Brujah rage always percolates below the surface no matter how hard you try to project an
image of calm. Mortals find you intrinsically menacing, and instinctively fear you for the violence you
promise to unleash.
System: The difficulty of all Social rolls made against mortals other than Intimidation rolls increases by
2.

Potence +3
Celerity +3
Willpower +1

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