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Flaws: Clan Specific Empty
PostSubject: Flaws: Clan Specific   Flaws: Clan Specific EmptyFri Jun 12, 2009 10:16 am

These are flaws that apply to a certain clan. These are intended to be only bought by the corresponding clan, however, if you are of another clan but feel a flaw would be appropriate for your character and would have some hindrance on your character, you are welcome to ask about it. Some clan specific flaws have been moved to the General Flaws section, as staff felt they were appropriate for a broader character base. If you do not see something there, please check in the General Flaws section before PMing the STs about it.
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Flaws: Clan Specific Empty
PostSubject: Re: Flaws: Clan Specific   Flaws: Clan Specific EmptyFri Jun 12, 2009 10:16 am

BRUJAH

Brujah-Lack of Control (1-3pt Flaw)
For whatever reason (thin blood, an uneducated lineage), the character’s control over on or both physical disciplines is lacking. Brujah with this flaw have demonstrated numerous deficiencies: Celerity may only be used for running and combat movement,. Any attacks made while using Celerity are at +1 difficulty. Activities requiring precision such as saddling a mount or garbing oneself in armor are impossible with Celerity activated (one point). The character cannot control his own Strength and must concentrate on keeping it in check lest havoc result (breaking a friend’s hand in greeting him, for example, or snapping his spine with a hug). If a Willpower roll (difficulty 6) fails, the character must apply his full Potence in damage to the target object. Additionally, an unsuccessful attack with a melee weapon necessitates a Dexterity + Melee roll (difficulty of the character’s Strength + Potence). An unsuccessful roll means the character loses his next action while recovering his balance (two points) The blood of the character does not focus his strength effectively. Potence successes are not automatic, but instead are only added as additional dice for Strength and damage rolls. A physical action such as lifting a gate or overturning a cart requires a Strength + Potence roll (difficulty 6). The result is the number of dice that the character can apply to the task (three points) Some truly inept Brujah have flaws in their control of both Celerity and Potence, and face the constant derision of their peers. With proper tutelage from a trained elder the character might be able to remove this Flaw, but she has best set aside a lifetime or two to devote upon the task…A Cainite should not be hindered with more than one expression of this Flaw at a time.

Brujah-Pariah (2-4pt Flaw)
The Brujah consider themselves a clan of brothers (and sister) working towards common goals, if by different means. The clan encourages self-determination, but the character has taken her individuality too far and is now outcast. At the two-point level she has insulted, by word or deed, one of the two extremes of the Brujah clan. As a descendant of ancient scholar-kings, she may have vigorously denounced the rash brutality of her more radical clanmates. Alternately, the Brujah might feel that the goals of the elders are mere fantasies, and has acted according to her own whims - whims that have come in direct conflict with her more conservative brethren. Difficulties of all Social rolls in dealing with Brujah holding the opposite viewpoint increase by three. This penalty is reduced to one for more middle-of the road Brujah. A character with four-point Flaw has committed an act of treachery or murder against a clanmate. Word of this crime has spread throughout the clan, resulting in her ostracism. Brujah will neither come to her aid nor speak with her, nor will they accept her assistance unless at risk of Final Death. The clan considers the character Caitiff. While it is conceivable for a pariah to be restored to good standing within the Brujah, many do not bother to seek such opportunities.

Brujah - Uncontrollable (5pt - Mental Flaw)
Rage and passion constantly war in the soul of a volatile Brujah. Perhaps you were ill tempered before the Embrace, or perhaps your Brujah lineage awakened some latent fury. In any case, even more so than your classmates, you are prone to frenzy. Difficulties to resist frenzy are always 10 for this character. Prepare for a short, hellish ride.
In MET, characters with this Flaw always lose on ties in attempts to resist frenzy. Uncontrollable can easily disrupt a LARP, and Storytellers are cautioned to carefully consider whether it's be appropriate in their games.
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PostSubject: Re: Flaws: Clan Specific   Flaws: Clan Specific EmptyFri Jun 12, 2009 10:16 am

CAPPADOCIANS

Cappadocians-Horrific Appearance (3pt Flaw)
An increasingly frequent occurrence among Cappadocians is a strange accentuation of their inherent clan weakness. Numerous Cappadocians, already prone to resembling walking corpses, have show a more pronounced Horrific Appearance. Those who exhibit this aberrant trait become even more corpselike; their skin draws tight over their bones and scales away entirely in patches. Advances cases may exhibit open sores, excessive decomposition of the body, limbs and head (commonly resulting in the loss of the nose and ears) and a repulsive scent reminiscent of the grave. Cappadocians suffering from this Flaw have Appearance ratings of 0. This may never be improved although it may be physically hidden or masked with magic or Disciplines.

Cappadocians-Mad Visions (3pt Flaw)
Some Cappadocians report cases of peculiar aberrations of Prescience, in which the afflicted Cainites claim to have apocalyptic visions. The vampire cursed with Mad Visions sinks periodically into tormented trances, sometimes in the middle of performing tasks, and drops to the ground, twitching feebly. When questioned as to the nature of these waking nightmares, the Cappadocian reports either visions of hellish person agony or vivid by inexplicable premonitions of the entire clan’s destruction. A few frail psyches even block out all memory of the episodes. Cappadocians who suffer Mad Visions or experience Prescience rarely share their visions with Cainites outside the clan. Indeed, many of those with the visions are driven to the verge of madness by burgeoning Cassandra Complexes in which the prescient know the horrid truth of the future and realize their inability to prevent it. Thankfully, this condition is infrequent, and few suffer to the dullest extent , though more than one Graverobber has had to be alleviated of her misery.
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Flaws: Clan Specific Empty
PostSubject: Re: Flaws: Clan Specific   Flaws: Clan Specific EmptyFri Jun 12, 2009 10:17 am

GANGREL

Gangrel - Forgotten of Proteus (7pt Flaw)
You have fallen out of harmony or are simply cursed. You cannot ever possess the discipline of Protean or sense it's use.

Gangrel - Animal Enmity (5pt Flaw)
A species of animal refuses to answer to you or fraternize with you in any way. They may even attack you without provocation. Animalism is useless toward these species (i.e., canine, feline, rodent). Even if used by an ally Animalism will not effect their view of you.

Gangrel - Pied Piper (2-4pt Flaw) Animals follow you around, making it fairly easy to track you and/or find your haven. The points of the flaw determine the size of the animals (2pt -rats, bats and mice, 3pt - Cats and dogs, 4pt - Wolves, deer, bears as examples).

Gangrel - Repelled By Amulets (2pt Flaw)
Some animistic beliefs revere animals as sacred and create amulets from, or wear their feathers and claws. These amulets repel you the same as if they were crosses. You must make a willpower roll whenever you are in the presence of one or be repelled.
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PostSubject: Re: Flaws: Clan Specific   Flaws: Clan Specific EmptyFri Jun 12, 2009 10:17 am

LASOMBRA

Lasombra - Animate Shadow (3-pt. Flaw)
Your shadow has a bizarre unlife of its own, reaching out with claws to grasp the shadows of those around you in a parody of feeding or billowing to a demonic mien when frenzy threatens to overtake you. Some Lasombra believe this curse afflicts only those who delve too deeply into the mysticism of the Abyss; others attribute it to infernal pacts, the wrath of God or a shameful lack of self-control. Regardless, you lose two dice from all Social rolls with other Lasombra who know of your problem.

Lasombra - Cloaked in Shadows (4pt Flaw)
The shadows come to you even when you do not call them, wrapping themselves around you like a cloak in constant motion. This makes you stand out in any crows, and you can no longer pass for "normal" even when you so wish. Other Cainites may well avoid your company, being discomforted by your strange affliction. Lasombra in particular find you unpleasant company (+2 difficulty on all Social rolls) because your inability to master your shadows demonstrate a failure of will on your part.

Lasombra - Enmity of Shadows (4pt Flaw)
The shadows summoned by the Lasombra are unpredictable, and could possibly attack the summoner. The Lasombra must make a Willpower roll difficulty 6 each time he uses Obtenebration power of Level 3 or greater. A success indicates that the power functions normally; with a failure the summoned shadow attacks their putative master.

Lasombra - Harbinger of the Abyss (5-pt. Flaw)
You are a conduit to the ultimate darkness that lies Beyond. Lights dim in your presence and shadows rustle at the edge of vision in dire anticipation of your blasphemy. Small fires extinguish when you draw close and the chill of the Void is in your touch. Your player must roll your Obtenebration rating against the soak difficulty of any mundane flame within two yards of you. This roll is reflexive and mandatory, and success extinguishes the flame. This dimming is in addition to suffering the effects of Touch of Frost and Eerie Presence (Dark Ages: Vampire pp. 308–9). The Flaw conveys one benefit: Your unnatural radiance reduces the difficulty of all Intimidation rolls by 3, to a minimum difficulty of 4. Characters must have at least one dot of Obtenebration to purchase this Flaw.

Lasombra - Image Obsession (1-5pt Flaw)
As Lasombra cannot see their apperance, those with this Flaw find themselfs hypnotized by the vagaries of their own apperance. The compulsive behavior may be small at first (1 point), manifesting itself as a repeated questioning of others as to their looks. ("Does my hair look alright? Really?"), to obsessive behaviors such as brushing hair, adjusting clothes and the like. The symptoms occasionally run the gamut to full-fledged mania (5 points), wherein the afflicted Lasombra are constantly attended by ghouls intent on grooming them and can speak of little save their appearance.

Lasombra - Marked for Death (2-5pt Flaw)
The Courts of Blood have found you and at least one fledgling is now hot after your blood. While you probably can defeat this threat on your own, the wait is maddening. Furthermore,. There is the implied insult bound up in the court’s decision - your peers obviously feel that you are incompetent and need to be replaced. After all, even if you defeat one would-be diablerist, there is no guarantee you won’t be hunted by a second, or third. The point cost of this Flaw varies, depending upon the strength of the Cainite who has been granted permission to hunt you, the conditions laid upon the hunt and whether or not the court has seen fit to inform you of your current status. Consult with your Storyteller to see what the details of your situation are - and how many she’ll share with you.

Lasombra - Pelagic Compulsion (2pt flaw)
The afflicted character feels inexplicably drawn to the sea at the expense of his ability to concentrate on other matters (+1 difficulty to all Willpower rolls if the character has been out of sight of the ocean for more than 24 hours). This call can be temporarily satisfied by an extended sea voyage, and is most often felt in the first 50 years of unlife.

Lasombra - Poseidon's Call (1pt Flaw)
An individual with this condition, finds her stability directly tied to that of the weather, calming as skies clear and growing progressively more bloodthirsty as a storm mounts (rolls to resist frenzy are at -1 difficulty in completely calm weather, but +1 on rough seas, +2 in the middle of a thunderstorm, and +3 during a hurricane).
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PostSubject: Re: Flaws: Clan Specific   Flaws: Clan Specific EmptyFri Jun 12, 2009 10:17 am

NOSFERATU

Nosferatu - Anosmia (2pt Flaw)
You have no sense of smell or taste. The vilest odors and flavors imaginable cannot affect you; in fact, you do not even recognize their presence. You cannot attempt a Perception roll that involves either of these senses. However, any supernatural attack involving horrific odors and tastes does not affect you. Granted, Nosferatu who have surrounded themselves with unseemly funk long enough become immune to just about any foul odor, but you simply do not recognize smells at all. MET: From the reek of spoiled milk to the delicate perfume of a magnolia in bloom, from the tang of blood on your tongue to the memory of your last martini, the world of scent and taste is lost to you. You may not take this Flaw and the Merits: Acute Sense: Smell or Acute Sense: Taste. You automatically lose any challenges relating to smell or taste; Heightened Senses for taste or smell has no affect on this.

Nosferatu - Blunt Fangs (1pt Flaw)
Your teeth are huge and square, not sharp like those of other vampires. To do damage with a bite attack, you must score an additional success (thus, this extra success subtracts from the amount of damage you do). Once you have sunk you teeth into your prey, you inflict a level of damage for every two blood points you take. Once your fangs are locked in a victim’s flesh, you’ve got to chew and chew and chew..

Nosferatu - Club Foot (1pt Flaw)
One of your feet is gnarled and deformed. You move at only half normal speed.

Nosfertau - Enemy Brood (3pt Flaw)
A brood of your fellow Nosferatu have an unceasing vendetta against you. You can run from them, but you can’t hide. If you stay in the same city, they will pool whatever resources they have to make your existence a living hell. Traveling through the local sewers is a nightmare. If you flee, they will use their influence and contacts to call in favors in the next city you show your ugly mug. The Storyteller may allow you to buy off this Flaw, but only after you’ve completed a story in which you’ve resolved and overcome this social stigma.

Nosferatu - Necrophile (3pt Flaw)
No, you don’t have sex with the dead, but you certainly enjoy their company. You are obsessed with dead bodies and “invite” them over to your domain. Your haven is distastefully decorated with severed and mutilated body parts of all kinds. You talk to your dead friends, dance with them, make art out of them and entertain frequently. Some vampires of particularly refined temperament may need to overcome a Courage roll (difficulty 4) to enter a room where you’ve left your guests and their accouterments. Toreador go apeshit; Toreador antitribu applaud. For some reason, this Flaw is very popular among Leatherfaces.

Nosferatu - Nosferatu Caitiff (1pt Flaw)
You were Embraced by a Nosferatu, but failed to meet the standards of even that clan, and were subsequently rejected by your sire, As you did not complete the Becoming process, you were not fully transformed, but you still look rather odd. You begin the game with an Appearance rating of 1, and raising your Appearance costs double the usual number of experience points. In addition, you present a tempting target for just about any bully - other Caitiff may not have much to kick around, but a "Nosferatu reject" certainly offers possibilities for abuse. Not all Caitiff sired by Nosferatu have this flaw; nobody knows why some do and some don’t.

Nosferatu - Parasitic Infestation (2pt Flaw)
In many ways this Flaw is the negative counterpart of Swarm Attractor. Several species of hemovores - ticks, lice, mosquitoes, gnats, chiggers, leeches and the like - find your blood particularly tasty. These creatures crawl and hide among the creases and folds of your skin despite your best efforts to remove them. Particularly persistent are those vermin that drink from you three times and thus become enormous, bloated, Blood Bound ghouls. You may not command the vermin in any fashion; they are too intoxicated on your vitae to be of any use (though they do love you for what’s it’s worth). The parasites also drink from one to four of your Blood Point each night (roll a die and divide by three, rounding up). This forces you to hunt more often. Finally the constant itching and irritation increases by one the difficulties of all your rolls to avoid frenzy.

Nosferatu - Parasitic Infestation (2pt Flaw)
Other creatures live on or inside you. Exotic hemovores — chiggers, gnats, ticks, lice, mosquitoes, leeches and unnamable bloodsucking fungal spores — consider the creases, folds and scabrous layers of your skin delightful. Your flesh continuously twitches and writhes, and living things burrow inside you, possibly even nesting in the cavities of your body. Despite all your ingenious methods of discouraging them, this loathsome hosting will not disperse. You cannot command these vermin in any fashion; in fact, the worst of them are very defiant because they have been strengthened and corrupted by your foul vitae. Each day, when you rise, roll one die. Divide the result b y three, rounding up. The result is the number of blood points you lose to the blood-intoxicated parasites within and upon you. In addition, the constant itching puts on you edge; increase the difficulty of all Self-Control rolls by one. MET: When you go into play at the beginning of the evening, make the usual vitae test. Once you learn your level of vitae, make four Simple Tests — each loss or tie indicates a Blood Trait lost to your parasites. You suffer a one-Trait penalty during Self-Control tests. Roleplay the constant itching the parasites give you; also wear a tag to indicate to onlookers that your skin is quite literally crawling.

Nosferatu - Putrescence (3pt Flaw)
The mystic process that inhibit the natural decay of the vampiric form were less effective on you. As a result, you constantly rot, though a day’s rest checks and to some degree heals the effects. Your soak Dice Pool is reduced by one, and if you are jarred or hit violently (more than three successes after soak) you must make a Stamina roll (difficulty 6). If you fail, one of your facial features or fingers falls off if you botch, one of the levels of damage is aggravated and one of your limbs falls off. This will regrow when the aggravated wound is healed.

Nosferatu - Stench (1pt Flaw)
Few Nosferatu smell good, but you reach a new nadir or odiferousness. Even other Nosferatu are repulsed by your stink, and your Stealth Dice Pools are reduced by two against any creature that can small, unless you are upwind. Clan Book Nosferatu (pub)2000: Nosfertau - Stench (1pt Flaw) Even other Nosferatu recoil at your horrific odor. Subtract two dice from any Stealth roll when evading any creature that can smell (unless you are upwind).
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PostSubject: Re: Flaws: Clan Specific   Flaws: Clan Specific EmptyFri Jun 12, 2009 10:17 am

RAVNOS

Ravnos - Family Enmity (2pt Flaw)
By an act of betrayal, or perhaps a simple "misunderstanding", you have gained the scorn of one of the families. They will not offer any assistance to you, and may even alert your enemies to your presence in a city. Until you redeem yourself, be it through unrewarded loyalty or perhaps remarkable cunning, they will interfere with your plans and darken your name wherever they travel. Note: You may not take a Family Enmity with the Tsurara or the Ravnos families.

Ravnos - Marhime (3pt Flaw)
You have committed some grievous crimes against the Rom, and are now shunned by their families (including the Ravnos). Though they do not work against you, they avoid contact, as you might contaminate them (difficulties of all Social rolls involving other Gypsies increase by two). Cleansing yourself of your crime is an arduous uphill battle; until you are redeem by a kris, you are unable to travel in the company of your people for anything longer than a few nights before they drive you away.

Ravnos - Wuzho Enemy (2pt Flaw)
You have drawn the attention of one of the Wuzho. This enemy is quite dangerous, as he wishes nothing more than to send you to your end. Though he does not confront you directly, he works to thwart your plans whenever possible - destroying family ties or angering other mulo against you - waiting for the night when you are not longer able to defend yourself against him.
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PostSubject: Re: Flaws: Clan Specific   Flaws: Clan Specific EmptyFri Jun 12, 2009 10:17 am

SETITES

Setites - Forked Tongue (2pt Flaw)
Your tongue is forked and flickering, like that of a snake. You speak with a hiss. Upholding the Masquerade becomes difficult for you. Note that this tongue does not inflict aggravated damage, nor draw blood.

Setites - Heartless (4pt Flaw)
Having removed your heart via the fifth level of Serpentis, you have lost it. The heart might be in the possession of a foe, or simply missing. If it is possesses by some other Cainite (perhaps a Setite elder, or your sire) you must obey their every command. If it is lost, the anxiety this causes you interferes with your nightly existence.

Setites - Scales (1-3pt Flaw)
During your Embrace, a portion of your skin became scales. If only a small area, one easily hidden, such as a patch of skin on your shoulder, this is only a one-point Flaw. Having an entire limb affected, such as an arm, forcing you to wear long gloves at all times, is a two-point Flaw, while having a scaled, lipless face is a three-point Flaw.
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PostSubject: Re: Flaws: Clan Specific   Flaws: Clan Specific EmptyFri Jun 12, 2009 10:18 am

TOREADOR

Toreador - Artistically Inept (2pt Flaw)
You must work harder than most artists to accomplish great work. You are still capable of creating a masterpiece, but it is tougher for you than for someone else of equal training. All difficulties on Creativity rolls and Artistic Expression rolls are increased by two to a maximum of nine.

Toreador - Démesuré (3pt Flaw)
Démesuré refers to sinful pride that results in extraordinary (and sometimes horrendous) costs to the possessor and those around him. The most famous example is that of Childe Roland, who refused to allow his men to retreat as the Moors slaughtered them, his pride goading him to remain so that he would not appear as a coward. A player who takes this Flaw should select one (maybe more) things that his character takes great pride in - his clothes, his horsemanship, his fighting, etc. When that pride is insulted or threatened, the player must make a Willpower roll (difficulty 9). If he fails, he pursues the salvation of his "honor" to the exclusion of all other business. This obsession can result in lost allies, plans gone completely awry, loss of loved ones or even Final Death. Each time the character achieves goals relating to his obsession, he may make a Willpower roll (difficulty 7) to see if he can let the obsession rest for the remainder of the night.

Toreador - Disparaged (2pt Flaw)
You married someone beneath your station, and thus have lost social standing yourself. An example, would be a countess who has married a knight or a duke who married a baron’s daughter. Among your own social class, you are treated with disrespect or eve actively snubbed, while your spouse is ignored or treated rudely. Your spouse’s peers don’t know how to behave with you, resulting in a further awkward relations or standoffishness. A +2 difficulty is added to your Social rolls when dealing with your peers. Your marriage may be a happy one, but you have paid a terrible price for it.

Toreador - Poor Taste (1pt Flaw)
Your aesthetic runs counter to that of society, or perhaps you really are simply a tasteless cretin with pretensions of class. In either case, you add 1 to the difficulty of Social rolls involving mainstream artists or critics. Intimidation rolls suffer also with this penalty — you are graceless even at the art of fear.

Toreador - Rivalry (1-3pt Flaw)
You have an ongoing rivalry with someone (perhaps another Toreador, another Cainite, or even a mortal). You may or may not remember how the competition started, but now you and your rival are inseparable. This rival takes advantage of every opportunity to slander you and advance himself at your expense. There may be ways to cool or end this quarrel, but doing so will take a long time. A 1-point rival is at your own power level, and is often annoying but not too dangerous. A 2-point rival occasionally takes harmful action against you, or his words have some measure of influence. A 3-point rival has no qualms about occasionally attempting to have you killed or has some serious clout with someone of higher standing than you (a mortal authority or clan elder). For him, your rivalry has become a matter of death or dishonor.

Toreador - Social Outcast (3pt Flaw)
You have severed your ties to the Artistes and Poseurs. You no longer play their silly games. You will never rise in Clan Prestige, and you are the equivalent of an anarch. However, the anarchs will not accept you due to some past transgressions you have committed against them. You have no place in the world of the Damned.

Toreador - Vulgar (2pt Flaw)
You are rude and socially unacceptable. You seem constitutionally incapable of saying or doing the right things, in spite of all attempts to teach you. Your sire is criticized and ridiculed for choosing you, and you are frequently left off guest lists. You may eventually work off this Flaw, but the Storyteller should make it particularly difficult. At Storytellers option, you may be at +2 difficulty on all Social rolls.
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PostSubject: Re: Flaws: Clan Specific   Flaws: Clan Specific EmptyFri Jun 12, 2009 10:18 am

TREMERE

Tremere-False Third Eye (4pt Flaw)
For reasons unknown to you or your sir, your Embrace left you with the imprint of a third eye upon your forehead. This remainder of Tremere’s diablerie of Saulot renders you both an embarrassment to other members of your clan and a figure of distrust to all except those who know you. The "third eye" does not open or function. Unless you conceal it under a hood or beneath your hair, the stigma is obvious to all who see you. All Social rolls ate at +2 difficulty whenever interacting with any Cainites other than your coterie or closest allies. Attempting to pass as a Salubri is not advisable.
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