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Addiction (Vampire: The Masquerade 5th Edition)

Flaws

Definition

Addiction means your character needs something and will bend plans around getting it. For Kindred the craving usually rides on blood: drugs in a victim's veins, alcohol-soaked prey, the rush of attention, or the taste of a particular Resonance. The flaw is a story engine. It shows up at the worst time, and anyone who learns of it has a handle on you.

How it works

**Effect**: When you go without your fix, you suffer a dice penalty on rolls until you indulge, at Storyteller discretion. Indulging can force risky feeding or Masquerade breaches. **Story hook**: The Siren Predator Type in this system's rules lists Addiction (attention and parties) as one of its flaw options. **Benefit**: Like other flaws on the RPG Stack sheet, it grants experience points or story leverage at creation, per Storyteller.

Tips

**Character concepts**: Club Toreador hooked on adoration, ex-junkie whose Embrace did not cure anything, Blood Leech craving Kindred vitae. **When to take**: Take it if you want a personal weakness that drives scenes rather than a passive penalty. Avoid it if the group already has a heavy substance-abuse theme.

Frequently asked questions

Can a vampire be addicted to a drug?

Yes, through the blood of users. Feeding on addicts delivers the drug, and in V5 blood carrying drugs is a common route to Kindred addiction.

Can I shake the addiction during play?

Yes. A recovery arc with real cost (Willpower spends, relapse scenes) can remove the flaw, usually with the Storyteller asking for a replacement flaw or XP.