Vampire: The Masquerade 5th Edition flaw
Enemy
Enemy is a flaw in Vampire V5: someone with real resources is actively working to ruin you.
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Overview
Enemy means a specific person wants you finished, and is doing something about it this month. Not a rival who dislikes you: an adversary who spends time and money on the problem of you. A Kindred you humiliated at Elysium, a hunter who watched you feed, a mortal detective who kept the file open, a former coterie member who knows where you sleep. The flaw is a scheduling instrument for the Storyteller. It gives them a standing reason to complicate any plan, and it gives you a recurring antagonist with a motive you agreed to in advance. Define the enemy at creation, in writing: who they are, what you did, and what they can bring to bear.
How it works
Effect: Your enemy interferes on their own initiative, spreading rumors, buying off your contacts, tipping the wrong people about your haven, or moving against you directly when they see an opening. Severity: A lone mortal with a grudge is a minor version. A well-connected elder, a hunter cell, or an organization with money is a far worse one, and the flaw should be worth more accordingly. Benefit: Grants creation experience points or story leverage, like every flaw on the RPG Stack sheet. Interaction: The Allies and Mawla backgrounds are the natural counterweight, and a Safe Place merit is the standard insurance against an enemy who finds your haven.
Tips and playstyle
Character concepts: Betrayed partner, escaped subject of an elder's experiment, thief who stole from the wrong Nosferatu, defector with a former sect on their heels. When to take: Take it if you want an antagonist tied specifically to your character rather than to the coterie. Avoid stacking it with Infamous Sire unless you want every social scene to be uphill.
Frequently asked questions
Can I get rid of my Enemy in play?
Yes, by destroying them, ruining their ability to act, or genuinely reconciling. Expect the Storyteller to ask for a replacement flaw or an XP payment when the arc closes.
Does my enemy know what I am?
Decide at creation. A mortal enemy who does not know is easier to handle but becomes a Masquerade problem the moment they get close enough to learn.
Who controls when the enemy shows up?
The Storyteller. That is the point of the flaw, and it is why you should agree on the enemy's resources up front so the interference stays proportionate.