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Flaws
Jan 2, 2008 23:12:07 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:12:07 GMT -8
Aptitudes The following is a list of aptitude flaws. Enjoy. Hehe
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Inept - 5 points
You have never trained extensively in any skill or craft, and therefore can purchase no Abilities. You also cannot purchase new Abilities above one until this Flaw has been bought off
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Endless #$&$*& Frustration - 5 points
This is identical to the Nocker Frailty: Flaws, except you may choose the Ability it affects - having a flawed Performance means that something is always wrong wiht any art you create, while the effects of a flawed Repair is generally dangerous for those around you.
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Flaws
Jan 2, 2008 23:12:42 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:12:42 GMT -8
Awareness Flaws Flaws that involve the lack of perception
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Color Blindness - 1 point
You can only see in black and white. Color means nothing to you, although you are sensitive to color density, which you perceive as shades of gray. Note: color blindness actually indicates an inability to distinguish between two colors, but WW fudged a bit for the sake of playability. ( mostly their words there. heh )
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Hard of Hearing - 1 point
Your hearing is defective. The difficulties of all dice rolls related to hearing are increased by two. You may not take the Acute Hearing merit if you take this flaw. ( but I seriously doubt I needed to type that. Ah well )
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Bad Sight - 2 points
Your sight is defective. The difficulties of all dice rolls related to vision are increased by two. This flaw is neither nearsightedness or farsightedness - it is a minor form of blindness. The impairment is not correctable.
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Deaf - 4 points
You cannot hear sound, and automatically fail any rolls that require hearing.
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Blind - 6 points
You automatically fail all dice rolls that involve vision. You cannot see - the world of color and light is lost to you.
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One Eye - 2 points
You have one eye - choose which, or determine the missing eye randomly during character creation. You have no peripheral vision on your blind side, and are -2 on any rolls requiring depth perception. This weakness extends to missile combat.
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Flaws
Jan 2, 2008 23:13:15 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:13:15 GMT -8
Changeling Ties Flaws Flaws that deal with the place, position and status of a character within changeling society.
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Enemy - 1 - 5 points
You have an enemy or perhaps a group of enemies. Someone wants to harm you. The value of the flaw determines how powerful these enemies are. The most powerful enemies ( kings or elder vampires ) indicate 5 point flaws, while enemies nearer to your own power level indicate 1 point flaws. You must decide who your enemy is and how you earned such enmity in the first place.
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Infamous Mentor - 1 point
Your mentor was, and perhaps still is, distrusted and disliked by many of your fellow changelings. As a result, you are distrusted and disliked as well. This is a heavy load, and one not easily shed.
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Insane mentor - 1 point
Your mentor has completely lost his grip on reality and has become lost to Bedlam or is dangerously insane. Any wrong committed by your mentor may affect your reputation, and some of your Mentor's dangerous schemes may somehow involve you
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Mentor's Resentment - 1 point
Your Mentor dislikes you and wishes you ill. Given the smallest opportunity, your Mentor will seek to do you harm, and may even attack you if provoked. Your Mentor's friends will also work against you. Good Luck!
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Twisted Apprenticeship - 1 point
Your Mentor was quite malevolent and taught you all the wrong things about Kithain society. Your concepts of changeling politics are all wrong, and your faulty beliefs are likely to get you into a great deal of trouble. Over time, after many hard lessons, you can overcome this bad start. But until then, you will continue to believe what you were first told, no matter how others try to "trick" you into thinking otherwise.
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Diabolical Mentor - 2 points
Your Mentor is engaged in acts that would cause a tremendous uproar. She could be ignoring unabashed Unseelie activity or worse. Plenty of folks want your Mentor's hide, and you may be tarred with the same brush
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Notoriety - 3 points
You have a bad reputation among your peers; perhaps you violated the protocols once too often, or belong to an unpopular freehold. There is a two dice penalty to all dice rolls for social dealings with appropriate changelings. A character with this flaw may not take the merit Reputation
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Kith Enmity - 2 points
For some reason, you just don't get along with another kith - it can be anything from the way you dress to the ideals you hold, but you have trouble interacting wiht other members of this kith, and no matter what you do, they seem to be naturally disposed to dislike you. You are -2 on all non-cantrip related Social rolls with this kith, even intimidation attempts. You will also be automatically considered an enemy of any locla motleys fo this kith, regardless of your real intentions.
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Flaws
Jan 2, 2008 23:13:45 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:13:45 GMT -8
Mental Flaws Bad stuff in the mind. Heh.
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Amnesia - 2 points
You are unable to remember anything about your past, yourself or your family. Your life is a blank slate. However, your past may come back some day to haunt you, and it may not be pretty. ( You can, if you wish, take up to five points in other flaws without specifying what they are. Over the course of the chronicle, you and your character can slowly discover them )
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Confused - 2 points You are often confused, and the world seems to be a very distorted and twisted place. Sometimes you are simply unable to make sense of things. You need to roleplay this behavior all the time to a small degree, but your confusion becomes particularly strong whenever stimuli surrounds you ( such as a number of different people talking all at once, or the pounding music of a nightclub ). You may spend Willpower to override the effects of your confusion, but only temporarily.
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Absent Minded - 3 points
Though you do not forget such things as Knowledges or Skills, you do forget such things as names, addresses and the last time you gained Glamour. In order to remember anything more than your own name and the location of your freehold, you need to make a Wits roll or, as a last result, spend a Willpower point. This flaw may not be taken with the merit Concentration
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Flaws
Jan 2, 2008 23:14:18 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:14:18 GMT -8
Mortal Society Flaws These flaws deal with the influence, power and station of a character among mortals.
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Ward - 3 point flaw
You are devoted to the protection of a mortal. This character may be a friend or a relative from your pre-Chrysalis days, or just a good friend. Wards have a talent for getting caught up in the action of stories, and they're frequent targets of characters' enemies
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Hunted - 4 points
Vampires and werewolves are not the only supernaturals who need to fear fanatical witch-hunters. You have somehow attracted the interest of some mortal agency or individual who seeks your destruction. This hunter is beyond reason, and has some form of power, influence or authority that puts you at a disadvantage. Your friends, family and associates are likewise endangered. Sooner or later, this flaw will result in a confrontation. The resolution should not be an easy one.
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Persistent Parents - 2 points
This flaw is the bane of many childlings. You may have to run away to join faerie society, but your parents have refused to let the mystery of your disappearance lie. They actively use missing children programs to find you, and employ private investigators to help in the search. The trail is hot enough to make you uncomfortable, and any violent confrontation with one detective will only bring the rest of them closer to you. Implicit in this flaw is the fact that for some reason, you simply cannot tell your parents what you are or talk your parents out of searching for you ( though you may try ); perhaps they loyally serve a Prodigal master, or they are Autumn people.
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Flaws
Jan 2, 2008 23:14:55 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:14:55 GMT -8
Physical Flaws Flaws that deal with your health and physical make up
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Allergic - 1 - 4 points
You are allergic to some substance - pollen, animal fur, alcohol, chocolate, etc. For one point, you get hives, sneeze or become dizzy upon prolonged contact with your bane; for two points, you swell up uncomfortably in the affected area, reducing all Die Pools by one; for three points, your reaction actually debilitates you, reducing appropriate Dice Pools by three. If the substance is really common in your chronicle, add an additional point to this flaw.
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Asthma - 1 point
You have difficulty performing strenuous tasks because you cannot breathe properly. With asthma, your lungs only draw a fraction of the air that they would normally require. Any time you exert yourself, you must make a Stamina roll against a difficulty of 6 or be unable to perform any actions in the next round while you catch your breath.
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Short - 1 point
You are well below average height, and have trouble seeing over high objects and moving quickly. You suffer a two dice penalty to all pursuit rolls, and you should make sure your height is taken into account in all situations. In some circumstances, however, this will give you a concealment bonus.
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Disfigured - 2 points
A hideous disfigurement makes you ugly and easy to notice and remember. You therefore have a zero Appearance
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Child - 3 points
You were a small child at the time of your Chrysalis. You may be precocious, but you're still just a kid. You have the flaw Short ( see above ), and find it difficult to be taken seriously by others ( two dice penalty to all relevant rolls ). Additionally, you may be subject to parental controls, curfews and child labor and truancy laws. Few clubs will admit you because you are "under-age." Childlings who do not take this flaw are for some reason more accepted by those older than themselves.
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Deformity - 3 points
You have some kind of deformity - such as a misshapen limb or a hunchback - that affects your interactions with others and may inconvenience you physically. The difficulties of all your dice rolls related to physical appearance are raised by two. Your deformity will also raise the difficulty of some Dexterity rolls by two, depending on the type of deformity you possess.
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Lame - 3 points
Your legs are injured or otherwise prevented from working effectively. You suffer a two dice penalty to all dice rolls related to movement. A character may not take this flaw along with the merit Double Jointed
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One Arm - 3 points
You only have one arm - choose which, or determine randomly through character creation. This could be a battle scar, birth defect or other form of injury. It is assumed that you are accustomed to using your remaining hand, so you suffer no off-hand penalty. However, you do suffer a two dice penalty to any Dice Pool for which two hands would normally be needed to perform a task. A character may not take this flaw along with the Ambidextrous merit.
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Mute - 4 points
Your vocal apparatus does not function, and you cannot speak at all. You can communicate through other means - typically through writing or signing.
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Paraplegic - 6 points
You can hardly move without assistance, such as a pair of crutches or a wheelchair. Even then it can be painful and cumbersome to do so. Be sure to roleplay this flaw correctly, no matter how difficult it makes things. A character may not take this flaw with the merit Double Jointed.
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Flaws
Jan 2, 2008 23:15:38 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:15:38 GMT -8
Psychological Flaws I think, by now, you've gotten the point, ne? As the opposite of the merits, these are the flaws with one's psychological make up
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Addiction - 1 - 3 points
You are addicted to any one of a variety of things. A one point flaw would indicate a mild addiction to an easily obtained substance, such as caffeine, nicotine or alcohol. A two point flaw would indicate either a severe addiction to any easily obtained substance, or any "mild" drug, such as painkillers, sleeping pills or marijuana. A three point addiction might involve heavy street drugs or hard to find drugs. The need for these drugs vary from once a day for some to two or three times a day for others, depending on the strength of the drug and the addiction. If, for whatever reason, you are denied access to the drug, you lose a number of dice in all rolls equal to the level of your addiction ( one, two or three ) until you get your "fix". If you are deprived of the drug for an extended length of time, you will be forced to make a Willpower check ( difficulty of 4 for the first day, +1 for each additional day ). If you fail, you will forgo everything and actively seek the drug. This would be an easy way for you to either be controlled or forced to do favors for your supplier, especially if the drug is hard to obtain due to its rarity or price.
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Compulsion - 1 point
You have a psychological compulsion of some sort which can cause you a number of different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration or just talking. A compulsion can be temporarily suppressed at the cost of a Willpower point, but it is in effect at all other times
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Dark Secret - 1 point
You have some sort of secret that, if uncovered, would be immense embarrassment to you and would make you a pariah among your peers. This can be anything from having murdered a noble to secretly being a member of the Shadow Court. While this secret weights on your mind at all times, it will only surface in occasional stories. Otherwise, it will begin to lose its impact.
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Intolerance - 1 point
You have an unreasoning dislike of a certain thing. This may be an animal ( Chihuahuas -are- evil you know ), a class of person, a color, a situation or just about anything else. The difficulties of all dice rolls involving the subject are increased by two. Note that some dislikes may be too trivial to be reflected here - a dislike of left handed Lithuanian plumbers or tissue paper, for instance, will have little effect on play in most chronicles.
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Nightmares - 1 points
You experience horrendous nightmares every time you sleep, and memories of them are so bad they cause you to lose one die on all your actions for the next day. Some of the nightmares may be so intense that you mistake them for reality.
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Overconfident - 1 point
You have an exaggerated and unshakable opinion of your own worth and capabilities. You never hesitate to trust your abilities, even in situations in which you risk defeat. Because your abilities may not be enough, such overconfidence can be very dangerous. When you do fail, you quickly find someone or something else to blame. If you are convincing enough, you can infect others with your overconfidence.
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Phobia ( Mild ) - 1 point
You have an overpowering fear of something. You instinctively and illogically retreat from and avoid the object of your fear. Common objects of phobias include insects, crowds, open spaces, confined spaces, heights and certain animals. You must make a Willpower roll whenever you encounter the object of your fear. The difficulty of this roll is determined by the ST ( uh .. yeah ). If you fail the roll, you must retreat from the object.
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Shy - 1 point
You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. The difficulties to all rolls concerned with social interactions are increased by one; the difficulties of all rolls made while you are the center of attention are increased by two. Don't expect your character to make a public speech.
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Speech Impediment - 1 point
You have a stammer or some other speech impediment that hampers verbal communication. The difficulties of all relevant rolls are increased by two. Do not feel obliged to roleplay this out all the time, but in times of stress, or when dealing with outsiders, you should attempt to do so. Slaugh may not purchase this flaw in respect to their Frailty.
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Curiosity - 2 points
You are a naturally curious person, and find mysteries of any sort irresistible. In most circumstances, you find that your curiosity easily overrides your common sense. To resist the temptation to investigate, make a Wits roll ( difficulty 5 ) in cases of mild curiosity; "I wonder what is in that cabinet." Increase the difficulty up to 9 under more pressing circumstances; "I wonder what those strange sounds coming from the Unseelie duke's freehold are. I'll just slip in and check it out - no one will ever know. What could possibly go wrong?"
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Obsession - 2 points
There is something you like, love or are fascinated by to the point where you often disregard common sense to cater to the drive. You react positively to anything related to your obsession, even if it's not in your best interests. For example, if you are obsessed with supernatural creatures, you will go out of your way to talk to and befriend vampires, werewolves and stranger things, and find out as much as you can about them, disregarding all warnings. If you are obsessed with Elvis, you have your house decorated with black velvet paintings and annoy your friends with your constant talk of the King. You don't necessarily believe that Elvis is still alive, but you buy every supermarket tabloid that carries an article about him. There are many other obsessions, including British royalty, guns, football, roleplaying games .. you know the type.
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Sadism/Masochism - 2 point flaw
You are excited either by causing pain or receiving it. In many situations, you will seek either to be hurt or to hurt someone for your pleasure. For a masochist ( someone who enjoys pain ), your soak roll for actual physical damage is increased by one because you really want to feel the pain. A sadist ( someone who likes to hurt others ) must make a Willpower roll ( difficulty 5 ) to stop combat ( modified depending on how much you are into the attack and how much you enjoy hurting the other person). If you fail, you are so caught up in the event that you are unaware of anything else happening around you.
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Vengeance - 2 point flaw
You have a score to settle - a freehold was wiped out, a friend was corrupted, a parent was slain; you are obsessed with wreaking vengeance on the guilty party. Revenge is your first priority in all situations. The need for vengeance can only be overcome by spending a Willpower point, and even then, it is only temporarily subsided. Someday you may have to make your revenge, but don't expect it to be easy.
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Wyld Mind - 2 points
Your mind is extremely chaotic and unpredictable. As a result, you have difficulty concentrating on any one task. You must make a Willpower roll ( difficulty 4 ) for every extended action roll after the second.
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Flashbacks - 3 points
You are prone to flashbacks if you are in high pressure situations or situations similar to previous events in your life. Flashbacks can be caused by almost any trauma - torture, extended combat or drug experimentation. Either positive or negative stimulation could result in an episode. Emotional anxiety and stress are the usual catalysts for flashbacks to begin. Returning to a good and happy vision can be just as dangerous or distracting as suddenly being surrounded by demonic hallucinations. During the flashback, you are not aware of what is really around you. Even people speaking to you will be viewed as people or objects from the vision. You can mistake men for women, people for animals and even inanimate objects for people. To you, reality has shifted, and you are back there again.
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Driving Goal - 3 points
You have a personal goal which sometimes compels and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to restore equality for commoners or to return to Arcadia. Because you must work towards you goal throughout the chronicle ( though you can avoid it for short periods by spending Willpower ), it will get you into trouble and may jeopardize other actions. Choose your driving goal carefully, as it will direct and focus everything your character does.
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Hatred - 3 points
You have an unreasoning hatred of a certain thing. This hatred is total and largely uncontrollable. You may hate a species of animal, a class of person, a color, a situation or just about anything else, and you constant pursue opportunities to harm the hated object or to gain power over it.
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Lifesaver - 3 points
You believe that human life is a sacred gift and will not take a person's life except in the most extreme of circumstances. You may not ever willingly endanger the lives of innocents or in any way participate in killing. You have no problem with killing animals ( for the right reasons ), and will kill evil and inhuman creatures to protect others if necessary. ( Be very careful, however, of your definition of "evil" ... ). Senseless death in all forms repulses you, and you feel that those who commit murder should be punished.
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Phobia ( Severe ) - 3 points
You have an overpowering fear of something. Common objects of fear include insects, crowds, open spaces, confined spaces, heights and certain animals. You must make a Willpower roll to avoid freaking out when faced with the object of your fear. The difficulty depends on the circumstances. If you fail the roll, you must retreat in terror from the object of fear. If you score less than three successes, you will not approach it.
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Cyclical Court Change - 1 to 3 points
In times past, many fae were Seelie in Spring and Summer and Unseelie in Autumn and Winter, and you are still bound by the cycles of the natural world in your choice in Courts. Although you may have some control over your actual Court, you are forced to adopt one particular Court a certainnumber of times per year based on some regular natural cycle - the tides, the lunar calender, etc. The number of points this flaw is worth depends on how regular the change is and for how long each switch lasts ( involuntarily changing your Seelie/Unseelie legacy for one day every month is worth one, while being forced to stay one Court for an entire season is worth three )
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Soft Hearted - 1 point
You cannot stand to watch others suffer - not necessarily because you care about what happens to them, but simply because you dislike the intensity of emotion it causes you. If you are the direct cause of suffering and you witness it, you experience bouts of nausea and nights of sleepless grief. You avoid situatoins where you might have to witness others' pain and will do anything you can to protect people from it. Whenever you must witness suffering, you are -1 on all challenges for the next hour.
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Low Self Image - 2 points
You lack self-confidence and don't believe in yourself. You are -2 on all situatoins where you don't expect to succeed. You may be required to spend a Willpower point to do things that require self-confidence in situations when others would not be obliged to do so.
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Flaws
Jan 2, 2008 23:16:25 GMT -8
Post by Lorekeeper on Jan 2, 2008 23:16:25 GMT -8
Supernatural Flaws Baaad spirits and .. stuff
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Surreal Quality - 2 point flaw
Though the Mists still protect you from mortal detection, there is something about you that mortals find fascinating. At inappropriate times, they will stare at you and strike up conversations with the hopes of getting to know you better. Worse still, these mortals who are of less savory nature will choose you over other potential targets for their illicit acts.
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Echoes - 2 - 5 points ( get ready for some readin, folks )
Your connection to the Dreaming is stronger than that of most Kithain. As a result of this powerful connection, you are more susceptible to the things that traditionally affect faeries, as told in wives' tales. While Echoes is purchased as a flaw, it often has some beneficial side effects. The points received with this flaw reflect the level of your connection to the Dreaming and even to Arcadia. The effects of this flaw are cumulative. For example, a character with a five point flaw also suffers the setbacks of the two through four point flaws.
• Minor - Salt thrown over the shoulder for good luck offers a mortal protection from faerie powers. The same is true for throwing bread over a shoulder. Any mortal who does so cannot be affected by your cantrips in any way for the duration of the scene. You may physically hurt the person, but cantrips do not work, or worse, they backfire. Additionally, any mortal knowing your full name can command three tasks from you, which you must accomplish before you can be freed of that mortal's influence. However, you need only follow the exact wording of the mortal's requests, not the desire behind them ( 2 points )
• Moderate - You may not enter a home without invitation unless you perform some small favor for an occupant. However, the invitation to enter the home may come from anyone in it, nor necessarily the owner. Cold iron in a residence will bar you from entering the place whether you are invited or not; religious symbols have the same effect. Religious symbols of any sort will prevent you from physically or magically affecting mortals. The sound of ringing church bells causes you pain, just as cold iron does ( at this level there is only pain, but with a four point flaw, the changeling gains one point of Banality for every turn he is forced to endure the sound ) ( 3 points )
• Serious - Four leaf clovers in the possession of a mortal prevent you from using your Arts against that mortal for good or bad. However, four leaf clovers picked by you are sure to bring you good luck ( you cannot botch, or perhaps you temporarily gain the favor of a powerful individual ) for as long as the petals remain intact. The clover must be worn or carried in order for this luck to remain. Any mortal wearing his coat inside out is invisible to you. You may not cross running water, save by means of a bridge. Religious symbols are now repellent to you, forcing you away from those who wear them. The shadow of a cross falling upon your person causes one Health Level of chimerical damage for each turn the shadow is cast upon you. You may no longer enter holy ground without suffering chimerical injuries ( one Health Level per turn ) though this damage may be soaked. ( 4 points )
• Extreme - Wherever you dwell, mushrooms tend to bloom in faerie rings - even on your plush carpet. The Mists no longer hide your powers. Many people will remember you if you use your Glamour while around them. Chimerical creature tend to become more real for you than for others, and their attacks cause real and permanent injury. By the reverse, your chimerical weapons can cause damage to anyone, even mortals. People will likely follow you if you request it, gaining dazed looks as they follow you into dangerous situations. Your difficulties in casting cantrips might be reduced by a substantial amount, but those wearing cold iron or religious symbols are immune to any Arts you might use. You must make a Willpower roll ( difficulty 7 ) in order to enter holy ground. Even if you succeed the Willpower roll, actual physical damage ( one Health Level per turn ) occurs whenever you do so. ( 5 points )
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Iron Allergy - 3 - 5 point Flaw
Most of the Kithain only suffer pain and Banality when in contact with cold iron. You suffer from actual wounds. Cold iron reacts like superheated steel when it touches your skin. The very least you will endure is severe blistering. For each round in contact with iron, you will suffer one Health Level of chimerical damage. When this is taken as a four point flaw, you take one Health Level of real damage for every three rounds in contact. As a five point flaw, you suffer this damage if you stand within a foot of cold iron.
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Chimerical Magnet - 5 points
For some reason, chimera notice you more often than usual. In some cases, this is beneficial, but more often than not it causes problems. Chimerical beasts on a rampage will tend to turn on you before attacking others. Nervosa find you irresistible, and sprites of all types surround you constantly, often making you the butts of their harmless but annoying pranks
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Throwback - 1 - 5 points
One or more of your past lives still affects you ... badly. Fears come back to haunt you in your dreams, and you have flashbacks of the past lives' worst memories. Worse still, a past life personality could enroach on your own. For bad dreams or flashbacks, take a one to two point flaw, depending on the severity of the condition and how much it will affect your studies or performance in dangerous situations. For a "roommate in your head," take a three point flaw ( whether you know the personality exists or not ). For the package deal and a truly miserable existence, take a five point flaw. This Flaw can be "worked off" during the course of play, but only with great difficulty
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Cursed - 1 - 5 points
You have been cursed by someone or something with supernatural or magical powers. This curse is specific and detailed. It cannot be dispelled without extreme effort, and it can be life threatening. Some examples follow:
• If you pass on a secret that was told to you, your betrayal will later harm you in some way ( 1 point )
• You stutter uncontrollably when you try to describe what you have seen or heard ( 2 points )
• Tools often break or malfunction when you attempt to use them ( 3 points )
• You are doomed to make enemies of those whom you become most attached ( so whatever you do, don't get too close to the other characters ) ( 4 points )
• Every one of your accomplishments or achievements will inevitably become tainted or fail in some way ( 5 points )
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Magical Prohibition or Imperative - 1 - 5 points
There is something you must or must not do, and your life, your luck, your magic and perhaps your very soul depends on it. This imperative may be something that has always been upon you; a geas prophesied by Druids at your birth, a sacred oath or vow you swore, or a promise or bargain you made. Someone ( with a capital S ) witnessed you make the commitment and is going to hold you to it. If you disobey, the consequences will be dire, if not deadly. Characters may have several magical prohibitions or imperative, and these may come into conflict. In Celtic myth, Cuchulainn had the geasa "Never refuse hospitality" and "Never eat dog meat". Three hags once offered him roast dog for dinner, and Cuchulainn died soon after eating. Consequently, most changelings keep their magical prohibitions and imperatives secret, lest they be used against them by enemies.
Easily avoided circumstances, such as "Never break bread with a red haired man" are worth one point, while more common or difficult things, such as "Stop and pet every cat you see" are worth two points. Particularly drastic or dangerous circumstances, such as "Never back down from a fight," are worth three ( or more ) points. Consequences are worth points as well. Automatically botching the next major cantrip you do is worth one point, having bad luck for the rest of your life is worth two, losing all your friends and worldly possessions is worth three, dying is worth four, and being deserted by your faerie soul is worth five.
Traditionally there is very little that may be done about geasa, which are simply facets of one's destiny, and curses are devilishly hard to lift ( the flaw must be bought off if they are ). Characters who accidentally violate prohibitions or imperatives may attempt to atone for their crimes, righting whatever they did wrong. A witch who has vowed to never eat any red meat, and suddenly finds beef in her soup, might be able to atone for the trespass by fasting and sending checks to PETA. However, if a changeling violates an oath willingly and with full knowledge - and survives - he becomes an oathbreaker, one of the foulest epithets among changelings. Oathbreakers are psychically marked. It is virtually impossible for them to find tutors or any sort of aid. Characters who wish to begin as oathbreakers should take the flaw Dark Fate or some curse, as well as Oathbreaker, worth four points.
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The Bard's Tongue - 1 point
You speak the truth, uncannily so. Things you say tend to come true. This is not a facility for blessing or cursing, or an Effect that can be ruled by any conscious control. However, at least once per story, an uncomfortable truth regarding any current situation pops into your head and passes through you lips ( you know, that trap door between brain and mouth just flies open ). To avoid speaking prophecy, you must expend a Willpower point and take a Health Level from the strain of resisting ( especially if you bite a hole in your tongue )
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Haunted - 3 points
You are haunted by a ghost that only you ( and mediums ) can see and hear. It actively dislikes you and enjoys making your life miserable by insulting, berating and distracting you, especially when you need to keep your cool. It also has a number of minor powers it can use against you ( once per story for each power ): hiding small objects; bringing a "chill" over others, making them very ill at east with you; causing a loud buzzing in your ear or the ears of others; moving a small object such as a knife or a pen; breaking a fragile item such as a bottle or mirror; tripping you or making eerie noises, such as chains rattling. Yelling at the ghost can sometimes drive it away, but it will confuse those around you.
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Cleared Mists - 3 points
The Mists are the result of the Shattering on the human world. They cloak the powers and enchantments of the Kithain, hiding fae presence in their tendrils. Unfortunately, the mists do not hide your magic or abilities. Should a mortal witness your actions, he will not forget the affects of your Arts or other fae abilities. As a result, you may reveal your nature to the mortal world, triggering dire consequences for the rest of the Kithain.
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Chimerical Disability - 1 - 3 points
Part of your fae seeming is damaged and no longer exists due to a past altercation. This disability is permanent. Examples of this flaw would be a missing chimerical hand ( 2 points ). Your chimerical seeming is missing one eye; your view of chimera lacks depth perception ( 3 points ). One of your chimerical legs is missing; you can still walk, but it becomes extremely difficult to ride a chimerical creature ( 1 points ).
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Changeling's Eyes - Your eyes are a startling color, maybe emerald green, violet, or yellow. This is a sign that you are a changeling, recognizable to those who know the ancient lore
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Winged - 2 points ( remember what I put in Merits? )
If you have taken this as a flaw, you are not able to fly, but you get an extra die if you are the recipient of the cantrip Wind Runner ( Wayfare 3 ).
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Slipped Seeming - 1 - 5 points
Your fae seeming bleeds into your mortal seeming and makes you obvious to those mundanes who know what to look for. A one point flaw would mean a slight bluish cast to the skin of a troll. A five point flaw would mean a pair of horns for a satyr. It might be difficult to explain yourself to mortals: "Ah, I got my head caught in a mechanical rice picker. Fortunately, there was a skilled plastic surgeon nearby." This flaw will not give you the benefits of certain portions of your seeming ( goat legs will not allow you to run at an advanced speed )
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Dark Fate - 5 points
You are doomed to experience a most horrible demise or, worse, suffer eternal agony. No matter what you do, someday you will be taken out of the picture. In the end, all your efforts, your struggles and your dreams will come to naught. Your fate is certain, and there is nothing you can do about it. Even more ghastly, you have partial knowledge of this, for you occasionally have visions of your fate - and they are most disturbing. The malaise these visions inspire can only be overcome through the use of Willpower, and the malaise will return after each vision. At some point in the chronicle you will face your fate, but when and how .. well .. one never knows. Though you can't do anything about your fate, you can still attempt to reach some goal before it occurs, or at lest try to make sure that your friends are not destroyed as well. This is a difficult flaw to roleplay; though it may seem as if it takes away all free will, we have found, ironically, that it grants freedom. Combining this flaw with the Destiny background is very appropriate - Elric and Vanyel are classic literary examples.
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Greedy Glamour - 5 points
Your connection to the Dreaming is even less reliable than other changelings', and you find yourself having to court Glamour more ardently than most. You must perform two Bunks to cast a single cantrip. You receive successes only from the first. You may spend a point of Glamour in order to gain an extra success, though this requires you to draw a third Bunk
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Psychic Vampire - 5 points
The spark of life is dying within you and must continually feed from outside forces. You are a psychic vampire. Plants and insect life wither and die in your presence as you feed on their energies. Any person you touch for more than an hour will lose one non-aggravated Health Level as you siphon away his life. Those already injured ( including those whose Bruised Health levels have been sucked away ) will not heal while in your presence. You can still be in the same building without harming someone, but sharing a bed is not possible unless you want the other person to slowly die. If you do not feed the emptiness within yourself at least once a day, you will begin to die. The rate at which you take wounds follows the progression for natural healing in revers; you lose a Health Level after one day, a second in three days, a third in a week, a fourth in a month, and, finally, one wound every three months until dead.
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Sidhe's Curse - 5 points
The sidhe live in mortal terror of Banality, because it can take root in their souls much more easily than it can in any other of the kith. Although you are not sidhe, you are subject to the frailty as well. You gain two points of Banality for every one given. Sidhe characters may not take this flaw.
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Immortal Passion - 5 point merit/ 4 point flaw
You possess one of the legendary passions of the fae, and tend to feel this emotion with a depth unfathomable to most mortals. You must determine the passion during character creation, and to what situations it might apply. Whether or not you are able to easily control this passion, however, dictates whether this is a Merit or Flaw. If you take this trait as a Merit, you receive a free re-roll on any roll directly relating to your passion ( this does not include most combats, unless the object of your passion is defenseless or otherwise in dire need of your aid ), and any attempts ( magical or otherwise ) to create emotions in you that would contradict your passoin automatically fail. However, if you take this trait as a flaw, your passion can also take control of you at an inopportune moment, and you must either spend a willpower point or make a Willpower roll, difficulty 6 to remain control of yourself.
NOTE - This does not mean that you must act unbalanced or melodramatic when it comes to expressing your passion; indeed, some of the most emotional moments in our lives are times of quiet strength and devotion. This merit is also not cumulative with the effects of the True Love mreit, although they can be combined ( most wonderfully ) for roleplaying purposes, and taking this flaw with True Love is one way to ensure an epic, though most likely tragic, romance. Some passions include: love, honor, compassion, righteous anger, freedom and a desire to learn. You may also take darker passoins ( lust, greed, etc. ), but they are generally only accepted as flaws.
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Bound Essence - 5 points
This is identical to the selkie frailty: Seal Coat, except that you may have your fae self bound into any kind of item you desire, such as jewelry, a weapon, even an old book.
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Bad Moon - 5 points
The moon is the traditional home of both the seelie and unseelie courts, and for some fae it still has a powerful effect on their attitudes; it can even cause a temporary form of madness which wilders sardonically call "lunacy". Whenever the rays of the moon strike your unprotected skin, you immediately adopt your Unseelie legacy, or if already unseelie, become violently antisocial in your ways. For most Kithain, the change lasts for the span of a full day. For unknown reasons, sidhe suffer the effects of the change for a full week. Obviously, you must cover yourself well when traveling at night, although you may stand under the moon if you are within the radius of another light source ( such as a streetlight ); the other light is considered to drown out" the moonlight and render it unable to trigger this Flaw.
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Oathbound Health - 5 points
This flaw is identical to the troll Frailty: Bond of Duty
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