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Post by ShadowTheBuu on Jul 8, 2018 15:03:38 GMT -5
While these are not necessarily required, Merits and flaws can flesh out a character more and give them little extra bonuses or daily hurdles a character must face. When starting out, you get 20 Merit points which you subtract from when taking merits and add back to when making flaws.
In case you do take merits and end up having some merit points left over, you can take the remaining Merit points and convert them for 10 EXP each (up to a limit of 100 exp).
(Credit for Merit's and Flaws go to White Wolf for making them, and Death Quaker for putting them all up in an easy list.)
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Post by ShadowTheBuu on Jul 8, 2018 19:56:38 GMT -5
Psychological Merits: Code of Honor (1): You follow a strict personal code, and you either gain 3 extra dice to resist supernatural persuasions that would make you break your code, or the would-be persuader has to roll at a +2 difficulty.
Dual-Nature (2) : You have two purposes in life; you can choose two Natures and gain exp when satisfying the requirements for either one (or both of them). These Natures should be complimentary to one another-this is a Merit, not a Derangement.
Gall (2) : You got moxy, kid. Add an extra die to any Social roll requiring backbone.
Loyalty (1) : You are devoted to a person, group, or cause, and easily resist attempts to persuade you away from the object of your loyalty. You also gain a mental bonus (in the form of bonus dice, or increased difficulty for your opponent) to try and resist supernatural forms of persuasion that challenge your loyalty.
Mental Abilities-Merits Clear Sighted (3) : You are not fooled by illusions, and you get a mental roll, difficulty = opposing successes +3, to see through supernatural illusions.
Common Sense (1) (most): You are full of practical wisdom. A great merit for starting characters, as you may receive advice from the Storyteller regarding how to handle certain situations.
Concentration (1) (most): You are very good at focusing, and modifiers regarding distracting situations can cause you to lose no more than two dice, or have no more than a +2 difficulty.
Eidetic Memory (2) (most): Having a "photographic" memory, you can accurately recall any sight or sound with a successful mental roll. Amount of successes indicate exactly how much you remember.
Iron Will (5) (most): You cannot be Dominated, and supernatural mind attacks are at +3 difficulty against you if you are aware of them and are trying to resist (and therefore spending rolling mental per turn of resisting). If you are not aware of the attack, the attacker's difficulty will still be raised by 1.
Lightning Calculator (1) (most): You have a natural affinity for numbers, and all relevant rolls are at -2 difficulty.
Self-Confident (5) (most): Using 10 MP you can buy an automatic success for whatever you are rolling on. However, this must be stated before making the roll.
Time Sense (1) (VPG2): You have an inate sense of time, and can with a good deal of accuracy tell what time it is without a watch. In performing feats where timing may be essential (such as certain combat or athletic maneuvers), difficulties may be lowered or dropped.
Awareness Merits Acute Senses (1) : One of your five senses is incredibly sharp, and detection rolls involving this sense have a -1 to -2 difficulty. You must buy this merit separately for each sense.
Nightsight (3): You can see in near-total darkness, and so your difficulties for being in a dark area are reduced (or nonexistent). You may, however, be sensitive to bright light, and sudden bright light may dazzle you for a turn or two.
Aptitudes-Merits Ability Aptitude (1): Pick a single abillity, Spell, or maneuver: you're a whiz at whatver this is. -2 to difficulties relating to this ability.
Animal Magnetism (1) (most): You have the "bang me" aura, and receive a -2 difficulty on seduction and similar rolls (though this may inspire jealousy in the people who view you as competition).
Ambidextrous (2) (most): You are equally dextrous, or nearly so, with both hands, and use your "off" hand at no penalty. Difficulties to do two different tasks at once (one with each hand) are at +1 for both rolls, rather than +1 for the "right" hand and +3 for the other. Not useful if your ST isn't the nitpicky sort who doesn't give a shit about off-hand penalties and such...)
Expert Rider/Driver (1) (most): you drive a vehicle or ride a mount like you're on crack (but can do it without killing anyone). Difficult driving/riding rolls are reduced by 2.
Culture Knack (3) (B): You have a knack for fitting in wherever you are, and though you may not know them beforehand, you pick up on customs quickly. In appropriate situations, your social difficulties may be lowered, or you may be able to recover from a botched roll with another roll at normal difficulty.
Daredevil (3) (most): You love to take risks, and are damn good at living through them. -2 difficulty on dangerous feats, and you can ignore a single 1 on your roll.
Graceful (2) You are extremely agile and delicate in your movements. -1 difficulty on all Dexterity rolls. Botches will still hurt, but it is possible to gracefully fall down, and you'll die before you look clumsy.
Extremely Educated, Skilled, or Talented (5): Pick one ability/spell/manuever when picking this merit. It automatically goes to 5.
Natural Linguist (2) (most): You're good with languages and language structures. 3 dice are added to any language-related roll.
Well-Traveled (3) (CL): You are knowledgeable of the ways of the world from your travels and studies. Once per game session, you can gain an automatic success on a non-magical roll to gain a piece of information.
Supernatural Merits Beast Affinity (1-3) (CL): Animals are unusually drawn to you, and though you can't speak with them, you can communicate with them on a limited level using tone of voice and body language. 1-point affinity is with one specific type of animal, 2-point is with one group, 3 is with all natural animals. In appropriate settings, a 4-point version extends your affinity to supernatural animals as well.
Burning Aura (2) (S): Your aura is unusually brilliant; even people who can't read auras will be inexplicably drawn to you. Some may see you as a threat or a snack.
Charmed Existence (5) (most): Somebody up there likes you. Ignore a single one on every roll you make.
Danger Sense (3) (most): "Oh no! My Spider Senses are tingling!" A successful mental roll, difficulty depending on the situation, will give you a timely sense of foreboding before something bad happens...
Green Thumb (1) (M3): Not only do plants thrive in your care, they almost seem to burst into bloom from your touch.
Guardian Angel (6) (most): Not only does someone up there like you; they're actively watching over you, and at times may protect you from icky situations. You have a vague knowledge of the existence of this being; it's up to the ST to determine what the being actually is and how much you know.
Honeyed Tongue (2) (CL): You've sold gallons of snake oil and thousands of deeds to the Brooklyn Bridge, and most customers still think they're satisfied. All social rolls pertaining to subterfuge gain one automatic success.
Luck (3) (most): You manage to succeed in places when others fail. You can repeat three failed rolls per session, and you must always take the second one if doing so.
Medium (2) : You have the ability to see and interact with ghosts. Sometimes, the Restless may seek you out for favors. Depending on the ghosts you meet, this could be a very good or very bad thing.
Natural Channel (3): You have a natural connection to the spirit world. If you are capable of doing so, the difficulty to cross the into the spirit realm is -1. Spirits are also more likely to act favorably toward you.
Precognition (4) (S): You have glimpses of the future. Though you can enter a trance and try to summon a vision, this foresight usually comes out of nowhere, and can be quite shocking in some circumstances.
Prophetic Ability (4) (S): You see and understand (or try to) signs and portents sent by the Powers That Be, either through dreams or just a peculiar insight into everyday events. Your insights and visions are usually obscure, and it may take time and interpretation to get a grasp on their full indications.
Soothing Voice (2) (S, M): You have an entrancing voice. Add 2 dice to rolls that involve vocal charming (singing, hypnosis, preaching, etc.), or reduce social difficulties by 2.
"Special Friend" (aka Supernatural Companion) (3) (most): You have a close ally belonging to a major supernatural group other than your own. You can call upon her in times of need (as she can you). Depending on the kind of being they are, there may be negative aspects to having this friend as well as positive ones.
Spirit Guide (5) (S): A friendly spirit offers you advice and sometimes aid. You can combine this with the Mentor background to have the Guide be your teacher as well.
True Faith (7) (most): You have a very deep, pure faith in whatever Divine Entity you believe in, and it helps you through times of need or protect you from creatures that defy the object of your faith's purpose. This Merit gives you one point of Faith; up to 10 points of Faith can be accrued, but beyond the first, you can gain Faith only through a lot of good role-playing. Faith points can be used as extra mental dice in certain situations, repel demonic and other dark beasties, etc. This can get complicated–ask your ST for more info.
True Love (1) (most): You've found that One who makes your life complete. Automatic mental success when striving to protect, come closer, or remain close to your True Love. Other benefits as well, Storyteller's discretion.
Twin Link (4-6): You share a psychic, if not spiritual, link with one person. As a 4 point merit, you get +2 to Empathy/Awareness rolls when determining how your "twin" feels. As a 6 point merit, you have a bond with the twin that's nearly telepathic; you always know what this person is feeling and to a limited extent, thinking. Either member can block this if they wish, though doing so requires some concentration. If you are psychic or have an appropriate ability, you can use this ability to sense a state your twin is in (for example, with Telepathy, you WILL know exactly what the person is thinking, with life magic you will know his physical condition, etc.)
Unaging (2) (M3): For some reason, you never age. While this has its benefits, if you know people long enough, they'll start to notice you not getting any older, which may cause some suspicion. While it's unlikely you'll die of old age, this merit does not keep you from getting ill or wounded.
Unbondable (6) : You can't be Bound, no matter how powerful a force tries to control you. For obvious reasons.
Social Merit Child (1-3) (M3): Your abilities manifested early. The depth of this flaw depends on just how young you are and on the situations you are likely to be in (if you're eight years old and your gang hangs out in a bar, you have to figure out have to get in). Quite likely, you also have the Short flaw.
Good Old Boy/Girl (2) : You're just a nice person, and people recognize and appreciate that. +1 die on social rolls when interacting with your fellow folk.
Innocent (2): You have an aura of childlike innocence (whether you really are or not). -2 difficulty on rolls involving Subterfuge or Manipulation.
Pitiable (1) (VPG2): You have an aura of child-like-ness/innocence about you, and many have the urge to pity and protect you (unless they're of a Nature that doesn't allow them that sort of thing). This can be helpful, but it may also be annoying.
Supernatural Ties-Merits Faction Favorite (2) (S3): Someone of a tribe/clan/whatever favor you and will do a good deal to get on your good side, possibly to bring you over to them, especially if you're currently desparate. Note this probably means they expect greatness of you, so don't disappoint them. Alter social difficulties by 2 in your favor when dealing with this faction.
Favor (1-3) (most): Someone of higher rank or ability than you in your tribe/clan/whatever owes you a favor. Level of the Merit indicates how big the favor is.
Reputation (2) (most): You've built yourself an excellent reputation amongst your kind. Add 3 dice to Social pools when dealing with the people in your tribe/clan/etc.
Material/Mortal Ties-Merits Busineess Owner(5) (WPG2): You are the head or otherwise have heavy influence in a major business, and have access to the social and economic benefits that implies.
Hideaway (2) (S): You have a little place somewhere nobody else knows about, fairly well-stocked. If people actively search for it, your Story Teller will roll 2 dice at difficulty 6; at least one success indicates you have not been found. Failure gives them an idea, continual failures, at least four, will indicate that the seeker knows exactly where you live...
Local Ties (1-3) (most): You have influence and/or contacts in an important local institution, though the more you use these ties, the weaker they may become. Samples and their point levels include ties with the following: Park Department (1), Judicial (2), Church (2), Media (3), Corporate (3), Police (3), Political (3), and Underworld (3).
Mansion (2/3): You own a big ass mansion, probably with some pretentious name like "Shadowcliff." You are/should be able to support upkeep, servants, etc.
Nightclub (2) (most): You own a fairly successful nightclub, which is a good place for meeting people, helping people out, and having plot-convenient fights in, etc. Depending on the PC and Storyteller, some might consider this a Flaw.
Occult Library (2) (VPG2): You own a decent collection of works on arcane lore, and if you have access to it, can lower difficulties/add dice when trying to solve an occult mystery and/or generally learn more about the occult. Having this library doesn't automatically mean you're an occult expert; it just means you have convenient access to some knowledge.
Physical Merits Catlike Balance (2) (M3): -2 difficulty to rolls relating to balance.
Double-Jointed (1) (most): -2 difficulty on any roll involving flexibility.
Huge Size (4) (most): You are not a girly-man (or woman), and may be as tall as seven feet and weigh as much as 400lbs. You have an x2 HP.
Light Sleeper (1) (S): You can function on very little sleep, and so are less likely to suffer penalties for losing sleep. You are also more likely to awaken quickly, and so may gain bonuses to Wits rolls when something may wake you up.
Longevity (2) (WPG2): You live long and prosper, and do not suffer aging effects until you are senior age.
Poison Resistance (2)(CL): You have an innate ability to resist the effects of many toxins. Roll physical to resist the effects of poison, level of difficulty 5 and up, depending on potence of the poison.
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Post by ShadowTheBuu on Jul 8, 2018 20:24:17 GMT -5
Psychological Flaws: Black and White (1) : You see all situations in black and white, good and evil, etc. In situations where this limited, judgmental way of thinking may hinder your reaction to something or cause you to act socially inappropriate, add a +1 difficulty to social or whatever rolls.
Compulsion (1) : You have a specific compulsion which may cause you problems. You have to make a mental roll to fight the compulsion for a short time.
Compulsive Speech (aka Big Mouth) (1-2) : For whatever reason, you have difficulty sticking to the rule, "If you can't say anything nice, don't say it at all." 1 point makes you talkative and a bit blunt; 2 points makes you a complete prick.
Curiosity (2): Your incredible curiosity often overrides your common sense. Resisting temptation requires a successful mental roll, difficulty depending on the situation. A very bad flaw to take with certain evil sadistic Storytellers. A 3-point makes you obsessed with any mystery you come across, and you'll do anything to solve it.
Dark Secret (1) : There's something about you which you don't want people to know, and it would be very bad if they did (or at least you think it would be).
Deranged (3) : You have a permanent, severe mental disorder. You may roll mental to fight it at points, but you will never get rid of it. Definitely check with your Story teller, and possibly your fellow players, before taking this one.
Driving Goal (3): You have some goal which is at the basis of all your motivations, though it is of such depth or impossibility, it could probably never be achieved. Your obsession with your vision can temporarily be soothed by making mental rolls.
Flashbacks (3) : When under pressure and/or in the presence of something which reminds you of something unpleasant in your past, you flashback to that past event. Whilst in a flashback, everything to you is as it was then.
Hatred (3) : There is something out there which you absolutely loathe, and will do anything to destroy it. You have to succeed a mental roll not to go after the object of your hatred.
Hero Worship (1) : You absolutely idolize someone, and disobeying them requires an effort of will (making a mental roll). You also are at +2 difficulty to any roll that may force you to admit/realize that your hero may be in the wrong.
Inferiority Complex (1) : No matter what you do, by your standards, it's just not good enough. In situations requiring you to take charge and strut your stuff, add +1 to all difficulties.
Intolerance (1) : You have difficulty tolerating a specific thing or type of person. +2 difficulty on rolls involving that thing.
Lifesaver (3) : You revere all life and will not risking killing someone at all costs. Unfortunately, this can sometimes be a problem.
Low Self-Image (2) : Suffering from a low self-esteem, you have -2 dice in situations where you don't expect to succeed, or you may have to make Mental rolls to do something that requires self-confidence.
Masochist/Sadist (1) : You either enjoy pain or enjoy inflicting it on others. In addition to the inconveniences this fascination may cause you, you may also be seen as sick (and, well you are), or even more sick people may use you for your obsession.
Nightmares (1) : You're constantly plagued by nightmares, which at the worst may indicate there's something nasty in your fate, and at the least will make you cranky and irritable most of the time. A particularly bad night may cause you to lose -1 dice on all rolls for some time afterward.
Pacifist (5) : A more extreme version of Lifesaver, you refuse to do any physical harm to anyone for any reason. Particularly this'd be tough on people/monsters trying to hurt you.
Phobia (1 or 3) : You have a specific, incredibly powerful fear. The 1 point version, you have to succeed a mental roll. You will refuse to approach the object of your fear if you get less than three successes, and will flee if you fail the roll. The 3 point version, you must succeed a mental roll or be incapacitated by your fear. Sensation Junkie (2): You're addicted to sensation, and will do anything to find new means of stimulation. You must roll mental to resist taking the opportunity to try a new kick, difficulty depending on the situation.
Shy (1): You're not a social butterfly, to say the least. Many social rolls are at +1 difficulty, and if you're the center of attention, all rolls are at +2 difficulty.
Soft-hearted (1): You can't stand to witness suffering, and if you do, difficulties are at +2 for the next hour.
Territorial (2) : You are extremely attached to your territory: if forced to leave your territory, you will be at +1 difficulty in most rolls because you are so disoriented. If someone passes through your territory without your permission, you must succeed a mental roll or else you attack the trespasser.
Ulterior Motive (2) : You have more reason to be with your comrades than you like for them or for their common goals. Whether this motive is sinister or not, it's a secret for whatever reason, and if you are suspected of this motive, things won't look too good for you.
Vengeance (1) : You are consumed with avenging something very important to you. Your obsession can only be temporarily swayed by succeeding mental rolls.
Mental Abilities-Flaws Absent-Minded (3) (most): You have a lousy short-term memory, and need to make a mental roll to remember more than standard knowledge (like your name, address, etc.). You can spend 10 MP as a last resort to try and remember.
Amnesia (2) (most): You have no memory of your past, or at least are missing a significant portion of it. You have the option of taking up to 5 points of extra flaws to be determined by the Storyteller (you don't get to find out about them till you're playing...).
Confused (2) (most): You have a lot of trouble focusing and/or making sense of the world around you. You can make a mental roll to temporarily overcome your confusion.
Overconfident (1) (most): You think you can do everything even though you probably can't, and you try to prove your belief as often as possible.
Weak-Willed (2) (most): Difficulty to resist intimidation or charming will be raised by 2.
Wonder lust (2): For some reason you just wonder off from other people, no matter the reason. Make a mental roll to not wonder off.
Awareness Flaws Bad Sight (2) (most): Difficulties for sight-related rolls are at +2, and you suffer from night blindness. You can not gain bonuses from anything that would enhance your sight.
Blind (6) (most): You can't see. This obviously hinders certain perception attempts.
Color Blind (1) (most): You can see only in varying shades of grey, which may make some mental rolls that have to deal with perception more difficult (note in real life color blindness makes you unable to perceive only a certain portion of the color spectrum, but this rule makes it a little easier to handle and roleplay).
Deaf (4) (most): You can't hear. Ditto for what I said about "Blind."
Hard of Hearing (1) (most): Difficulties for hearing-related rolls are at +2.
One Eye (2) (most): You lack peripheral vision on one side, and you are at a -2 dice difficulty for rolls related to depth-perception. On the upside, you can wear a nifty eyepatch and say "Arrrrr" a lot.
Aptitudes-Flaws Ability Deficit (5) (most): You're not in tune with your innate abilities, or maybe you just don't have any. It costs twice the usual price to learn new spells/manuevers/abilities.
Graceless (2) (B): You always look awkward, no matter what you're doing. +2 difficulty to all social rolls that involve making an impression.
Illiterate (1) (VPG2): You can't read or write. This may make passing yourself off as that learned professor from Oxford a bit difficult.
Speech Impediment (1) (M3): 2 Point penalty to all verbal communication rolls.
Supernatural Flaws Bard's Tongue (1) (CL, most): What you say tends to come true; you can't control this prophetic ability, and the compulsion to speak an uncomfortable truth is often very hard to resist, though you may attempt to do so by rolling mental.
Bound (5) (S): You owe some spirit or other supernatural entity, and you owe them BIG. This could be a very Bad Thing.
Cursed (1-5) (most): You have been cursed by someone or something. The curse is specific in nature and cannot be easily dispelled. Level of the flaw reflects how bad the curse is; a 1 point curse is annoying, a 5 point curse is likely life-threatening to you and/or to the people around you, and will at least make you and them incredibly miserable.
Dark Fate (5) (most): You are doomed to suffer a horrible demise, or otherwise have some sort of icky unpleasant fate. You are aware of this, and can kinda make you rather depressed...
Geas (3/5/7): Due to an ancient or not-so-ancient pact, or oath made during initiation into something, you have a supernatural taboo placed upon you. If you break it, you may be cursed for life, or lose your powers, or something else bad will happen. A 3-point geas will unlikely affect your everyday life; a 7-point geas is one where risk of breaking must be watched constantly.
Haunted (3): A wraith is plaguing your existence for some reason. Maybe you're its murderer, maybe you have something it wants (like a Fetter), or maybe it just doesn't like you. Wraiths can do all sorts of weird things to you, move things around, possess you and your friends, inhabit your dreams or your refrigerator, etc...
Offensive to Animals (1) (S): For some reason, animals fear you or just don't like you. Add 2 to your difficulty or subract 2 dice from rolls involving interacting with animals. Obviously, Vampires can't take this Flaw as they naturally have it.
Otherworldly Taint (2) (S): You have a physical peculiarity (odd hair/eye color, glowing eyes, etc.) and/or just an odd aura about you which may make you stick out. Note this isn't a Taint of Corruption, just an indication that you are not quite normal.
Taint of Corruption (4): You are touched by some dark force, and this makes it to where monsters are drawn to you and beings of light really don't trust you.
Social Flaws
Airhead (1): Maybe you have trouble paying attention, maybe you're just clueless, maybe you just look like a flake; no matter what, people don't take you seriously. Modify social rolls as is appropriate.
Craven Image (1): There's something about you that makes you appear sniveling and "low." In appropriate situations, social difficulties are at +2.
Disturbing Mannerism (2): You have a habit or character trait which is peculiar, gross, or annoying. You may not even be aware of it-but boy, everyone else is. Difficulties of social rolls are increased at the ST's discretion.
Enemy (1-5): Somebody's out to hurt you or your reputation, or even kill you (or people close to you). A 1-point enemy is less than or comparable to your own ability, a 5-point enemy could easily kick your ass into next Tuesday.
Isolated Upbringing (1) (S): You were raised in your supernatural society, or were somehow otherwise sequestered away from "normal" life, so you have trouble dealing with this Outside-World thing. Dealing with any community outside the one in which you were raised adds 1 to social difficulties, or reduces your Social pool by one.
Mistaken Identity (1) (VPG2): People think you're someone you're not; even if that person isn't bad, it can still cause you trouble if they realize you're not who they think you are.
Mistreated Minority (1 or more): You belong to a group or have a trait to which the average person will react badly. This depends a lot on where the game takes place and what kind of people you run into, so check with the ST before you assume you can take this. Yes, if you're playing an openly gay man in a backwoods redneck area, that may cause you problems. If you're playing an openly gay man in a game focused on the New York art scene, that probably won't be a problem. Hunted (3) (most): For some reason, someone or something doesn't like you, and they are actively hunting you. This may pop up from time to time.
Supernatural Ties-Flaws
Group Enmity (2): Some group amongst your kind, i.e. another clan/tribe/tradition/whatever, doesn't like you and may prevent you going places you might otherwise go or may otherwise give you hell in a variety of ways.
Inconvenient Alliance(1-3)(CL): You have an ally with someone who is discomforting to you and/or your circle, but can't easily get rid of him because of a favor owed, sense of guilt, or whatever. Level of flaw reflects how controversial or dangerous this ally is.
Notoriety (3) (most): You did something, or at least others think you did, that is frowned upon by your peers and elders. -2 dice to all social rolls dealing with your clan/group/tribe/whatever.
Probationary Member (3) (M3): You're not on the greatest terms with the group or the law and are highly suspect of various naughtiness. You may not be privy to the normal priveleges of being part of your group, nor will you necessarily receive aid when you ought to, etc.
Outsider (2) (K:UH): Though you're not exactly infamous, you have a poor reputation amongst your kind. +2 difficulty on all social rolls when interacting with your own race.
Rival (1-5) (most): Someone within your own society viciously competes against you and tries to undermine your plans; really obsessive rivals may even want you dead.
Twisted Upbringing (mentoring, etc.) (1) (most): Whoever taught you the ways of your people gave you an incredibly skewed version of those ways, and your faulty beliefs can get you in big trouble...
Physical Flaws Addiction (1-3): You are addicted to some substance, such as caffeine, nicotine, etc. You will start to crave the substance if you don't get it often enough, and have to make mental rolls to avoid giving in to the urge. The larger the flaw, the more dependent you are on the substance, and the worse things will happen if you don't get what you need.
Allergic (1-3) (VPG2, BOS): You suffer from an allergy to some substance; a 1 pt. version inconveniences you and may increase difficulties in certain situations, the 3 pt. version means you have an incapacitating or even a potentially fatal reaction to the substance.
Aging (3) (S): Your get up and go has got up and went. Subtract 1 from your physical pool.
Deep Sleeper (1) (M3): Waking up is hard; getting you moving is hard enough (+2 difficulty to attempts to wake you), getting you comprehending what's going on after you're up isn't much easier (+1 difficulty to all rolls during the scene).
Deformity (3) (most): You have a withered limb, hunchback, or other physical defect which causes you difficulty in movement, as well as in some social interactions. Depending on the type and circumstance, difficulties can be raised on appearance and/or dexterity rolls.
Diminished Attributes (1-5): You usually start with 2 things to start with which can be spread between maneuvers, abilities, profciencies and magic (if you take mental 5). Taking this flaw, you can give up to all of those for more points to put in your three main stats. (Physical/mental/social) Disfigured (2) (most): You have an injury or physical defect which makes you perfectly hideous; any social roll outside of intimidating or straight or grossing out someone is not available.
Lame (3) (most): Your legs are somehow permanently injured, and you suffer a -2 dice penalty to movement-related rolls, and your total speed is halved.
Monstrous (3): You look like the devil. any social roll outside of intimidating or straight or grossing out someone is not available, and some people may take your appearance to believe you're connected to some horrible yucky evil thing.
Mute (4) (most): You are physically unable to speak, and must communicate through writing or sign language (or perhaps telepathy, if you are capable of the ability and are in appropriate company).
One Arm (3) (most): Due to an unfortunate injury or birth-defect, you suffer a -2 dice penalty to rolls where an action would usually require two hands.
Permanent Wound (3) (M3): For some reason, you have a wound that never heals, which reduces your health by 5 of what you'd usually have. If you repair the damage with magic/superscience, the wound re-opens by the next day.
Short (1) (most): You are well below average height, and have difficulty reaching high objects, seeing over things, etc. On the up side, you may get bonuses to hiding attempts.
Sterile (1; may also be a merit): You are incapable of reproducing. If you are in a society which expects you to have children, this is a flaw. You may, however, take this as a merit if you practice lots of sex magic or something in which being fertile may actually cause more problems for you than not.
Slow Healing (3) (M3): For some reason your healing is slower than average. Healing spells and items that do healing heal only half the ammount they would usually do.
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Post by ShadowTheBuu on Jul 9, 2018 16:46:05 GMT -5
Magical Merits and Flaws
Conditional Magic (1-6 merit or flaw): There is a condition set to the functionality of your magical effects; they may work better or worse depending on certain circumstances, e.g. time of day, who you're doing the magic on, etc. Difficulties may be raised or lowered by as much as 3 according to the circumstance; the degree of the merit or flaw depends upon how rare or common the circumstance is.
Echoes (1-5 pt Flaw): Your supernaturalness affects the world around you; for example, if you are a "witch", milk sours in your presence or you cannot walk on hallowed ground. Severity of the flaw depends on how severe–and noticeable–the echoes are.
Phylactery (7 pt Flaw): Your magic is trapped in a place, object, or even living being, or perhaps even a concept, and you must be in contact with this vessel in order to perform magic.
Element ineptitude (5 pt. Flaw): You have terrible difficulty comprehending a particular element; it costs 25% more EXP to buy spells for that certain element or to level up the element that you want to level up. Taking this flaw makes it to where the starting element you've chosen is effected.
Element Natural (5 pt Merit): You are really good with a particular element. Pay only three-quarters of the normal cost for raising the element/buying a spell for that element/ raising a spell that concerns with that element.
Element Restriction (1-4 pt Flaw) (original): For psychological or spiritual reasons, you cannot use an element effect on a particular thing, person, whatever. For example, you may only be able to use the element on yourself, but not on other people, or only use it on other people under certain circumstances. Level of flaw depends on restriction; using the previous example: cannot use element effect on other people, period: 4 pt. flaw; can use element on other people but only with their consent: 3 pt. flaw; can only use sphere on other person with their consent or in self-defense: 2 pt. flaw; can only use sphere on others in self-defense or beneficially, with or without consent (1 pt. flaw).
Weirdness (1-3 pt flaw) : One of your elements has an "unsettling effect" attached to it. . . perhaps you broadcast random thoughts (or randomly receive others), or something to that effect.
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