Difference between revisions of "Flaws"

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: Your character has developed a taste for human flesh.  It isn't quite an addiction, but it is a strong preference and influences your actions.
 
: Your character has developed a taste for human flesh.  It isn't quite an addiction, but it is a strong preference and influences your actions.
 
: ''May be resolved with long term effort.  No logs required.''
 
: ''May be resolved with long term effort.  No logs required.''
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 +
* Flaw - Crippled -• (WoD p.219)
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: Your character is confined to a wheelchair.  Your Speed is equal to your Strength attribute.  In combat terms, movement requires an Instant action OR applies a -2 penalty to Speed and any action performed (i.e. you're using one arm to spin a wheel to move and the other arm to do something else).
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: ''May or may not be resolved, depending upon why you are crippled.''
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 +
* Flaw - Deformity -• (WoD p.219)
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: Your character has a misshapen limb, terribly visible scar or some other physical affliction which might cause revulsion in others.  You suffer a -2 penalty on Social rolls with new acquaintances.
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* Flaw - Dwarf -• (WoD p.219)
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* Flaw - Hard of Hearing -• (WoD p.219)
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* Flaw - Lame -• (WoD p.219)
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* Flaw - Mute -• (WoD p.219)
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* Flaw
  
 
===Social===
 
===Social===

Revision as of 21:13, 7 September 2016

Flaws

As Fate's Harvest is not using the full Conditions system created for GMC, flaws, rather than persistent conditions, are the mechanical means of declaring negative aspects of your character which hinder him in some way.

Certain flaws may only be taken by Changeling characters. These are separately listed below.

Each flaw below includes a brief summary of its effects as well as the book and page number of its source. Flaws are written as they are required to be entered when attempting to purchase them via +xps/job. A value of -1 is represented as -•, while -2 is -••, -3 is -••• etc. Means to resolve each flaw are included in italics below the description text.

Should you find any of the persistent conditions from GMC particularly delectable and wish to suffer it, please send up a +req/pitch to staff to suggest adding it to the list of available flaws.

See House Rules/Flaws for our House Rules.



Changeling Flaws

Mental

  • Flaw - Functional Multiple Personalities -• (CtL p.44)
A specific form of Dissociative Identity Disorder (Multiple Personality Disorder) where a Changeling has two personalities. One views itself as pure human and rejects the supernatural. The other is the Changeling's current true form, as a Changeling. Neither personality knows the other exists.
This flaw may be resolved through long-term therapy with, say, a Blackbird Bishop. No logs required.
  • Flaw - Glamour Addict -• (RoS p.98)
Identical to Flaw - Addiction. The changeling is addicted to Glamour and goes out of her way to get it regularly. Alternately, the changeling may be addicted to the act of harvesting itself, rather than the Glamour she receives.
If she goes three weeks (HR) without indulging this addiction, she is assumed to have beaten it, and loses the flaw.

Mystical

  • Flaw - Major Frailty -••
Staff has chosen to allow Changelings to purchase frailties as elective flaws gained in Arcadia/via goblin market, in addition to the mandatory development required at high Wyrd levels.
A major frailty causes significant issues in a Changeling's life. These may include banes such as the sound of children laughing or taboos such as an inability to knowingly lie to others, or yourself.
Breaking a major taboo requires the expenditure of a Willpower point per turn (that is 1 Willpower drained every 3 seconds, people) the character acts against it. Exposure to a major bane inflicts one automatic level of lethal damage per turn until the bane is removed or the changeling can escape its presence.
Frailties cannot be resolved.
  • Flaw - Minor Frailty -•
Staff has chosen to allow Changelings to purchase frailties as elective flaws gained in Arcadia/via goblin market, in addition to the mandatory development required at high Wyrd levels.
A minor frailty causes the occasional inconvenience, but is relatively easy to avoid triggering. These may include banes such as stepping on spilled rice or taboos such as never taking left turns on a Tuesday.
Breaking a minor taboo requires the expenditure of a Willpower point per scene (we'll call this an hour) the character acts against it, while exposure to a minor bane causes one automatic level of bashing damage per turn until the bane is removed or the changeling can escape its presence.
Frailties cannot be resolved.

Physical

  • Flaw - Cumbersome -• (RoS p.98)
May be taken in conjunction with the Giant merit to exacerbate difficulties "fitting" in a world designed for average sized humans. Unlike normal Giants/others, the extra mass your character carries around causes problems. He weighs 3-4 times more than an average human his size does, has problems sitting in chairs with arms, fitting through doorways or crossing weak floors, etc. You may never raise Stamina above 3.
May not be resolved. Must be taken in CG or in conjunction with Wyrd Evo/Dual Kith into something suitably heavy.
  • Flaw - Manifest Mien -• (RoS p.98)
The character's Mask is imperfect in some small way. His hair may be too bristly, or her too-perfect beauty may make people wonder about plastic surgery. This flaw never benefits the character. See book for examples.
May not be resolved.

Social

  • Flaw - Anachronism -• (RoS p.98)
The character is deeply unfamiliar with the modern world and has significant problems handling or understanding modern technology.
May be resolved with long term effort. No logs required.

Universal Flaws

Derangements

Mechanically, these are set on your +sheet as 'FLAW - DERANGEMENT (type of derangement)'. When requesting a derangement or setting one during CG, please remember to include the type.


Mental

  • Flaw - Amnesia -• (WoD p.218)
Your character cannot remember a certain period of her life. This seeming disregard for those known during that period might insult others or result in, say, the sudden discovery that she is wanted for murder in another state. Please specify
May or may not be resolved, depending upon how it was caused.
  • Flaw - Coward -• (WoD p.219)
Your character is afraid to confront unknown situations, and hesitates when he should act boldly.
May be resolved with long term effort. No logs required.
  • Flaw - Forgetful -• (WoD p.219)
Your character forgets things a lot. This is not amnesia. This is just a horrible memory. What was the name of that book someone has already told you the name of three times before you got all the way down the hall? So sorry, started thinking about puppies and forgot! Again.
May be resolved with long term effort. No logs required.
  • Flaw - Headstrong -• (The Rage: Forsaken Players Guide p.105)
Your character is often brash, and leaps into situations without stopping to think through why that miiiiight be a very, very bad idea.
May be resolved with long term effort. No logs required.
  • Flaw - Illiterate -• (RoS p.98)
Your character cannot read, and may only recognize simple words and symbols/sign his name.
May be resolved with long term effort. No logs required.
  • Flaw - Impossible Standard -• (Lords Over the Damned: Ventrue, p.107)
Your character is held to strict and exacting demands, of which failure has its own consequences. This may include examples such as extremes of "gentlemanly" behaviour, upholding honour, or perhaps fealty to others.
May be resolved with long term effort. No logs required.
  • Flaw - Nightmares -• (Spirit Slayers p.140)
Dreams with an intensity higher than your character's Resolve score become nightmares, keeping the new intensity. Roll Resolve + Composure upon waking. Failure indicates the character did not regain their nightly point of Willpower.
May be resolved with long term effort. No logs required.
  • Flaw - Racist/Sexist -• (WoD p.219)
Your character has a strong bias against or for a certain social group to the exclusion of others of the same type.
May be resolved with long term effort. No logs required.

Physical

  • Flaw - Cannibalism -• (RoS p.98)
Your character has developed a taste for human flesh. It isn't quite an addiction, but it is a strong preference and influences your actions.
May be resolved with long term effort. No logs required.
  • Flaw - Crippled -• (WoD p.219)
Your character is confined to a wheelchair. Your Speed is equal to your Strength attribute. In combat terms, movement requires an Instant action OR applies a -2 penalty to Speed and any action performed (i.e. you're using one arm to spin a wheel to move and the other arm to do something else).
May or may not be resolved, depending upon why you are crippled.
  • Flaw - Deformity -• (WoD p.219)
Your character has a misshapen limb, terribly visible scar or some other physical affliction which might cause revulsion in others. You suffer a -2 penalty on Social rolls with new acquaintances.
  • Flaw - Dwarf -• (WoD p.219)


  • Flaw - Hard of Hearing -• (WoD p.219)


  • Flaw - Lame -• (WoD p.219)


  • Flaw - Mute -• (WoD p.219)


  • Flaw

Social

  • Flaw - True Tongue -• (RoS p.99)
Your character is a horrible liar. People he lies to, for whatever reason, can just tell he is deceiving them or omitting something they should know.
May not be resolved.
  • Flaw - Untrustworthy -• (RoS p.99)
Something about your character engenders suspicion in others, be it shifty eyes, or bad rumours spread about her past. All rolls for Persuasion, Socialize or any challenge using Manipulation are at a -2 penalty.
May or may not be resolved with effort, depending on type of untrustworthiness chosen.