Difference between revisions of "Flaws"

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'''''To purchase flaws post-CG, please send up a +request with your specific flaw and any required details.'''''
 
'''''To purchase flaws post-CG, please send up a +request with your specific flaw and any required details.'''''
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In stat/list, you will find these with '''stat/list merit=flaw*'''.  All Derangements are set via 'Flaw - Derangement' with a type/instance of the specific derangement, i.e. Derangement (Claustrophobia).
  
 
Certain flaws may only be taken by Changeling characters.  These are separately listed below.
 
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.
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Each flaw includes a brief summary of its effects as well as the book and page number of its source.  A value of -1 is represented as -•, while -2 is -••, -3 is -•••.  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.
 
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.

Revision as of 13:27, 9 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.

To purchase flaws post-CG, please send up a +request with your specific flaw and any required details.

In stat/list, you will find these with stat/list merit=flaw*. All Derangements are set via 'Flaw - Derangement' with a type/instance of the specific derangement, i.e. Derangement (Claustrophobia).

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

Each flaw includes a brief summary of its effects as well as the book and page number of its source. A value of -1 is represented as -•, while -2 is -••, -3 is -•••. 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.

Certain derangements are pre-written to work together, with mild/severe/extreme variations.

See the table below for a list of these. Their corresponding severities are also written in the base description entries beneath the table. If a derangement does not have a more severe version, it is not included in the table.


Derangement Escalation Chart

Mild (-1) Severe (-2) Extreme (-3)
Blood Fascination Hemophilic Compulsion
Dehumanization Loss of Compassion
Depersonalization Dissociation
Depression Manic-Depression
Melancholia
Fetishism Masochism
Sadism
Filthy Brutes Hunter King
Fixation Bulimia
Obsessive Compulsion
Hallucination Delusional Witness
Inferiority Complex Anxiety
Diogenes Syndrome
Submission
Insomnia Cataplexy
Irrationality Delusional Obsession
Dependent-Personality Disorder
Irrational Defiance
Multiple Personality Disorder
Withdrawal
Magical Ideation Divination Obsession
Narcissism Megalomania
Phobia Hysteria
Repression Denial
Rote-Action Repetition Submission
Supernatural Fascination Zealotry
Suspicion Compulsive-Aggressive Disorder
Vocalization Aphasia Aphasia
Schizophrenia
Wanderlust Hedge Calling


  • Anxiety -••
  • Aphasia -••/-•••
  • Avoidance -•
  • Blood Fascination -•
  • Bulimia -••
  • Cataplexy -••
  • Compulsive-Aggressive Disorder -••
  • Decadence -•
  • Dehumanization -•
  • Delusional Mania -•/-••
  • Delusional Obsession -••
  • Delusional Witness -••
  • Denial -••
  • Dependent-Personality Disorder -••
  • Depersonalization -•
  • Depravity -••
  • Depression -•
  • Diogenes Syndrome -••
  • Dissociation -••
  • Divination Obsession -••
  • Fetishism -•
  • Filthy Brutes -•
  • Fixation -•
  • Fugue -••/-•••
  • Glossolalia -•
  • Goetic Fracture -••/-•••
  • Grandiose Delusions -•
  • Hallucination -•
  • Hedge Calling -••
  • Hemophilic Compulsion -••
  • Hunter King -••
  • Hypnagogic Hallucination -•
  • Hysteria -•
  • Inferiority Complex -•
  • Insomnia -•
  • Irrational Defiance -••
  • Irrationality -•
  • Loss of Compassion -••
  • Magical Ideation -•
  • Manic-Depression -••
  • Masochism -••
  • Megalomania -••
  • Melancholia -••
  • Memory Obsession -•/-••
  • Multiple Personality Disorder -••
  • Mystic Personality -••/-•••
  • Narcissism -•
  • Obsessive Compulsion -••
  • Occult Fugue -•
  • Phobia -•
  • Post-Traumatic Stress Disorder -••
  • Repression -•
  • Rote-Action Repetition -•
  • Schizophrenia -••
  • Submission -••
  • Supernatural Fascination -•
  • Suspicion -•
  • Synesthesia -•
  • Unbridled Confidence -•
  • Vocalization -•
  • Waking Nightmare -•
  • Wanderlust -•
  • Withdrawal -••
  • Zealotry -••


Mental

  • Flaw - Addiction -• (WoD p.218)
Your character is addicted to a given substance, and needs a hit on a regular basis. You may claim +activity any time the pursuit of your addiction interferes with significant aspects of your character's life.
May be resolved if your character goes three weeks without indulging in the addiction.
  • 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 - Learning Disability -• (HR)
Your character has trouble learning new things. This could be APD, Dyscalculia, Dysgraphia, Dyslexia or other similar neurological disorders. Choose a specific type when requesting this flaw. Staff will include it on your +sheet when it is added.
May not be resolved.
  • 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.

Mystical

  • Flaw - Essence Vessel -• (Book of Spirits p.111)
Your character contains the soul of a powerful spirit/neutral residual Essence, which will release upon the character's death. You receive unwelcome Spirit attention.
May be resolved by dying.
  • Flaw - Vinculum -•/-••/-••• (Vampire: the Requiem p.42/p.161)
Your character is blood bound to a Vampire. The three dot levels represent the degree to which you are bound. This flaw is included in our game because there are NPC Vampires around, and it is entirely possible that, say, a Lord Sage of the Unknown Reaches might be required by one of said Vampires to allow himself to be bound in order to gain their trust.
Please note that we will NOT be allowing players to be Ghouls, or to use any blood magics.
May be resolved by a year without further indulgence or the death of your regent/domitor.

Physical

  • Flaw - Allergy -•/-•• (HR)
Your character has an allergy of some kind. At the -1 dot level, this is a fairly mild allergy and non-life threatening. At the -2 dot level, you suffer from severe allergic reactions which will result in death if left untreated. This flaw may be taken in place of Dietary Restriction if the allergy is not food-related. A character often exposed to the fae world MAY have allergies to Hedge-specific flora or fauna.
May not be resolved. Symptoms can be lessened by immunotherapy, but not removed entirely.
  • Flaw - Blind -• (HR)
Your character is blind. This may be temporary, or permanent, depending upon the cause. Any Perception rolls relying on vision alone are automatic failures. You cannot read without audio translations, Braille or similar tactile aid.
May or may not be resolved, depending on type of blindness.
  • 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 - Deaf -• (HR)
Your character is deaf. This may be temporary, or permanent, depending upon the cause. Any Perception rolls relying on hearing alone are automatic failures. You may suffer social stigmas if your speech is affected by your lack of hearing.
May or may not be resolved, depending on type of deafness.
  • 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.
May or may not be resolved, depending upon plastic surgery.
  • Flaw - Dietary Restriction -• (HR)
Your character can't eat certain foods without suffering some form of penalty. This could be food allergies, or perhaps renal failure, or any other medical/social/religious reason.
May or may not be resolved, depending on the nature of the restriction.
  • Flaw - Dwarf -• (WoD p.219)
Your character's adult Size is 4. Unlike Small-Framed, your character legitimately suffers from dwarfism, with shorter limbs and all social stigmas included. You also have one fewer health box.
May not be resolved.
  • Flaw - Hard of Hearing -• (WoD p.219)
Your character's hearing is very poor. Apply a -2 penalty to any hearing-based perception rolls. This specifically does not grant +activity points unless the hearing loss caused you notable trouble, such as missing the sound of a car pulling up nearby when you were about to cross the street.
May or may not be resolved, depending upon how it was received.
  • Flaw - Lame -• (WoD p.219)
Your character has a leg or foot condition that impedes his movement, slowing him down. Your basic Speed factor is 2 instead of 5 (Strength + Dexterity + 2 = your new Speed). As with poor hearing, you do not get a +activity unless this slow speed caused you story-worthy problems to overcome.
May or may not be resolved, depending upon how it was received.
  • Flaw - Medicated -• (HR)
Your character requires a particular medication to remain healthy. This could be blood thinners for heart disease, ADHD meds, or any other type of drug which is designed to prevent a specific ailment. Without access to this drug, your character suffers appropriate physical and/or social penalties.
May or may not be resolved, depending upon the issue being medicated.
  • Flaw - Mute -• (WoD p.219)
Your character cannot speak and must communicate through other means.
May or may not be resolved, depending upon how it was received.
  • Flaw - One Arm -• (WoD p.219)
Your character is missing an arm. At ST discretion, tasks which normally require two arms take twice as long to perform, or are simply impossible. Take a -3 penalty to complete challenging tasks in a normal amount of time.
May not be resolved, but getting a prosthetic can reduce the penalty to -1, while a token limb removes the penalty altogether.
  • Flaw - One Eye -• (WoD p.219)
Your character is missing an eye. She has no real depth perception, so all penalties for ranged attacks are doubled. Rolls in heavy traffic require the /weak modifier in +roll (no-again and ones (1) rolled subtract from successes).
May not be resolved, though a token limb may remove the penalties involved, depending on its purpose and construction.
  • Flaw - Poor Sight -• (WoD p.219)
Your character's sight isn't great. Apply a -2 penalty to any sight-based perception rolls. See hearing for +activity note.
May not be resolved, though wearing glasses can remove the penalty.

Social

  • Flaw - Aloof -• (WoD p.219)
Your character holds herself aloof from others. She is uncomfortable being the center of attention, or simply doesn't enjoy the company of other people for one reason or another. +Activity is gained when this avoidance causes you to miss out on potential rewards.
May be resolved over time. No logs required.
  • Flaw - Behavior Blind -• (WoD p.219)
Your character doesn't really understand human behavior and is blind to common social cues/other people's basic feelings, doesn't know if people are being sarcastic, or if they're bored with him, etc. Buying up the Empathy skill can allow you to successfully gauge someone's emotional response with a successful roll to compensate for this flaw.
May be resolved over time. No logs required.
  • Flaw - Dishonorably Discharged -• (Dogs of War p.40)
Cannot purchase Allies, Contacts or Status related to military services. Your character gains the effect of the Notoriety Flaw among ex-service members.
May not be resolved.
  • Flaw - Embarrassing Secret -• (WoD p.219)
Your character has a deep dark secret which would result in shame or ostracism from her peers if anyone found out. +Activity is gained if your efforts to keep this secret somehow cause significant stumbling-blocks for something else you're doing. If the secret gets out in a wide public way, you may exchange this Flaw for Notoriety instead.
May or may not be resolved, depending on the nature of the secret and potential notoriety.
  • Flaw - Enemy -• (HR)
Your character has an enemy of some sort who goes out of their way to block him or injure him. Gain an +activity point any time this enemy actively causes problems for your character.
May be resolved by losing the enemy, whether to death or by persuading them to your side.
  • Flaw - Expectations -• (Lords Over the Damned: Ventrue p.107)
Your character has rigid expectations, be they of himself or others, that don't exactly fit reality. You suffer social penalties when interacting with others outside of that framework.
May be resolved over time if your character's opinions change.
  • Flaw - Fealty -• (Damnation City p.199)
Your character has a master who makes decisions for her. Any time you obey your master's orders at the expense of acting on your own opinions or wishes, it is worthy of +activity.
May be resolved by ditching the master, though that may have its own consequences...
  • Flaw - Lost Love -• (Ancient Mysteries p.69)
Your character was deeply in love with someone earlier in life, but lost them. Anything reminding you of that situation causes a -2 penalty on all rolls until you can escape the situation.
May be resolved over time via roleplay.
  • Flaw - Notoriety -• (WoD p.219)
Your character is notorious for doing something; this is the inverse of Fame. If you are recognized for what you did, you suffer negative reactions from others, who may no longer want anything to do with you.
May be resolved over time via roleplay.
  • Flaw - Racist/Sexist -• (WoD p.219)
Your character has biased opinions of other races, genders, gender-preference groups or cultures. He feels so strongly about it that he has a tough time staying silent when the subject comes up, even if someone in that group is right in front of him, or thoughtlessly makes comments which will make others want to pummel his face for being a jerk. You know. A mechanical excuse to be an arse.
May be resolved over time if the character has a change of heart.
  • Flaw - Speech Impediment -• (WoD p.219)
Your character can't speak properly, be it from a lisp, stutter or a wound of some sort causing damage to the mouth/throat/brain. This Flaw should be RPed every time your character speaks.
May or may not be resolved, depending on the nature of the cause.
  • 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.