080: FLAWS in Straalara | World Anvil
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080: FLAWS

Absent-Minded (3pt.) Though you do not forget things such as Knowledges or Skills, you do forget things such as names, addresses, and the last time you gained Glamour. 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 resort, spend a Willpower point. This Flaw may not be taken with the Merit Concentration.

Allergic (1-4pt.) 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 Dice Pools by one; for three points, your reaction usually incapacitates you, reducing appropriate Dice Pools by three. If the substance is common in your chronicle, add an additional point to this Flaw.

Amnesia (2pt. You are unable to remember anything about your past, yourself, or your family, though your past might well come back to haunt you. Your origins and the circumstances behind your amnesia are for the Storyteller to determine, and she is encouraged to make it as interesting as possible.

Animalistic Features (1-3pt.) Over the years, you have developed characteristics that cause your mortal body to look odd. This might even give you away as a changeling to someone who knows the signs. In some cases, this may manifest as excessive hairiness, fang-like teeth, clammy skin, or even internal organs arranged in an odd manner. The higher the point value of the Flaw, the more noticeable and hindering the feature is to the Fae.

Animal Musk (1pt.) Your smell is like an animal. This adds 5 to the difficulties on social rolls where this would become obvious. This does not bother other animals but humans find the smell strong and slightly unpleasant.

Asthma (1pt.) You have difficulty performing strenuous tasks because you cannot breathe properly. With asthma, your lungs only pull in a fraction of the air that normal lungs require. Any time that you exert yourself, you must make a Stamina roll against a difficulty of 6 or be unable to perform any action on the next round while you catch your breath.

Attention-Deficit Disorder (2pt.) You have a challenging time sitting still and paying attention to anything for more than a few minutes. If you must sit still and quiet for more than 10 minutes, such as standing guard, you must make a Willpower roll, difficulty 6. On a failure, you lose interest in your task and are distracted from it.

Bad Liar (1pt.) You have tremendous trouble lying. The spontaneous excuses that you produce are usually unbelievably elaborate or easily refuted with the bare modicum of research. While telling a prefabricated lie, you stutter, stammer, blush or look guilty. Increase he difficulty of any roll that involves verbal deception by two.

Bad Sight (1-3pt.) Your sight is defective. The difficulties of any die rolls involving the use of your eyesight are increased by two. As a one-point Flaw, this condition can be corrected with glasses; as a three-point Flaw, the condition is too severe to be corrected.

Blighted Face (3pt.) Throughout history, there have been legends of monstrous giants, as frightening in appearance as in strength and size. Characters with this Flaw are the stuff of such tales. Though individual appearance may vary, they will present a coarse, threatening appearance. Because of this, they will suffer severe social penalties in most situations, except for intimidation. In game terms, a penalty of +2 to the difficulties of all Social rolls should be imposed on the character, except with those who know him extremely well. The most conservative and 'proper,' whether Fae or human, will be more inclined to reject those with this Flaw. Note that this flaw is cumulative with other Merits and Flaws.

Blind (6pt.) You cannot see. Characters can compensate for the loss of vision by becoming more attuned to other sensory input, but visual cues and images are lost to them. Difficulties of all Dexterity-based rolls are increased by two.

Broken Voice (2pt.) Dogs howl when they hear you sing, and babies cry at the very sound of your speaking voice. You were blessed with a broken voice. Like the sound of breaking glass or grinding metal, your voice hurts people's sensibilities. Although you can still play an instrument with no problem, most people want you to not sing. It makes them cringe. A broken voice makes it difficult to woo your love. No one is going to fall for someone who sounds like fingernails scratching down a blackboard or a pencil trying to erase with no eraser. And the worst part is that you do not seem to notice what you sound like or view the reactions of people toward you. Anyone who tries to tell you that you have a disgusting voice draws your immediate ire. It sounds perfectly fine to you. (The difficulty of all Presence rolls is increased by +1 for these satyrs.)

Chronic Pessimist (1pt.) You think the glass is half-empty, that the water in the glass is contaminated, and that the glass will tip over any second. Others practice pessimism out of habit. For you, it is an art form. Nothing can ever go right, especially plans that others propose. You are the implacable voice of gloom and doom, always ready to point out a potential problem no matter how remote a chance it has of happening. Add two to the difficulty of you Socialize rolls.

Cold Breeze (1pt.) A chill wind follows you everywhere you go. While it may make for dramatic entrances, this effect also discomforts mortals (+1 difficulty on all appropriate Social rolls) and marks you as obviously supernatural. Cold winds sweeping through executive offices or crowded nightclubs can raise all sorts of questions.

Color Blindness (1pt.) You can only see in black and white. Color means nothing to you, although you are sensitive to color density, which you perceive in shades of gray. Note: color blindness indicates an inability to distinguish between two colors, but we fudged a bit for the sake of playability.

Compulsion (1pt.) You have a psychological compulsion of some sort, which can cause you several different problems. Your compulsion may be for cleanliness, perfection, bragging, stealing, gaming, exaggeration, or just talking. A compulsion can be temporarily avoided at the cost of a Willpower point, but is in effect at all other times.

Compulsive Liar (2pt.) You feel the need to put your personal spin on the truth. You do not necessarily do so out of spite or malice, and you may come to genuinely believe the tall tales that you tell (especially when you spin them often enough). You might have to spend a Willpower point to force yourself to be honest, especially if it means publicly revealing a previous lie.

Confused (2pt.) You are often confused, and the world is a very disoriented 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 especially strong whenever stimuli around you (such as when several different people talk at once, or you enter a nightclub with loud, pounding music). You may spend Willpower to override the effects of your confusion, but only temporarily.

Conniver (1pt.) There is no honor among thieves, nor trust among liars. You are known as someone whose word cannot be trusted. Whether earned or not, you have a reputation for deceit and treachery, and you lose one die from all Social rolls involving any extension of trust, truth, or believing your words.

Curiosity (2pt.) 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, make a Wits roll (difficulty 5) for simple things like “I wonder what is in that cabinet.” Increase the difficulty up to 9 for things like, “I wonder what those strange sounds coming from the Unseelie duke's freehold are. I will just slip in and check it out – no one will ever know. What could go wrong?”

Cursed (1-5pt.) You are the recipient of a supernatural curse. The strength and pervasiveness of the curse depend upon how many points you wish to incur. Examples follow: • If you pass on a secret you were entrusted with, your betrayal will come back to harm you in some way. (1 pt.) • You stutter uncontrollably when you try to describe what you have seen or heard. (2 pts.) • Tools break or malfunction when you try to use them. (3 pts.) • You are doomed to make enemies of those whom you most love or admire. (4 pts.) • Every one of your accomplishments or triumphs will eventually become soiled or fail in some way. (5 pts.)

Dark Fate (5pt.) You are doomed to experience a premature death or, worse, suffer eternal agony. No matter what you do, you cannot avoid this terrible fate. At some point during the chronicle, your Dark Fate will come upon you. Even more ghastly is the fact that you occasionally have visions of this fate, and the malaise these images inspire requires an expenditure of a temporary Willpower point to avoid, or else you lose a die from all your actions for the remainder of the session. It is up to the Storyteller to determine the exact nature of this fate, and when it will occur. This is a difficult Flaw to roleplay; ironically, though it may seem as though it removes all free will, the knowledge of one’s death can be quite liberating.

Dark Secret (1pt.) You have some sort of secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah.

Deaf (4pt.) You cannot hear. The difficulties of many Wits rolls are increased by three.

Wyrm Sight (2pt.) Everything appears rotted and decayed to you. The world appears to you as a corpse; mortals look diseased or skeletal, buildings seem decrepit. You are at -2 difficulty to resist all rolls based on Presence, but for the same reason you are at +2 difficulty on all I-based rolls. In addition, you find social interaction difficult and are at +1 difficulty on all Social-based rolls.

Deformity (3pt.) You have deformity — a misshapen limb, hunchback, or clubfoot, for example — which affects your physical abilities and interactions with others. A hunchback, for instance, would lower a character’s Dexterity by two dots and increase the difficulty of die rolls relating to social skills by one. It is the responsibility of the Storyteller to determine the specific effects of the deformity chosen.

Depression (4pt.) You are mired in a pit of bleak, mind-numbing sorrow. Convinced that your eternally dark mood is completely natural - or deserved - you refuse to seek professional help. You do not regain a point of Willpower per day as most characters do. Instead, you may gain Willpower only through actions, and even those must ardently reaffirm your goals.

Deranged (3pt.) You suffer from a permanent form of insanity, either due to a congenital defect or some past trauma. Willpower may allow you to overcome your insanity temporarily, but it always returns.

Disfigured (2pt.) A hideous disfigurement makes your appearance disturbing and memorable. The difficulties of all die rolls relating to social interaction are increased by two. You may not have a Presence rating greater than 2.

Distinguishing Characteristic (1-2pt.) You have a physical feature that makes you quite easy to pick out in crowds, such as elaborate tattoos, a scar, or an obvious birthmark. This flaw is worth one point if the characteristic is hidden easily under clothes, two points if it is not.

Driving Goal (3pt.) You have a personal goal which sometimes compels you and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. Because you must work toward your 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.

Eccentric Appearance (1pt.) You dye your hair pink, wear clothes that are fashionable only among fringe subcultures such as goths or punks, and otherwise appear nothing like the average citizen. When dealing with people not familiar with your subculture, increase the difficulty of any Social rolls by two. Your appearance unnerves mainstream people and makes them wary of you. Furthermore, your appearance is eye-catching, though people tend to focus on your attire rather than your actual physical characteristics, such as eye color.

Eerie Presence (2pt.) You just make people uncomfortable and ill at ease when they are around you. Because of this, difficulties of all rolls relating to social interaction are increased by two.

Enemy (1-5pt.) You have an enemy, or a group of enemies, who seek to harm you. The power of the enemy depends upon how many points the player wishes to spend (five points indicate the wrath of an Lord or other potent supernatural foe).

Faint of Heart (3pt.) The sight of gore and blood shocks you to the core. If you witness a gruesome scene, you must make a Willpower roll, difficulty 6, to avoid debilitating nausea for five to 10 minutes. The difficulty of all actions increases by one when you are in this state.

Graceless (2pt.) You lack natural flair. You always look clumsy no matter what you are doing. Anytime there is time to make a bad impression add +5 to the difficulty of your social rolls. This may apply to threats or brute force (depending on whether you just tripped and fell or not).

Gullible (2pt.) You are slow on the uptake, or you just never learned to separate truth from fiction. Whatever the cause, you are particularly susceptible to lies and half-truths. You lose three dice from all dice pools relating to guile and subterfuge (not stealth), whether perpetrating your own feeble lies or attempting to penetrate someone else’s words to find the truth.

Hard of Hearing (1pt.) Your hearing is defective. The difficulties of any rolls involving the use of hearing are increased by two.

Hatred (3pt.) You have an unreasoning hatred of a certain thing. Your hate is total and uncontrollable. You may hate a species of animal, a class of person, a color, a situation, or about anything else, and you constantly pursue opportunities to harm the hated object or gain power over it.

Haunted (3pt.) You are haunted by an angry and tormented spirit. This spirit actively attempts to hinder you and does its utmost to vent its anguish upon you and anyone in your presence. The Storyteller determines the exact nature of the spirit, its powers, and whether it can eventually be laid to rest.

Honest to a Fault (2pt.) You always try to tell the truth, no matter what the situation. You will not stretch it, bend it, or manipulate it to take advantage of others, unless human lives are in jeopardy. If you do attempt to lie to someone, the difficulty of any roll involved is increased by two.

Hunted (4pt.) You are pursued by a fanatical who believes you are a danger or that you have wronged them. All those with whom you associate may be hunted as well.

Icy Demeanor (1pt.) You are uncomfortable relating to people on an emotional level, which is reflected in your mannerisms and speech. You clam up, seek escape, or avoid eye contact. Increase the difficulty of any Empathy rolls made toward you by two, as people have trouble identifying with you.

Ignorant (1pt.) You tend to miss common cultural references that others take for granted, such as the knowing that the Statue of Liberty is in New York City. You are not necessarily dumb or uneducated; a cloistered college researcher could just as easily dive so deeply into his field of study that he dismisses anything outside it. You do tend to give people the impression that you are slow and uneducated, however.

Impatient (1pt.) You have no patience for standing around and waiting. You want to do things now — fuck those slowpokes trying to hold you back. Every time you are forced to wait around instead of acting, a Self-Control roll is required to see if you go tearing off on your own instead.

Insomniac (2pt.) For whatever reason, you have tremendous trouble getting more than a few hours of sleep. You are often groggy and slow as a result. Increase the difficulty of any Alertness, Awareness or Intuition rolls by two.

Intolerance (1pt.) You have an unreasoning dislike of a certain thing. This may be an animal, a class of person, a color, a situation, or 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 trivial effect on play in most chronicles. The Storyteller is the file arbiter on what you can pick to dislike.

Lame (3pt.) Your legs are damaged, which prevents you from running or walking easily. You are forced to walk with a cane or leg braces, and you have a pronounced limp to your stride. Your walking speed is one-quarter that of a normal human, and running is impossible.

Lifesaver (3pt.) 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 a killing. You have no problems with killing animals (for the right reasons), and will kill evil and inhuman creatures to protect others if necessary. (Be incredibly careful, however, with your determination of 'evil'…) Senseless death in all forms repulses you, and you feel that those who commit murder should be punished.

Low Pain Tolerance (2pt.) You have an extremely low capacity for pain. You turn into a whimpering, blubbering ball of misery at the first sign of it. Although you soak damage normally, you suffer an additional -1 die-pool penalty when you are injured.

Low Self-Image (2pt.) You lack self-confidence and do not believe in yourself. You have +3 difficulties in any situation where you do not expect to succeed. (Storyteller discretion). At the storyteller's option you may be required to make Will rolls to do things that require self-confidence.

Lunacy (2pt.) You are affected by the phases of the moon. On nights of the new moon, you are extremely passive, but on nights of the full moon you are extremely emotional or volatile. During the waxing moon you are pleasant and more focused on your tasks. During the waning moon you are a little apathetic and touchy. This flaw is most effective if roll played. Depending of the moon phase you add 4 to the difficulties to all rolls that go against the mood you are in and add +3 to all rolls that are strongly within the mood you are in.

Mistaken Identity (1pt.) You look like descriptions of someone else, which cause cases of mistaken identity. This can prompt numerous awkward or even dangerous situations, especially if your “twin” has a terrible reputation or is wanted for some crime.

Mute (4pt.) You cannot speak. You may communicate with the Storyteller and describe your actions, but cannot talk to player or Storyteller characters unless everyone concerned purchases a commonly understood sign language or you write down what you wish to say.

Naïve (1pt.) You are hopelessly naïve about the nature of reality and see everything through “rose-colored glasses.” You may have been brought up in wealth and privilege or be a survivor of abuse and trauma that you have repressed. You are hesitant to suspect evil or foul play in others, which can be a genuine problem. The difficulty for any rolls for you to detect another person’s ill intent is raised by +2.

No Sense of Direction (1pt.) You get lost all the time. Maps, compasses, and detailed directions do little to help. You have a lot of trouble figuring out where you are in relation to landmarks that are not immediately obvious, and maps are incomprehensible to you. Increase by two the difficulty of any roll that involves following convoluted directions, backtracking a route, or navigating a confusing set of city streets.

No Sense of Smell (1pt.) You completely lack a sense of smell. You may have simply been born without it, or you lost it due to some freak accident. You cannot smell anything, no matter how strong the odor might be. Food tastes bland to you. On the good side, you are not bothered by the stench of sewers, rotting flesh, or other nasties.

No Sense of Taste (1pt.) Your taste buds simply do not function. You cannot appreciate a fine meal, and you have trouble gauging the difference between good and rotten food and drink.

Non-confrontational (1pt.) You have a tough time bringing up difficult subjects with others. You are willing to make a lot of sacrifices to avoid interpersonal confrontations. You let people have their way simply to avoid fights, and often you step into arguments and attempt to end them without any thought about the outcome of the discussion, if it ends. You have a tough time coping with pushy people and find yourself making a lot of compromises that you later wish you had not. Add two to the difficulty of any roll that involves debating or arguing with someone who is normally friendly with you.

Obsession (2pt.) There is something you like, love, or are fascinated by to the point where you often disregard common sense to cater to this drive. You react positively to anything related to your obsession, even if it is 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 about the King. You do not necessarily believe that Elvis is still alive, but you buy ever supermarket tabloid that carries an article about him anyway. There are many other obsessions, including British royalty, guns, football, roleplaying games…you know the type.

Old Injury (2pt.) You hurt yourself badly back in your younger days and now pay the price with chronic pain and tenderness. Increase the difficulty of any Athletics roll by two.

One Arm (3pt.) You were either born with only one arm or lost your arm through an injury of some sort. You suffer no secondary- hand penalty since you have adapted to using your one hand for most activities. When you need to use two hands, however, you lose two dice from your dice pool.

One Eye (2pt.) You have only one eye — which eye is missing is up to you. The difficulties of all Wits rolls involving eyesight are increased by two, and the difficulties of all die rolls requiring depth perception are increased by one (this includes ranged combat).

Overconfident (1pt.) You have an exaggerated and unshakable opinion of your own worth and capabilities. You never hesitate to trust your abilities, even if situations where you risk defeat. Because your abilities may not be enough, such overconfidence can be extremely 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.


Oversized Mouth (1pt.) This flaw is incredibly obvious and makes you seem inhuman in some way. Your mouth is huge and you can open it much like a snake.

Pacifist (5pt.) You utterly refuse to use violence against anything, even if your life or the lives of others are in immediate danger. Furthermore, you work hard to prevent others from using violence, though you do not recklessly endanger yourself or others to do so. You never carry weapons and refuse to procure them. A Willpower roll, difficulty 6, may be required to resist the temptation to engage in violence when a gross offense has been committed before or against you, such as a loved one being harmed. If you defy your nature and succumb to violence at some point, you cannot regain Willpower each morning until you come to terms with your lapse or you change your life philosophies altogether.

Pack Mentality (2pt.) You pride yourself on being a member of "the pack". Your identity is strongly tied to membership in some group or organization. You receive a +3 to any rolls when working with your chosen group, however, when not with your chosen group you receive a +3 difficulty on all rolls. This also sometimes prevents you from acting without your group at storyteller discretion you may be asked to make a Will roll or spend a willpower point to act on your own in times of stress. You must spend a willpower point to go against your chosen group.

Phobia (2pt.) You have an overpowering fear of something. Spiders, snakes, crowds, and heights are examples of common phobias. You must make a Willpower roll every time you encounter the object of your fear. The difficulty of the roll is determined by the Storyteller. If you fail the roll, you must retreat from the object.

Poor Judge of Character (2pt.) You are the type of person who always ends up hanging out with the wrong crowd. You just like to date dangerous men or you are a sucker for a woman in trouble (or vice versa). Whatever the reason, you have a tough time figuring out whom to trust. Increase the difficulty of all Awareness and Intuition rolls you attempt in social circumstances by two. Also, your friends and acquaintances tend to be sponges and other lowlifes.

Poor Night Vision (2pt.) Your eyesight is poor in low-light conditions. Increase the difficulty of any action attempted in dim light, such as what a flashlight might provide or under starlight alone, by two.

Psychic Vampire (5pt.) The spark of life is dying within you, and you must be continuously fed from outside forces. You are a psychic vampire. Plants and insects wither or die in your presence as you feed on their energies, and any person you touch for more than an hour will suffer one non-aggravated Health Level as you siphon away his life. Those already injured (including those whose Bruised Health Level has 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 reverse: you take 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.

Sadism/Masochism (2pt.) You are excited either by causing pain or receiving it. In many situations, you will seek to be hurt or hurt someone for your pleasure. For a masochist (someone who enjoys pain), your soak roll difficulty for 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 are enjoying 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.

Shaky Hands (3pt.) You have a lot of trouble keeping yourself composed under pressure. In an extremely stressful situation such as combat, your hands shake so badly that you have trouble completing any tasks that require a delicate touch and intense concentration. Examples include picking a lock or drawing a summoning circle. Increase the difficulty of any rolls for such demanding activities by two.

Short (1pt.) You are well below average height — four and a half feet (1.5 meters) tall or less. You have difficulty reaching or manipulating objects designed for normal adult size, and your running speed is one-half that of an average human. You now count as being size 3.

Short Temper (1pt.) You are easily driven to distraction by what would otherwise be minor failures and other frustrations. If you fail to gain any successes on any single roll during an extended action, increase the difficulty of all subsequent actions by one, cumulatively.

Shy (1pt.) You are distinctly ill at ease when dealing with people and try to avoid social situations whenever possible. Difficulties for all rolls involving social interaction with strangers are increased by two. If the character becomes the center of attention in a large group, difficulties are increased by three.

Socially Oblivious (1pt.) You have trouble picking up subtle hints from others. You often overstay your welcome at parties, and you tend to blurt out topics that everyone else takes great pains to avoid in conversation. You are not a socially repellent person, just occasionally tactless. Add two to the difficulty of any Socialize rolls you attempt.

Soft-Hearted (1pt.) You cannot stand to watch others suffer. You avoid any situation that involves causing someone physical or emotional pain unless you make a Willpower roll (difficulty 8).

Speech Impediment (1pt.) You have a stammer or other speech impediment that hampers verbal communication. The difficulties of all die rolls involving verbal communication are increased by two.

Stubborn (1pt.) Once your mind is made up, there is no changing it. You cling to your beliefs the way a pit bull does a leg, and you are about as pleasantly comported when others challenge you. You hate to be proved wrong and go to extremes to avoid enduring the shame of it. Increase the difficulties of all Social rolls by two when someone challenges your ways.

Tic/Twitch (1pt.) You have some sort of repetitive motion that you make in times of stress, and it is a dead giveaway as to your identity. Examples include a nervous cough, constantly wringing your hands, cracking your knuckles, and so on. It costs one Willpower to refrain from engaging in your tic.

Trusting (1pt.) You tend to follow your instincts when dealing with strangers. Sadly, your instincts often tell you that you can trust people. You want to believe the best about everyone you meet and tend to put yourself in situations that could be dangerous, such as accepting a ride home from a recent acquaintance, going home with a person you just met at a bar, or taking a stroll in a poorly patrolled city park after nightfall.

Unlucky (4pt.) You have dealt with bad breaks all your life. You always make the wrong moves at the wrong time. Once per game session, the Storyteller may increase the difficulty of a critical roll you make by two. If you fail, he rolls, it is due to some random, hard-luck factor. Your bad luck seems to crop up at the most inconvenient times.

Vengeful (2pt.) You have a score to settle. You are obsessed with taking your revenge on an individual or group, and it is your overriding priority in any situation where you encounter the object of your revenge. You may temporarily resist your need for vengeance by spending a Willpower point.

Ward (3pt.) You are devoted to the protection of another. You may describe your ward, though the Storyteller will create her. Wards have a talent for getting caught up in the action of stories, and they are frequent targets of a character's enemies.

Weak-Willed (3pt.) Your difficulties to resist Social abilities such as Intimidation or Persuasion, as well as mind-altering spells or magic, are increased by two. Your Willpower Trait may never rise above 4.

Wyld Mind (2pt.) 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 ever extended action roll after the second.
Use Flaws to add character to your characters. No one is perfect, characters included. This list is not comprehensive by any stretch. Get with your G.O.D. if there is something you want to do and isn't listed. The will help you create a knew Flaw for you to use.

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