"Flaws" By Vigilance99 (https://pastebin.com/u/Vigilance99) URL: https://pastebin.com/JipFpHJh Created on: Sunday 10th of November 2019 12:05:58 AM CDT Retrieved on: Sunday 25 of October 2020 10:10:15 AM UTC Common Flaws: Short (1-pt. Flaw) A character with this Flaw is four and a half feet tall or less. The character may have trouble reaching objects on shelves, and he is certainly noticeable. Speech Impediment (1-pt. Flaw) A severe lisp, stutter, cleft palate, outburst of Tourette's Syndrome or similar problem makes it difficult for your character to speak clearly. Try to roleplay this Flaw; you suffer a one-point penalty to all verbal communication rolls. Defective Sense (2-pt. Flaw) One of your character's senses is dulled or abnormally damaged in some fashion. Perhaps the character is hard of hearing, has limited taste receptors, is color-blind or is correctably nearsighted. In each case, you suffer a two-point penalty to the difficulty of all rolls involving the flawed sense. Obviously, you cannot take this Flaw in conjunction with an Acute Sense of the same type! Disfigured (2-pt. Flaw) A hideous disfigurement makes your character's appearance disturbing. The difficulties of all die rolls relating to social interactions besides Intimidate increase by one. The character may not have an Appearance rat ing greater than 2. Ineptitude [2-pt. Flaw] Your character just sucks at one particular Ability. Maybe he can't handle driving worth a damn, or he makes computers burst into flames and emit pink smoke. Pick one Ability in which your character has at least one dot You suffer a difficulty penalty of two on all rolls with that Ability. Phobia (2-pt. Flaw) Some simple stimulus, engenders an overwhelming fear in your character. Your character might be afraid of snakes, heights or large crowds of people. You must make a Willpower roll whenever your character is confronted by the object of terror. If you fail, your exalt retreats from the situation, while a botch means that the Exalt flees completely out of control or curls up into a helpless ball and quivers. If forced to stand ground against such a fear (fighting a giant magical snake, for instance), you suffer a difficulty penalty of two on all rolls. Short Fuse (2-pt. Flaw) Your character is quick to anger. Whenever anybody ticks off your character, you must make a Willpower roll (difficulty 6) to not go on the offensive. Vengeful (2-pt. Flaw) Someone pissed your character off, and he plans to get even. Your character wants to even the score with one individual or group. This victim may or may not be an enemy — the subject may not even be aware of the perceived slight — but your character takes it seriously and counts it as a major part of his life. You must spend a Willpower point to turn your character away from the object of his vengeance when a situation crops up to potentially wreak havoc on the opponent in question. Amnesia (2-pt. Flaw) Your character can't remember anything about his past, his history or the events of his life. The character can still use his various Abilities, but he may not remember how he learned them. Your Storyteller has final say on your character's history, and some things may come back to surprise you. You can set aside two to five additional points of Flaws for use by the Storyteller; the Storyteller gets to pick Flaws worth one fewer point (thus, if you take four extra amnesiac Flaws, your Storyteller chooses three points of Flaws but you get the four freebie points). Of course, you don't know what these Flaws are, so you may be in for a surprise! Lame [3 or 6 pt Flaw] Due to an unhealed injury or a missing limb, your character has trouble walking. At the three point version of this Flaw your character is merely slow, moving half the normal rate. At this six point version of this Flaw your character cannot walk and will require a wheelchair or other means of conveyance. Minor [3 or 5 pt Flaw] Your character is legally a minor. At the three point value of this Flaw your character is below the age of sixteen and cannot legally drive, vote, or drink in most places. At the 5 pt version your character is below the age of ten and will likely have difficulties doing many things unescorted. If you take the latter you should also take the Short Flaw. Blind [4 pt Flaw] Your character is blind, and fails all checks based on sight immediatly. Ranged attacks are also made at DC+2 unless the character has the Acute Senses Merit. Deaf [4 pt Flaw] Your character is deaf and fails all checks based on hearing immediatly. Mute [4 pt Flaw] Your character is mute and cannot speak. Soft-Hearted [3-pt. Flaw] Your character cannot stand to watch others suffer. Your character avoids any situation that involves causing someone physical or emotional pain, unless you make a Willpower roll (difficulty 8). Addiction (1 or 3-pt. Flaw) Your character suffers an addiction to some substance, such as nicotine, alcohol or some hard drug. If the substance is relatively trivial and easily obtained, this Flaw is worth one point, and it probably won't cause any game-related difficulties. If the substance is illegal, dangerous or liable to cause health or psychological problems, the Flaw is worth three points. A character who can't get his fix will go through withdrawal, with penalties assessed by the Storyteller. Monstrous (3-pt. Flaw) Your character has an Appearance rating of zero. He may be the stereotypical pock-marked leper, or he may have the face and body of a demon or bug-eyed monster. Otherwise, someone just beat him with the ugly stick.