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actually resolves or fulfills her Driving Passion, she immediately
 
actually resolves or fulfills her Driving Passion, she immediately
 
loses this Merit and gains six experience points.
 
loses this Merit and gains six experience points.
 
===TRUE PARAGON===
 
(3-PT. MERIT)
 
The character exudes honor and nobility, either from
 
a formal code or an instinctive fulfillment of what she
 
believes is right. As a result, she may spend bonus or
 
experience points to raise any Virtue to a rating of 6.
 
Characters with this Merit capable of raising their Virtues
 
above 5 for other reasons instead add one to their permitted
 
maximum. However, this Merit does not allow
 
permanent Willpower to exceed a rating of 10. In addition,
 
the character’s player may choose to roll her character’s
 
highest Virtue in place of the standard Conviction roll for
 
her to regain Willpower after sleeping. Only characters
 
with the Paragon Nature may purchase or retain this
 
Merit. Characters who betray their code lose this Merit
 
without compensation.
 
  
 
===TACTICAL INSTINCTS===
 
===TACTICAL INSTINCTS===
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(see p. 28) do not double the extra die awarded by that Trait
 
(see p. 28) do not double the extra die awarded by that Trait
 
in situations where both Merits apply.
 
in situations where both Merits apply.
 +
  
 
==Physical Flaws==
 
==Physical Flaws==
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distance vision or peripheral vision on the blind side
 
distance vision or peripheral vision on the blind side
 
and increases the difficulty of ranged attacks by one.
 
and increases the difficulty of ranged attacks by one.
 +
 +
===CLIMATE SENSITIVE===
 +
(2- TO 4-PT. FLAW)
 +
Characters with this Flaw experience discomfort and
 +
even take ill if they are subjected to environmental conditions
 +
substantially different than those they are accustomed
 +
to. The value of this Flaw depends on the likelihood of
 +
encountering the undesired conditions. For two points, the
 +
character responds poorly to a particular extreme of temperature
 +
(arctic, tropical) or humidity (arid desert, marsh/
 +
jungle). For three points, the character is uncomfortable in
 +
any environment lacking these extreme conditions, including
 +
temperate climates. Four points indicates the condition
 +
that defines the character’s home environment is specific to
 +
a geographical region and may not be replicated or transplanted
 +
without considerable difficulty and expense, such as
 +
the pollen of a particular tree or something equally obscure.
 +
Whenever a character with this Flaw finds himself in an
 +
environment he finds uncomfortable, he adds 1 to the
 +
difficulty of all Survival rolls, as well as all Endurance and
 +
Resistance rolls to resist manifestations of the undesired
 +
conditions. This Flaw may not be taken to include any area
 +
the Storyteller indicates the game will never visit.
  
 
===AMPUTEE===
 
===AMPUTEE===
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amputations involving two or more limbs. Fair or not, the
 
amputations involving two or more limbs. Fair or not, the
 
gods do not normally make cripples their Chosen.
 
gods do not normally make cripples their Chosen.
 +
 +
===SLOW HEALING===
 +
(4-PT. FLAW)
 +
Mortal characters with this Flaw recover from injury
 +
at half their normal rate. Most such characters do not live
 +
long in the brutal Age of Sorrows. Exalted with this Flaw
 +
instead recover from their wounds at the rate of normal
 +
mortals, but given sufficient time, they still heal perfectly
 +
from anything less than amputation.
 +
WEAK IMMUNE SYSTEM
 +
(4-PT. FLAW, 3-PT. FOR EXALTED)
 +
Mortal characters with this Flaw have a harder time
 +
fighting off illness, their players adding 2 to the difficulty
 +
of all Endurance and Resistance rolls for the characters to
 +
resist disease and infection. Exalted characters instead half
 +
their dice pools to resist or throw off such maladies (rounded
 +
down) but retain their usual superhuman resilience to the
 +
actual effects of ailments they contract. This means that
 +
Chosen with this Flaw will often experience the discomfort
 +
and distraction of illness for long bouts at a time,
 +
perhaps making them wish they were dead even if they are
 +
never in any real danger.
  
 
==Mental Flaws==
 
==Mental Flaws==
 
===CALLOUS===
 
(2- TO 10-PT. FLAW)
 
A character with this Flaw believes in selfish pragmatism
 
over scruples and integrity. He gains two bonus points
 
for every dot of Virtues his player forfeits during character
 
creation. Callous characters cannot forfeit their last dot of
 
a Virtue and may not begin play with a Willpower rating
 
more than one point higher than the sum of their two
 
highest Virtues. This limit applies until such a time as the
 
character has a total of 9 dots of Virtues, at which point the
 
character automatically loses this Flaw at no cost. Thus, a
 
monstrous, intemperate, inconstant coward with a rating
 
of 1 in all Virtues could never have a Willpower higher
 
than 3. Characters with this Flaw may not have the
 
Paragon Nature. Exalted with this Flaw still suffer Virtue
 
Flaws appropriate to their highest Virtue, if applicable.
 
  
 
===DERANGEMENT===
 
===DERANGEMENT===

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