Editing Merits&Flaws
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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. | ||
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===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. | ||
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==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. | ||
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+ | ===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. | ||
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+ | ===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== | ||
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===DERANGEMENT=== | ===DERANGEMENT=== |