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setting:changeling_flaws

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Changeling House Rules

Changeling Flaws

Phsyical:

Addiction (1-3pt. Flaw) You suffer from an addiction to a substance or experience. If the addiction is to something sedative and a fix cannot be obtained, you should roll to avoid triggering a gain of temporary Banality, as the mists of fugue gnaw at you. If the addiction is to something stimulating and a fix cannot be obtained, the Storyteller can choose to give you a point of Nightmare or even an Imbalance. For a one-point Flaw, the addiction must be satiated weekly; for a two-point Flaw, the addiction must be satiated daily; for a three-point Flaw, the addiction must be satiated after an hour of sobriety. Allergic (1-4pt. Flaw) You’re allergic to a substance. 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, increasing all difficulties by one, and for three points, your reaction actually incapacitates you, increasing all difficulties by three. If the substance is really common in your chronicle, add an additional point to this Flaw. A redcap who accidentally eats something he’s allergic to is in trouble. A Stamina roll is required, otherwise he’ll immediately vomit everything in his stomach. Furthermore, any time he wants to do anything more strenuous than walk for the next half hour, a Willpower roll is necessary to see if another attack of nausea hits. Asthma (1pt. Flaw) You have difficulty performing strenuous tasks because you cannot breathe properly. With asthma, your lungs only pull in a fraction of the air lungs require. Any time you exert yourself, you must make a Stamina roll or be unable to perform any action on the next round while you catch your breath. Bad Sight (1, 3, or 6pt. Flaw) 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 or contacts, as a three-point Flaw, the condition is too severe to be corrected, and as a six-point Flaw, you are blind and difficulties of all Dexterity-based rolls are increased by two with Perception rolls based purely on eyesight failing automatically. Impaired Hearing (1, 2, or 4pt. Flaw) You have flawed hearing. The difficulties of any die rolls involving listening are increased by two. As a one-point Flaw, this condition can be corrected with a hearing aid or ear implant, as a two-point Flaw, the condition is too severe to be corrected, and as a four-point Flaw, you are completely deaf and all hearing based rolls fail. Short (1pt. Flaw) You are well below average height, and find this world is not built for changelings of your stature. You suffer a difficulty penalty of +2 to all pursuit rolls, and you and the Storyteller should make sure your height is taken into account in all situations. In some circumstances, this will give you a concealment bonus. Twitch (1pt. Flaw) You’ve some sort of repetitive motion that manifests in times of stress, and it’s 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 point to refrain from engaging in your tic. Deformed (2-3pt. Flaw) A disfigurement makes your appearance disturbing and memorable. When in the presence of those who judge based on appearances, the difficulties of die rolls relating to social interaction are increased by two. You may not have an Appearance rating greater than 2. As a three-point Flaw your deformity also raises the difficulty by two for rolls of one chosen Physical Attribute, as your deformity afflicts your mobility. Too Human (2 or 5pt. Flaw) Your fae side struggles to penetrate that of your mortal seeming. As a two-point Flaw, this makes all changelings view you warily. Social rolls increase in difficulty by two until you make an action inarguably proving your fae nature. As a five-point Flaw, the wariness other changelings feel towards you becomes antipathy, as you also lose one of your kith’s Birthrights. You choose which one to sacrifice. Lame (3pt. Flaw) Your legs are injured or otherwise prevented from working effectively. Difficulties of all dice rolls related to movement increase by two. A character maynot take this Flaw along with the Merit Double-Jointed. Parfum de Goat (4pt. Flaw) The goat musk is a unique, horrific scent that makes the eyes water. You are a walking, breathing sachet of smelly goat. This Flaw isn’t restricted to satyrs, but is most common among them. Satyrs and redcaps are not bothered by your musk. Other kiths must be convinced against maintaining a distance from you, no matter the situation. This hinders your chances for romance, titles, and even simple chats. The difficulty of all social rolls involving any beings with sense of smell other than satyrs and redcaps is increased by three

setting/changeling_flaws.1642434418.txt.gz · Last modified: 2022/Jan/17 15:46 by flowercrystals