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Exalted KATAWA ONI/Asidisi
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==Flaws== ===Code of Honour ••=== Your character has a highly developed sense of personal honor that restricts her ability to break her word or to act dishonorably. The cost of this Flaw is determined both by how strict the code is and how strongly the character believes in it. For one point, your character is incapable of lying to anyone toward whom she has an Intimacy or betraying an Intimacy in any way unless her player first fails a Conviction roll. For two points, your character feels this way about anyone she considers an ally. ===Diminished Hearing ••=== One of your character’s senses is weakened in some way, perhaps to the point of nonexistence. The character might be near- or far-sighted, if not completely blind. He could be hard of hearing or deaf as a post. The cost of this Flaw varies according to the nature and severity of the sensory loss. In particular, if the character can overcome the Flaw with Charms or magic, the Storyteller is free to reduce the point value of the Flaw or to veto it.<br> Hearing (2 pts. or 5 pts.): For two points, the character is hard of hearing. His player suffers a two-die penalty on all auditory Perception rolls made for the character, as well as adding one to the difficulty of all social rolls in loud social situations where he will be unable to hear well. ===Intolerance (Solars) •••=== Your character has an irrational dislike for some class of people. Common triggers for intolerance include the very poor, the very rich, people with Wyld mutations or members of social groups opposed to the character’s own social group (such as a citizen from a nation with whom the character’s people are at war). Uncommon triggers for intolerance include clowns, elementals, demons or people from distant lands. The cost of this Flaw is determined first by whether the trigger is a commonly encountered type of being or not. For three points, the character has an intolerance with a relatively common trigger. When the character encounters the trigger, his player must successfully roll Compassion against a difficulty of 3 lest the character become immediately hostile to the hated person. While active, an intolerance inflicts a three-die penalty on all social actions taken by the character against the other person except for intimidation. The player may spend one Willpower to ignore the effects of a failed Compassion roll for the scene. ===Phobia (Heterosexuals) •=== Your character is irrationally afraid of some person, place, thing or condition of being. Common triggers for phobias include heights, enclosed spaces, spiders, drowning or public speaking. Uncommon triggers for phobias include clowns, being buried alive, public nudity or shellfish. A phobia’s cost is determined first by whether the trigger is a commonly encountered phenomenon or not. For three points, the character has a phobia with a relatively common trigger. When the character encounters the trigger, the character’s player must successfully roll Valor against a difficulty of 3 lest the character be forced to flee the scene or otherwise panic. If the character is forced to remain near or interact with the trigger, the phobia inflicts a dice penalty on all relevant rolls made for the character equal to the total cost of this Flaw. The player may negate this effect for a scene by spending one Willpower. For each additional point gained from this Flaw, the difficulty of the Valor roll increases by one, as does the Willpower cost to ignore the phobia. ===Vice (Sex) ••=== Your character is addicted to some vice. Common vices include alcohol, drugs, sex, gambling or even accepting dares. Uncommon vices include sex with demons or Fair Folk or imbibing exotic drugs such as bright morning. A vice’s cost is determined first by whether the trigger is a commonly encountered phenomenon or not. For three points, the character has a vice with a relatively common trigger. When the character encounters the trigger, the character’s player must successfully roll Temperance against a difficulty of 3 lest the character surrender to the chosen vice. The player may spend one Willpower to have the character ignore the effects of a failed Temperance roll for a scene. For each additional point gained from this Flaw, the difficulty of the Temperance roll increases by one, as does the Willpower cost to ignore a vice.
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