Merits & Flaws Reference


New Flaws


Psychological

Hatred (2-3-pt. Flaw)
This Flaw is only worth 3 points to vampires and shapeshifters because of the propensity for the character to frenzy. To everyone else, it’s just a spiteful obsession who must make Willpower rolls not to act out against the subject of their hatred on sight, but they won’t frenzy over it, obviously. (Dhampyrs purchase this Flaw at the same price as Kuei-jin.)

Peacenik (1-pt. Flaw)
You are so convinced in the wisdom of the elders and old pacts between the shen that you are certain all conflicts can be reconciled peacefully. Though this is a positive attitude, your belief borders into naivete. This ideal is easily taken advantage of by cruel shen who are not adverse to using peace as another means to their own ends. The Storyteller may enforce a Perception penalty when trying to detect such a ploy.

Superiority Complex (2-pt. Flaw)
You were Asian-borne, Asian-schooled, and Asian-driven. Your whole life has been the Far East, because the West sickens you. Their horrid and barbaric culture, their penchant for greed and violence, their sheer arrogance -- it all adds up to one thing: a bunch of idiots. Their culture isn’t nearly as tasteful as they think. Their greed and violence is to be expected of a culture whose belief systems are based on money and blind obedience to power structures. Their arrogance is based on their unawareness of Asian education and science. Indeed, the only difference between technological advances in the past has been the advanced use of gunpowder and firearms. The West did not even invent firearms, the East did. The West merely stole the technology and came up with new tactical uses. Why? Because the Westerners are power-mad, murderous apes, that’s why! In short, you believe East is better than the West. Your bigoted attitude can get you in quite a bit of trouble. You must make a Willpower roll (difficulty 8) to even consider having anything to do with a Westerner or a strictly Western cultural element. Screw rock’n’roll -- the sitar and samisen is real music! If you have this Flaw and live in America, chances are you never leave Chinatown.

Mental

Autistic (2-6-pt. Flaw)
Your character is naturally, genetically, on the autism spectrum. Where on the spectrum denotes the value of this Flaw. Autistic characters are fully functional people, even if they suffer the cognitive, hormonal, and/or neurological disabilities associated with autism. (OOC Note: Please note that autism is a complex subject that isn't yet fully understood by developmental sciences. Furthermore, adding it as a game trait has the natural tendency to inflict a reductionist approach to this disability. Feel free to contact me to help correct or streamline this trait for the game if you feel it is offensive or simply erroneous.) All characters with this Flaw suffer a (base) +1 difficulty to Social rolls.

At 2 points, the character is barely on the spectrum and few people ever even realize he is autistic. He suffers the base Social penalty only.

At 3 points, the character is often absorbed by one of her favorite activities, which can range from something actually productive and utilitarian to simply playing games. The player should choose 1-3 Abilities associated with her level of autism. The character will then tend to lose herself in any activities of that Ability (per the Flaw, Absent-Minded). A player who wishes to have a character with Asperger's would take this Flaw at 3 points.

At 4 points, the character seems more socially awkward due to development disabilities portrayed by off-tone speech patterns and the "classic autistic" facial features. The Social penalty increases to +2. A noticeable idiosyncrasy often accompanies her regular behavior, such as hand-flaps, rocking, or tapping.

At 5 points, serious cognitive dysfunction can hinder the character on a regular basis. In addition to a +2 Social penalty and physical idiosyncrasies, the character must make a Willpower check once per Scene (difficulty 8). Failure results in a +1 difficulty to all Mental checks as well. This isn't some sort of fugue state or "mental retardation" but rather psychological distress that often takes the form of manic-depression, obsessive-compulsive activities, or anxiety to the point of a personality disorder. In short, in "game terms", the autism at this point is on par with a full-blown Derangement.

At 6 points, the character's autism has a deleterious physical component, too. In addition to the previously listed effects, the character suffers severe mobility problems. The character isn't quadriplegic but finds it very hard to get around without the use of a wheelchair or Rascal scooter. All Dexterity checks suffer a +3 difficulty, the character's movement rate is halved, and she may not enter into a run.

The Autistic Flaw is acceptable for any kind of character in the World of Darkness. However, it is very uncommon among hengeyokai (and among some Fera, it is unknown--Rokea, for example, would devour an autistic wereshark cub at birth)--except Metis. In fact, Metis may take Autistic as their "breed deformity" at the 4-point level. If the player wishes to take it at the 5 or 6-point level, the additional point or two count as freebie points.

Tourette's Syndrome (2-pt. Flaw)
A character with this neurodevelopmental disorder suffers from a common "tic" that may be somatic, expressive, and/or phonic. For the most part, a "tic" disorder isn't worth any points as a Flaw, as they are barely disruptive or even noticeable. However, it's assumed with this Flaw that the character is in the minority of Tourette's sufferers who also exhibit coprolalia: the infamous tendency to shout obscenities (which is also a phonic "tic"). It goes without saying that, even among the most patient and tolerant social groups, this can cause certain efforts to outright fail (e.g., Etiquette rolls). The character has little control over this "tic"; at least once a Scene, the character will irresistibly pronounce quite loudly a "favorite" word or series of words that are quite vulgar and obscene. This can be resisted only with a Willpower roll (difficulty 8). Some medications are available to help (reducing the Willpower roll's difficulty to 6), but unfortunately, there is no cure.

Weak-Willed (2-3-pt. Flaw)
This Flaw also weakens the target to Obligation and similar powers. Characters with a Willpower of 7+ may not take this Flaw. This Flaw is worth 3 points to “normal” human characters due to the more dangerous vulnerability in which they’re left.

Supernatural

Dark Visions (2-pt. Flaw)
You suffer nerve-wracking, prophetic nightmares every night you try to sleep -- and the visions plague you by day often, too. These dreams are likely born from some curse of Yomi. Perhaps you wandered too close to a tainted area in the Middle Kingdom, or even in the spirit realms. These visions share much in common with the doomsayers’ fear of what may come in the Sixth Age. They may or may not be true, but they’re very convincing, and you spend most of your waking day taunted and horrified by the haunting dreams. All rolls suffer a -1 to -2 dice penalty (Storyteller’s discretion); expending a Willpower point will temporarily overcome this lingering terror.

Demonic Observer (3-pt. Flaw)
You have made a good impression somewhere you wish you hadn’t -- the Ten Thousand Hells. A Yama King has sent a minor imp of some sort to observe you. The imp will almost never do anything but watch from its invisible, incorporeal position. Occasionally, if faced with a major conscientious decision, the imp may “help” you decide. If you “do well”, the imp may send reports to its master that brings other, more powerful servitors to tempt you -- or destroy you.

Jade Allergy (4-pt. Flaw)
This Flaw is only available to the hsien. Hsien are not normally vulnerable to jade unless it has been blessed. With this Flaw, a hsien suffers a severe allergic reaction from direct, skin-to-skin contact with any form of jade. Touching a piece of jade with one’s bare hands causes a major break-out in the equivalent of hives, which can force the changeling into bed if not the hospital. Jade formed into a weapon makes a fragile but deadly weapon against hsien so vulnerable: the weapon will do aggravated damage. For a species so protective of and tied to the mystical stone, this can be a serious drawback.

Pierced Veil (2-3-pt. Flaw)
This Flaw is worth only 2 points for hengeyokai who cannot inspire the full Delirium (such as Ratkin and Corax, and also Children of Gaia Garou) in any form.

Sign of the Phantom (2-pt. Flaw)
This functions very similarly to the Flaw, Sign of the Wolf, though the features may vary depending on the Changing Breed (e.g., Mokolé and Nagah may manifest scales instead of splotches of fur).

Taint of Corruption (1, 4, or 7-pt. Flaw)
This Flaw is worth only 1 point to most persons. For Kinfolk, it’s worth 4 points, and to shapeshifters it’s worth 7.

Winged (1-2-pt. Flaw)
Hsien may take this Flaw for non-functional wings. They appear only in Wani form, and are of little advantage except that they make the character bulkier. Shui Tan I Chih cast with the intent to make the character fly receive a coincidental Fortune, however. The Flaw is only worth 1 point for hsien.

Planetary Aspects

Only hengeyokai may pick from these Merits or Flaws.

Neptune Descending (3-pt. Flaw)
Those under Neptune Descending will find their efforts at sea or any body of water hampered. A natural dislike of water, combined with what could be defined as a psycho-somatic aquatic disorder, makes it troublesome to do anything in the water.
Effect: All rolls made while even partially submerged in any body of water except one’s bath-tub are made at +1 difficulty. Rokea can’t (shouldn’t) take this Flaw!

Pluto Descending (4-pt. Flaw)
Though rare, those born under Pluto Descending have been noted. And such unfortunates all displayed an unhealthy attraction to spirits of the dead. Indeed, the spirits that are attracted to the character stink strongly of Yomi.
Effect: The character is haunted as per the 3-pt. Flaw, Haunted, except that the ghost(s) involved are Spectres (c.f., Wraith: The Oblivion). Annoyance is not their goal nor limit of ability. They are effectively nasty Banes, though limited in capacity to regularly affect the character. Only once per Story may these dark ghosts attempt to corrupt or maim the character.

Saturn Descending (4-pt. Flaw)
The hengeyokai under Saturn Descending demonstrate an unhealthy, imbalanced attitude. Such shapeshifters are often more short-tempered than the Sunset People. They easily fly off the handle, and are more in danger of falling to the predations of Beast-of-War than any other changer.
Effect: The character is effectively short-fused. All frenzy checks are made at a flat difficulty of 4. No circumstances alter this danger to mind, body, and spirit. Such characters are advised to develop meditation techniques, and to avoid increasing their Rage!

Uranus Descending (3-pt. Flaw)
The character with Uranus Descending in his astrology will display poor judgment and timing in most everything he does. He will prove consistently late for appointments, speak at inopportune times, and is just a tad too slow in the head when it comes to off-the-cuff circumstances.
Effect: The character comes across as a bit of an airhead. All Wits rolls are made at +1 difficulty. No Initiative penalties are accorded, but the character must roll Willpower (difficulty 8) to act the consecutive turn after being surprised. Thus, if that roll is failed, the character may lose two turns of action in an ambush.

Supernatural/Shen Ties

Brainwashed (4-pt. Flaw)
For humans only, including "normal" or "mundane" Sleepers as well as hunters and Strike Force Zero agents. (It is not appropriate for the independent and usually psychically-protected Shih.) Taking this Flaw means your character has been thoroughly Dominated, Entranced, Obligated, Mind-controlled, Puppeteered, Technocratically-conditioned, or otherwise controlled that more invasive forms of control (like a vampiric Blood Bond) are not necessary. When your controller(s) tell you to jump, you only ask how high, even if it puts your life in obvious danger (though straight-up suicidal commands can be ignored/interpreted liberally). This is as much a Mental Flaw as it is a Ties Flaw, which means efforts to remove this Flaw must be at least as robust as your strings-pullers made to influence you in the first place.

Inauspicious Guanxi (1-5-pt. Flaw)
The character owes someone else a serious debt. The person he owes, and what he owes, defines the value of this Flaw.

Unseemly Ally (1-pt. or 3-pt. Flaw)
You have befriended and allied with a Western supernatural of some sort. Depending on the nature of that ally, and your Court’s view of that ally (or its race), you could be in trouble. A supernatural who isn’t considered an enemy, just a crude barbarian, is worth 1 point. A supernatural branded an enemy is worth 3. In either case, don’t expect your Court to let your pal to hang around. In fact, it’s better not to let the Court know about your friend. They may decide to kill him…and maybe you.

Human Ties

Shih Stalker (5-pt. Flaw)
Normal demon hunters, however fanatic and well-armed they may be, are only 4 points as a Flaw. If a character has f&$ked up so bad that a Shih is after her scalp, she probably deserves it -- or maybe she’s been framed. In the latter case, perhaps the Shih will listen -- but probably not until you’ve been severely beaten into submission. This is no ordinary, green-eared Shih either. This is a veteran hunter, and escaping a brutal demise will take all the character’s cunning. Worse, because the shen generally accord the Shih respect, the character may very well be alienated for her misdeeds, left for the Shih stalker to cut away from the forest like a dying bamboo tree. The character should count on only his closest companions to help. Note that Shih can take this Flaw!

Wanted (2-6-pt. Flaw)
While some shen or folks are being stalked by demon hunters, some have just made the mistake of breaking human law. It's easy to dismiss mortal authorities when you're a supernatural monster, but it's also easy to be turned to a pile of rotting offal when the SWAT team kicks down the door and breaks through your haven's boarded windows! This Flaw indicates that the character has wantonly broken human law and is now wanted by the police and/or some other law enforcement agency. The higher the Flaw value, the closer to "Public Enemy #1" the character is. Two points means the character is a wanted vandal or pickpocket. Six points means the FBI, NSA, CIA, Interpol, and UN Security are all after you. Bad terrorist.

Corporeal/Physical

Child (3-pt. Flaw)
Due to the restriction against child characters, this Flaw must be double-checked with the Storyteller, who will weigh the Flaw against the character concept before permitting it.

Dog Years (5-pt. Flaw)
This Flaw, appropriate only for hengeyokai, involves a shapeshifter that ages at the rate of a normal animal of that related species (wolf, rat, crocodile, et cetera). Rokea may not take this Flaw; they instead have a Short-Lived Flaw.

Mark of Failure (1-pt. Flaw)
Most common among yakuza, this Flaw indicates that the character has lost a couple fingers -- or more. The fingers were cut off for failing a mission or making some great mistake, and it is done as show of shame and loyalty to the family and oyabun (mob leader). This loss could also have been due to a training mistake or a simple mechanical mishap. In game terms, the character suffers a penalty of -1 to all Dexterity rolls involving motor functions with that hand (or both hands in some cases). This applies to anything more complicated than slapping or slugging someone, and can include discharging a firearm or wielding a melee weapon.

Potent Blood (3-pt. Flaw)
This Flaw was discussed in Hunters Hunted, but here are some Chronicle clarifications. Firstly, the character’s potent blood is noticeable to any hemavore that studies the person. (The senses of such creatures are keen enough to tell the difference between healthy blood and a walking Slurpee without having to see or smell the blood in open air, just like you and I can tell the difference between a good picnic hamburger and a fast food joint’s greasy slab). This Flaw also “benefits” in that Ananasi and Kuei-jin gain the same amount from drinking the character’s blood as Cainites do.