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== Second Edition ==
 
== Second Edition ==

Latest revision as of 04:29, 9 June 2010

New Solar Virtue Flaws

Either based on stuff from the Exalted core rules, or completely original. Mostly the former for now.

Second Edition

Temperance

Heart of Frost

As per Heart of Flint, but rooted in Temperance rather than Conviction. The Exalt's emotions and empathy simply shut down; she neither feels nor expresses any emotion. In choosing a course of action, she must analyze it with complete objectivity (seeking efficiency above all else), and is incapable of anything but blunt honesty or silence; tact no longer makes sense to her.

This imposes a two-die penalty to almost all Social rolls -- and also affects Craft and Performance. Anything created while suffering from Heart of Frost will be utilitarian, minimalist, and lack the soul and beauty of the Exalt's normal work. (Storyteller's option if the relevant rolls are at the same penalty, or if this is simply flavor.)

Partial Control: Her emotions are significantly muted, but she can at least comprehend that they exist, in herself and others. She still suffers the above problems, but she will avoid doing anything she suffers a strong emotional aversion to.

Duration: One full day.

Limit Break Condition: The character succumbs to emotion despite her better judgment. (Failure to defend against a social attack based on emotion rather than reason, or invocation of illogical/emotional Intimacies and Motivations to defend herself in social combat, are two ways to generate Limit.)

First Edition

Conviction

Conviction Killed the Cat

Based on the canonical Valor Flaw of Foolhardy Contempt, this drives a character to resist anything that might possibly distract her from her goal by the simplest means: she ignores it. For a number of days equal to her Conviction, she will do nothing except work to achieve her current goal; she may work to achieve things that will be helpful toward that goal, but only if she's sure they'll help. At the Storyteller's discretion, if a goal becomes impossible to achieve, the character may be able to change to another; if the character achieves her goal, she must promptly move on to the next.

Limit Break Condition: The character encounters serious stumbling blocks in pursuit of a goal, or is made to doubt its ability to be completed.


Blind Stubbornness

For a number of days equal to her Conviction, the character loses all sense of danger: to herself, her allies, her resources . . . She will take any opportunity she sees to achieve a goal she wants, without thought for the other consequences. (Storytellers should take care not to permit this Flaw without a reasonably understanding player group, as this can potentially lead to significant loss for the Circle as a group through no fault of their own.)

Limit Break Condition: The character is given clear opportunity to achieve a goal or make significant progress toward it, regardless of the associated price.

Temperance

none

Valor

Paralytic Chill

The flip side of courage is fear, and a character with this Virtue Flaw is particularly vulnerable to his own fear. For a number of days equal to his Valor, he loses confidence in himself and becomes acutely aware of his own mortality; he must make a Willpower roll at a difficulty equal to his Valor rating each round to remain in a combat situation, and is at a -2 dice penalty to deal with any other conflict. (Charms and other effects that enhance a person's confidence may remove the Willpower check or the penalty, but not both.)

Limit Break Condition: The character is made forcibly aware of her own mortality or vulnerability, particularly in a hitherto-ignored blind spot or a presumed specialty. (For example, the stereotypical Dawn might be triggered by being beaten in combat -- his theoretical specialty -- or by coming out the loser in a social encounter -- an ignored blind spot.)

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