The Long Second Age--Merits And Flaws

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Merits and Flaws

The following Merits and Flaws are applicable for characters in the Long Second Age. Many of them are only for Solars, though many have been included especially for Heroic Mortals, who play a greater role in the setting. Some have been culled from past WW supplements, some have been generated specifically for the setting.

Merits

Acute Senses - 1 Point Merit
Your senses are particularly acute. Your dice pools for any Perception based roll are taken at +2 die. Charms that increase your senses double your number of successes.

Adapted - 3 Point Merit
You are adapted to some environmental condition, heat, cold, water, or the like. You can take this Merit only once. You will gain +2 die to the condition’s Survival.

Agency Insider - 7 Point Merit
Somehow you’ve managed to conceal yourself in the Realm, and taken your place there. You are not only still considered a loyal Agent, but you still on the fast track. You still play golf with the Chiefs, you know their daughters’ names, you still even send cards, and those inside consider you to be on the fast track. You are only hampered by your lack of Exaltation... If they find out that you are a Solar, your life won’t be worth much, but with your knowledge of their organization, you can be invaluable for others. Add +2 die to all Socialize and Bureaucracy rolls inside the Agency. You know the Wyld Hunt exists, because you are a part of it...

Ambidexterity - 1 Point Merit
You take no penalties for using your off hand whatsoever. You must still take the multiple action penalty.

Ancient Oath - 1-7 Point Merit
In a past life the character made a bargain with a spirit or a group of spirits, a bargain that would reach beyond the grave. The oath was sanctified by a powerful member of the Eclipse Caste or someone of similar authority. Even though the character is merely a reincarnation the spirits will still fully recognize her as the oath partner and will act accordingly.

  • 1 Pt- A minor Spirit serves you once a year.
  • 2 Pts- A minor Spirit serves you once a month.
  • 3 Pts- A strong Spirit serves you once a year. A minor Spirit is your constant companion.
  • 4 Pts- A strong Spirit serves you once a month. Spirits of a type show you obescience, and respect. Add +1 die to your interactions with them.
  • 5 Pts A strong Spirit serves you weekly. Spirits of a particular Element give you respect +2 die.
  • 6 Pts- A powerful Spirit serves you once a year. A Spirit of the Court gives you respect. +2 die.
  • 7 Pts- A major power owes you a boon. A powerful spirit serves you twice a year. An entire Court shows you respect +3die to all Socialize rolls with Spirits of that Court.

Animal Magnetism - 1 Point Merit
Something about you is compelling and interesting. You have an additional die to all Socialize rolls.

Auspicious Destiny - 7 Point Merit
This Merit may not be taken by an Exalted. It is instead the Merit most commonly seen in un-Exalted humans who, for whatever reason, accompany the Exalted on their journeys. A character with the Auspicious Destiny is one that is truly blessed by fate. They are likely to be Exalted at some time in the future, though many never do. Such characters are extremely hard to kill, not so much in the fact that they are incredibly resistant to damage, but rather in that the world seems to keep them safe from harm, as though destiny had other plans for them. There are no mechanics associated with this Merit. The exact way in which a character with Auspicious Destiny's good fortune occurs is left up to the Storyteller, though no two people with this merit should experience the same types of auspicious good luck.
Example: A Follower avoids an arrow storm having fallen behind a tree and a shield, though he does sprain his ankle doing so, and has a nasty bump on his head.

Bad Taste - 2 Point Merit
Animals instinctively know that you aren’t for eating. They will automatically shie away from attacking you from hunger, and those that are forced into combat with you will rarely bite into you. Lunars are even hesitant to sink their fangs into you.

Black Market Ties - 1-5 Point Merit
You have ties to the underground’s market place. This Merit reflects the additional die you can use for Larceny rolls to find, buy, and sell items. It doesn’t give you an instant in with the rest of the Underworld, only in the commercial aspects of acquisition of items.

Brigid's Blessing - 7 Point Merit
You have a natural understanding of the flow essence in the world, you follow the same path that "the Bearer of Magic" Brigid, and are true to her lineage. Your magic is akin to the lost magic of the First Age, you can research a spell at half the normal speed, and learn it at the same time. More, all minimum aptitude of the Occult Charms are consider two points lower, and you spend one less Willpower point to cast the spell.

Boon - 1-3 Point Merit
Someone owes you. Be it a Dragon Blooded Lord, a Guilder, Grandmother Bright, but you can call on this favor in the future. 1 Point for a mid level flunky. 2 Points for a high level servant or functionary. 3 Points for a leader of an organization or powerful Lord.

Caste's Blessing - 2 Point Merit
Your character has a special connection with the symbolic time of day associated with their caste. For the Dawn caste it’s morning, for Zenith caste it’s high noon, for Twilight caste it’s sunset, for Night caste its midnight, for Eclipse caste it’s the entire period of Calibration, and during any Eclipse. During the scenes that occur at these times, and directly following these times the character gains 2 additional dice on all rolls where they spend Willpower to gain virtue dice.

Clear Sighted - 5 Point Merit
You can’t be fooled by Fae Glamour or illusions. You see through disguises and masks instantly, and can determine by a glance if someone is Exalted, or enchanted in some way, or the mein of a Spirit. An Intelligence+Occult roll is required to determine their exact nature.

Code of Honor - 1 Point Merit
You have a stronger personal code of ethics. You may add +1 die to Willpower checks to resist breaking it under the influence of Charms or Spirit abilities.

Common Sense - 1 Point Merit
Your character has a significant amount of practical, everyday wisdom. Whenever you are about do something contrary to common sense, the Storyteller should alert you to your action might be affect you. Ideal for the novice player, as it allows you advice from the Storyteller.

Concentration - 1 Point Merit
You have the ability to focus your mind and shut out distractions or annoyances. Any reduction from your dice pools from distractions, or even pain, are reduced by 2.

Cool - 4 Point Merit
You are cool and collected at all times. You add an additional die to Conviction rolls, and can subtract a die of impairments of all kinds.

Daredevil - 3 Point Merit
You are good at taking risks, and are even better surviving. In dangerous situations you act you have one extra die, and the character can cancel out one “1" result each roll to avoid botching.

Divine Inspiration - 3 or 5 Point Merit
Truly the favored of the Unconquered Sun, the Solar with this merit is blessed with sporadic glimpses of lost, arcane knowledge.

  • 3 Points–Once every Episode the Solar enjoys an automatic success when making a roll involving any of the Twilight caste skills, (Craft, Investigation, Lore, Medicine and Occult) regardless of difficulty. This applies even if the Solar has no dots at all in that particular skill. The player can choose when to employ this merit, even using after it a normal roll fails if she so wishes. Occasionally, the Storyteller may wish to use this merit as a plot tool, revealing information in the form of a divine vision or 'hunch' so as to guide the character's circle (though the player should not be penalized for this; she should still be allowed to use the power by choice once during the Episode as normal.
  • 5 Points–The Solar can do all of the above, but in addition, once per Episode, she gains the ability to cast one spell unknown to her. The appropriate incantation simply flies free of her lips, and the magic just happens. In order for this to happen, she must possess the amount of Essence needed to power the spell. However, she need not deduct any Willpower points; this is not a conscious action on her part, not the use of occult education, the Solar is simply the conduit through which the magic flows. When this happens is NOT up to the player: the Storyteller decides when the spell is cast, which spell it is and where it is targeted. This is so that the merit cannot become unbalancing. The Storyteller must not abuse this though, and must always act with the character's best interests in mind. This more powerful aspect of the merit should typically be used during a climatic battle scene, or in a situation where all hope of escape or survival is lost and divine intervention is the only way out.

Double Identity - 3 Point Merit
You have managed to cloak your identity from the Agency. You have a cover identity, and it is separate and whole, and you can slip back into it freely. You may be a wage slave, a Guilder, even a Neophyte in the Theurgacy, but it is a blameless identity, one with its own place in the world, and even friends. You must work out the details with the Storyteller, but this identity gives you a place to hide if the heat comes down, and you may even be able to hide the rest of your Circle in the apartment, inside the Realm with the right papers without fear of discovery if the characters don’t act to jeopardize the identity.

Eidetic Memory - 2 Point Merit
You can remember things seen and said with perfect detail. By gaining at least one success on an Intelligence+Awareness roll, you can recall any sight or sound, or even smell accurately, even if it was only for a moment. Three successes and you can recall an event perfectly. A boon for Sorcerers who may use this Merit to reduce their training times for spells.

Good Ol' Boy / Girl - 2 Point Merit
Folks just tend to like you. You’re a decent person, and it shows through. Depending on the setting, most folks just take a shine to you. Take an extra die to all Socialize rolls.

Guilder Ties - 3 Point Merit
You know how the corporations that dominate work. You know the ins and outs of business, and you know movers and shakers. You can get wind of deals, you can hop private sky ships, get hotel rooms, and other freebies by placing a few calls. You can hear all the gossip, even check records by dropping your name, but beware, the more you use this Merit, the more tenuous the relationship becomes, and you can squander your pull by using it too often, unless you can offer something in return.

Fast Learner - 3 Point Merit
You learn quickly and pick up new things faster than most do. You gain one extra experience point at the conclusion of each story–not session.

Huge Size - 4 Point Merit
You aren’t just large, but a giant among men. 7 feet or more, better than 400 lbs. You may find difficulty finding equipment, but you can wield a Grand Daiklaive one handed, and you have one additional Bruised Health level. You may improve your Strength and Stamina to 6 normally.

Innocent - 1 Point Merit
There’s something about you that appeals to people. They tend to see you in the best light, and treat you as an innocent child. Your motives are often obscured by the conception that you are naive and childlike, and they will be moved to protect you. You gain +2 die in Social situations in meeting people for the first time. This gift doesn’t prevent people from seeing you for your true colors after knowing you for a time, and you can easily gain enemies if you abuse this gift.

Iron Will - 3 Point Merit
When you are determined, nothing can divert you from your goals. You cannot be Dominated, nor is your mind easily fooled–Charms that would compel you fail automatically, and those that would try to fool you or confuse you are made at +3 difficulty.

Jack of all Trades - 5 Point Merit
You have a large pool of miscellaneous skills and knowledge either through wide travels, an interesting life, or just practical know how. You are considered to have one dot in all Abilities, even if you haven’t taken the them to simulate this knowledge base. If you want to gain an Ability that you don’t actually have, you must pay the experience cost to gain it the first time.

Judicar Ties - 2 Point Merit
You have friends in the courts. You can get information about cases pending, you can call in favors to get bail, even charges dropped, but the more you use these ties, the more tenuous these ties become.

Lack of Scent - 2 Point Merit
You are blessed by not having much discernable scent. Lunars might not trust this, but it makes you difficult to track by animals and Lunars. You can add +2 die to Stealth rolls against animals, Lunars, and even Abyssals who rely on scent.

Lightning Calculator - 1 Point Merit
You have a natural affinity with numbers and at talent for mathematics. The difficulties in dealing with mathematics is automatically reduced by two, be it with Occult, Craft, or even Piloting.

Loyalty - 1 Point Merit
You are exceedingly loyal. You can rarely be induced to betray others. Add +1 die to avoid being compelled to do anything to betray your friends.

Lucid Dreamer - 3 Point Merit
You have learned to control your dreams, and can use them to work out details, problems, or solve problems. You are also able to resist tampering of your dreams as well–all attempts to tamper with your dreams is made at a +2 difficulty. You may also use a relevant Ability each night as you sleep–working out a complex locking mechanism, plot a course, plan a ball, review evidence from an Investigation, work up an antidote, plan a ritual--rolled as normal, and you will be able to act on the roll when you wake.

Lucky - 3 Point Merit
You were just born under a lucky star. You may repeat three rolls not related to Charms or Sorcery per story. Only one attempt may be made on a single roll.

Mantle of Kings - 3 Point Merit
Some people are born to rule. Their orders are often followed without question, even by those who do not owe allegiance to the character. A character with this merit gains an additional 2 dice on all rolls associated with leadership.

Medium - 2 Point Merit
You possess a natural affinity to sense and hear Spirits, ghosts, and shades. Unless you have Charms, you can’t see them, but you can sense their presence naturally, and you can speak with them when they are near. You may ask their assistance without Sorcery, by simply pleading and cajoling, but they will want something in return. You can add +2 die to your Occult Charms, and Sorcerery dealing with the Other side.

Midnight Memories - 1 Point Merit
The characters dreams are haunted by memories of times long past and live long forgotten. the character gain +1 die to any situation where knowledge of the First Age may be useful. However they tend to call out names and information in their sleep often waking with a feeling of loss or regret.

Military Ties - 3 Point Merit
You have contacts in the Realm’s Own forces, as well as the mercenary companies that patrol the Threshold. You could get a squad assigned for maneuvers, a specialist for a consultation, even supplies and ammunition by calling in your markers, but the more attention you attract, the weaker this link will become, unless you can reinforce these ties somehow.

Mystic Library - 3 Point Merit
You have access to a sorcerer's library. Add +2 Die for Investigation, Occult, and Lore rolls while you are in your Library.

Night-Sight - 3 Point Merit
Maybe you have some Fae blood, maybe you’re particularly blessed by the Unconquered Sun, but you can see well in the dark. You take no penalties for darkness unless there is absolutely no light at all–the Labyrinth, a locked room in a dungeon, and the like. Even then you are at only a maximum of +2 difficulty. Bright lights can shock you, but that is up the Storyteller.

Nobility - 3 Point Merit
You are a member of a ranking family, either in the Dragon Blooded or among the Merchant Houses. You are a bit of disappointment since you haven’t showed any Dragon Blood, but you know the ins and outs of the Dragon Blood’s society. You know all the etiquette, all the proper forms, and you have the skinny on the gossip. You went to school with their children, you know all their Major Domos’ names. You can call in favors among the families and their servants, to get gossip, even invitations to the right events, but the more you use these ties, the more likely you will exhaust the little goodwill that you have, and they will remember that you never Exalted to the Dragons...

Past Life - 1-5 Points Merit
When a Solar Exalts with this Merit, he regains knowledge of varying degrees. For one point, she will have strong feelings of familiarity with important aspects of their former life: their Lunar mate, their Grand Daiklaive used to defeat the Primordials, etc. For more points, the Solar will remember more and/or with better clarity. For 5 points, the Solar will have complete and seamless recollection of their former life, gaining the life knowledge of their former self. This sometimes causes problems, as characters will find themselves talking to friends about events of their former life as if it had just happened, or possibly slipping into other languages that they formerly spoke.

Prodigy - 2 Point Merit
You were Exalted early in life, and are a natural with Sorcerery. You are unburdened with dogma and need not unlearn odd prejudices and superstitions. All of your Occult rolls are made with an additional die.

Quiet Anima - 7 Points Merit
Your anima tends to release spent essence slowly, leaking it out gently over time rather than exploding it out immediately after you spend it. The result of this is that your anima banner takes longer to appear, and only rarely gets as severe as that of other Solars. All Essence expenditures are reduced by 7 in relation to the Anima Chart, to determine how quickly your anima flares up. This does not affect your Anima Ability.

Reputation - 2 Point Merit
You are well known, either as a Solar King returned, or just a wandering hero. People have heard of your exploits, and they will tell stories when they meet you. You can add +2 die to all Socialize rolls, as people, even Spirits, respond to your reputation. You can lose this Merit if you begin to act against the grain of your reputation, and if you abuse people, it can quickly sink into Infamy...

Self-Confident - 5 Point Merit
When you spend Willpower to gain an automatic success, your self confidence may allow you to benefit of that expenditure without losing the point. When you declare you are using Willpower and roll for successes, you do not lose a point of Willpower unless you fail. This Merit can only be used when you need confidence in your abilities in order to succeed, and that will be up to the Storyteller to determine.

Sexy - 2 Points Merit
Your character is particularly attractive to those who would be attracted to your sex normally. You have that special something that just drives these people wild. Characters should be aware, however, that people with the Jealousy Flaw will likely not get along well with your character. Add one die to all Presence and Socialize rolls when dealing with those attracted to the character's sex.

Soothing Voice - 3 Point Merit
Your voice tends to be soft and soothing. You gain +2 die to social encounters to inspire calm and trust. You lose this bonus if you try to inspire violence or passion of any kind.

Sorcerous Ties - 3 Point Merit
You have a degree of influence among the Sorcerous community, in the lucrative commercial circles, as well as Realm labs, and even among private circles. You can use these ties to get advice, download information, even get free consultations, and even materials, but the more you use these ties, the more likely these ties will dry up unless you can provide reciprocation.

Spark of Life - 5 Point Merit
Life flows strongly in you. You heal all non-aggravated wounds as if they were one wound level less. In perfect health, you may share this vitality with others with a touch. Anyone you assist recovers at your accelerated rate, but for those who are mauled or crippled, it will still take a while to gain the benefit. If you use a Medicine Charm, you may heal aggravated damage as if they were non-aggravated.
The down side to this, is that you are a beacon to the Hungry Dead, being twice as potent to them. Your touch is anathema to other ghosts who will shie from you, though Spirits will be attracted to your light as well.

Spirit Magnet - 3-7 Merit or 2-6 Point Flaw
Spirits find you irresistible. They congregate near you, and often compete for your attention. If taken as a Merit, they will seek to protect you, and will advise your character if they can manifest. If taken as a Flaw, then malign Spirits battle and compete to taunt, annoy, or even attack the character. The number of points gained or spent is a reflection of the power of the Spirits attracted.

Stable Form - 1-7 Points Merit
You have received a special blessing during your Exaltation. The warping effects of the Wyld do not affect you as severely as others. You reduce the effect of any Wyld Mutation effects by the strength of this Merit. The Merit value also adds to your Willpower dice pool in fighting the maddening effects of the Wyld. This Merit does not protect you from creatures--or their Powers, such as the Fair Folk's Glamour--of the Wyld or outside hazards of the Wyld environment, only the mutating effects that are caused by spending too much time in the Wyld.

Strength of Legend - 5 Point Merit
You have the power of a little God. You may raise one attribute above to 6, without needing to raise your Essence score. You must spend the experience, and clear it with your Storyteller.

Sun’s Bright Blessing - 7 Point Merit
You can’t be affected by the Infernal or Malfeans’ Taint. Balefire and corruption, magical disease or the effects of their compulsion, it’s all the same, the Sun has blessed you to be beyond their touch. Physical and Elemental attacks are a danger, but not the magics or Charms of the Yozi and Deathlords. The Unconquered Sun doesn’t bless his warriors without reason, and you can expect to meet the enemies of the Creation, soon.

Talismanic Fortune - 5 Points Merit
The character is so blessed with good luck, that those traveling with her often consider her a lucky mascot for them, rival to any talisman. Thrice a session the character may reroll any dice pool of her own, or allow a re-roll of any other players dice pool. Once the dice are re-rolled the second result must stand. The lucky character must be present in a scene for a re-roll to be allowed, they are the one favored by Fate after all...

Theurgacy Ties - 3 Point Merit
You have friends in High places. You know Immaculates and their priests well. You can call on these ties for assistance and information, but the more you call of them, the more tenuous the relationship becomes, and it can be exhausted, unless you can provide assistance to your friends.

Tough - 4 Point Merit
You are just a little tougher, even than most Solars. You gain an additional +2 die to all Stamina rolls, including Soaks.

True Love - 1 Point Merit
This Merit is mostly roleplayed. The character has a True Love, he/she may not love the character in return, but the character with this Merit gains an extra 2 die in rolls involving his love's protection. There is a downside, the character, while willing to do just about anything to protect their love can also get very jealous.

Twin Souls - 4 Point Merit
Your Solar Essence has been fragmented, and has a “soulmate” equal in power to your own. This fragment may be possessed by your physical twin, a look-alike, another Exalt, or even a stranger, possibly even a Mortal that hasn’t Exalted yet. When in contact with your soulmate, you may share Essence and Charms, taking the highest Essence rating for effects, while costing equally between the two.
You will need Sorcery or Charms to find your soulmate, and keep track of them. If your soulmate dies, you must make a Willpower check at +2 diff or following them due to the shock. You must also wait for your soulmate to be reincarnated, and find them again before you can share your link. This Merit can link two players, or be run by Storytellers.

Underworld Ties - 3 Point Merit
You know where the bodies are buried. Literally. You know the major families and gangs who run the Underworld, and while they might not like you, they respect you enough to let you live. You can call in these markers to find, buy, even get items, identity papers, hideouts, even get smuggled out of a city, but the more you use these ties, the more tenuous they get, unless you can strengthen them somehow.

Unfazeable - 5 Point Merit
You are impossible to surprise, and take things as they come easily. You never jump at noises. It’s not that you know when everything will happen, but you don’t let it bother you. You may defend normally to all attacks, and you will never lose a round of action due to surprise.

Untamable - 5 Point Merit
You are immune to any kind of mental control, and you can’t be broken in interrogations, by drugs, and the Fae’s Glamours are useless against you.

Vulcan’s Gift - 1 Point Merit
You are inclined with tools and your hands. Add +1 die to all Craft rolls.

War God’s Calling - 5 Point Merit
Your Exalted’s gift for combat is frightening to behold. Your Combos are devastatingly easy to pull off. If successful, they cost no Willpower, though if blocked, intercepted, or negated, they cost the normal amount of Willpower.

Wyld’s Blessing - 2 Point Merit
Your presence is soothing and attractive to the Fae. All Socialize rolls with the Fae are made at +2 die, and they tend greet you positively. You can spoil this with boorish behavior.

FLAWS

Absent Minded - 3 Point Flaw
You cannot take this Flaw with the Merit: Concentration. You don’t forget things like Abilities, but you often lose names, addresses, land marks, and the last time you made a sacrifice to the Unconquered Sun. In order to remember anything beyond your own name and hometown, you must make a Wits check, or spend a Willpower to remember it.

Addiction - 1-3 Point Flaw
You are addicted to a drug, that you must have or begin to suffer from withdrawal.

  • 1 Pt- A common drug once every few days. +1 diff for each day that you don’t imbibe.
  • 2 Pt- A rare substance every day. +1 diff every 12 hours.
  • 3 Pt- A rare, dangerous substance, at least twice a day. +1 Diff for every hour after, and 1 Bashing damage as well.

Age - 1 Point Flaw
You either Exalted late in life or very early. This difference may make others treat you differently, which may fool them into granting you more skill and wisdom than you have, or they may think of you as a joke. Either way, you are out of place among your peers, and your all of your Social rolls are at a variable difficulty of +1 to even +3 in extremes.

Agency Outsider - 3 Point Flaw
You still cling to the last shreds of contact with the Agency. They know that something is up, but haven’t made that last connection that you have Exalted as a Solar. You are kept out of the loop most times, and you know that you’ve been isolated. You take +2 difficulty on all Socialize rolls and Bureaucracy rolls in the Agency.

Albino - 1 Point Flaw
You have no melanin. Pale hair, pink eyes, no tolerance for sunlight. Pack sun screen. A lot. Other Solars and Spirits may take it as a sign that the Unconquered Sun finds you in disfavor.

Alien Appearance - 3 Point Flaw
Maybe you’re Fae touched, maybe your bloodline has mixed with Beastmen, maybe you are even a Beastman, but you aren’t just a little different, but down right bizarre. You will be considered to have an Appearance of 0 outside of your homeland, and people will remember your face. Details are up to you, be it a lizard skin, brightly colored fur, or a bestial face.

Amnesia - 2 Point Flaw
You are unable to remember anything about your past, before you Exalted. No family, no friends, your life is a blank slate. Your past may come back to haunt you. You may take up to 5 Points in other Flaws without specifying what they are. The Storyteller can supply the details over the course of the chronicle as you discover them.

Bad Sight - 2 Point Flaw
All of your visual Perception rolls are made at +2 difficulty.

Bard’s Tongue - 1 Point Flaw
You speak the truth, uncannily so. Things you say, tend to come true. This is not a facility for blessing or cursing, or an Essence effect that can be controlled. Once a story an uncomfortable truth regarding any current situation will appear in your head and slip past your lips. To avoid speaking prophecy, the character must spend a point of Willpower, and one Bashing level of damage from the strain of resisting. Nice going Cassondra...

Blackmailed - 1-2 Point Flaw
You are being shaken down. Someone knows a secret that you don’t want out, and they are making you pay. You must commit Resources equal to the Flaw each month to keep your blackmailer happy, and the relationship may grow and become even more tenuous as play continues. It might not be your Exalted status, but it will certainly be a secret that could lead to serious problems. You stole from an employer, you slept with a Lord’s daughter, you have been seen in the company of suspected Solars...

Blind - 6 Point Flaw
Exactly that. You automatically fail any visual checks, and cannot ever enhance this trait.

Brigid's Curse - 7 Point Flaw
Like Brigid, the legendary "Mother of All Spells", you are nearly unable to learn Charms. For you, all the minimum aptitude of all Charms are considered three points higher, so it's impossible for you to learn Charms that need a minimum Aptitude of three until you can gain an Essence of 6 or higher.

Caste Scar - 3 Point Flaw
Upon the character's Exaltation her caste mark was burning so intensely that she was left with a scar in form of the mark, forever visible on her forehead. Unless she covers it she will be clearly recognized as a Solar. Furthermore her Essence seeps through the scar when she uses it to fuel her charms. The first two steps of the Anima banner apply to her even if she uses Essence from her personal pool.

City Folk - 2 Point Flaw
The Imperial City, Nexus, Thorns. The great metropoli of the Second Age. Whether raised in the hallowed halls of the Imperial Palace or the back alley squalor of the Nighthammer district, you are accustomed to the ways and wherefores of city life. This makes you particularly apt at dealing with people while inundated with this environment. When in any settlement with a population of over 5,000, you are at + 2 die to all social interactions due to your comfort in the surroundings.

However, this comfort comes at a price. Outside of the city walls and in more rural villages, your character is out of her element. Rural peoples tend to see her as soft, and will tend to be suspicious around her. Your character is at - 2 dice when dealing with any social situation outside of her comfort zone. Additionally, your character is used to the convenience of city life, and is thus at - 1 die to all Survival and Resistance rolls while in the wilds.

Compulsion - 1 Point Flaw
You have a psychological compulsion of some sort, which can cause you a number of problems. . Compulsions can be avoided by spending a point of Willpower.

Conflicting Loyalties - 3 Point Flaw
Perhaps you were Exalted from the Immaculate Order Priory, but you still owe allegiance to a House of Dragon Blooded, but you are torn from your previous loyalties. You must check your Conviction each time you are forced to choose between the two worlds.

Confused - 2 Point Flaw
You are often confused, and the world is a distorted, twisted place for you. Sometimes you are unable to make sense of things. You need to roleplay this behavior all the time, to a small degree, but your confusion is especially acute whenever stimuli surround you. You may spend Willpower to override the effects of your confusion, but only temporarily. Your Storyteller may add details for you, and you alone to represent this confusion, and it may lead you to react entirely differently than your companions.

Coward - 5 Point Flaw
You’re just plain yellow. Add +1 diff to all Valor rolls.

Curiosity - 2 Point Flaw
You have an unnatural curiosity , and find mysteries irresistible. You must make a Conviction roll to break off from pursuing your curiosity, even if it might over ride your common sense.

Dangerous Secret - 2 Point Flaw
You have a secret, that if it spilled could get not only you into trouble, but someone much more powerful into trouble as well. Right now, you are safe only so long as the chance of it getting out is null, and the best chance for that is if you are dead. You could try to blackmail your victim, but don’t count on it to keep you safe. You can discuss it with your Storyteller if the subject of your secret knows you hold this information, and how it will affect future Stories.

Dark Fate - 5 Point Flaw
You are doomed. Fated to experience a horrible demise, or worse to Fall. No matter what you do, someday, somehow, you will meet your doom. Even worse, you have partial knowledge of this, you have visions of your fate. The malaise of these visions must be expelled by spending a point of Willpower, and you know that visions will come to you again. At some point in the chronicle, you will meet your fate, but how and when is up the Storyteller. You can’t change your fate, but you can still strive to reach some goal before it consumes you.

Dark Secret - 1 Point Flaw
You have a secret that, if uncovered, would be of immense embarrassment to you and would make you a pariah among your peers. You might have murdered your Master, or you once fell to listen to the whispers of Malfeas. While this secret weighs on you, it will only occasionally surface in stories.

Deaf - 4 Point Flaw
You are deaf. Automatically fail any rolls involving sound, and this Flaw cannot be countered by Mystech Modifications or other alterations, save perhaps by a God or other higher power.

Debts - 3 Point Flaw
You owe someone, big. Not just cash, but in favors. Your benefactor is going to call in this favor in the future, and when they do, you’d better be ready for it. You might owe an Agent, a Guilder, a Lintha, but they will get their cut, or they’ll cut you off at the knees.

Demonic Enmity - 2,4 or 6 Point Flaw
Whether you were part of, or the caster of the ritual, a horrible mistake was made in a binding ritual of a Demon and caused it to fail. Fortunately, the Demon did not have the energy to extract revenge on you (or your fellow participants) right then and there and just fled the scene. But the Demon is still plotting revenge. For 2 points, the demon is of the First Circle. For 4 points, it’s of the Second Circle and for 6 points, it’s of the Third Circle. This Demon is bent on your destruction. The only way to get rid of this flaw is to find a way to banish it back to Malfeas, or destroy the Demon, both of which are difficult to do especially if the demon is powerful.

Diabolical Mentor - 2 Point Flaw
You were trained, but your Mentor was twisted and told you tales that were just wrong and evil. You could believe most of the tales of the Immaculates, or worse stories. You are just now learning of how twisted this training was, and you will not know much that is right about how the Solars fit into the scheme of things.

Driven By Passion - 5 Point Flaw
The Solar possessing this flaw is unusually passionate, controlled by his Virtues more than even normal Solars. The character must choose a second Virtue. This second virtue also has a Limit Break tied to it.

Dogma - Variable Point Flaw
Your kinship to the spirits is closer than other Exalted, and you are bound by the rituals of a religion regarding them. The value of this flaw varies with the frequency and severity with which it may be called upon. Determine its worth by adding the values below together.
If it is a major religion practiced in the Realm or near Threshold (Immaculates, cults of Nexus etc) then this flaw's value starts at 2 points.
If it is a minor religion practiced in the Threshold or lands of one region of Wyld barbarians, then this flaw's value starts at 1 point.
If the rituals may bar the Exalted from entry into a location, add 1 point.
If the rituals may summon the Exalted to a location, add 2 points.
If the rituals may banish the Exalted from his present location, add 3 points.
If the rituals may compel the Exalted to perform non-lethal actions, add 3 points.
If the rituals may compel the Exalted to kill or place himself into danger, add 4 points.
If the ritual may block the Exalted's access to Essence temporarily, add 4 points.

Driving Goal - 3 Point Flaw
You have a personal goal, which sometimes compels and directs you in startling ways. The goal is always limitless in depth, and you can never truly achieve it. It could be to eradicate Malfeas, or to achieve Godhood, equal to the Unconquered Sun. You must always work towards this goal, though you can avoid it for short periods. It can easily force you jeopardize you and your friends. Choose it carefully, as it will define your character.

Dwarf - 4 Point Flaw
You aren’t just short, but tiny. Not misshapen, but far smaller than normal. A meter or less. You have -1 Health Level, and +2 difficulty to all pursuit rolls. You have trouble finding clothing and equipment for your size, though you may gain bonuses to hide, and can squeeze into odd places.

Enemy - 1-5 Point Flaw
You have an enemy. It could be an Agent, a Spirit, a Lunar, a Guilder, even an Abyssal, or even a group of enemies. Someone wants to harm you, badly. It could be someone close to your level of power–1 Point–to a Deathlord’s favored servant–5 Point Flaw. You must decide who it is, and why they hate you so.

Faint Shard - 2 Point Flaw
Unlike your fellow Exalted, your Shard, the Essence of a great hero of the past, is faint. You have great difficulty recalling your past lives, if it is even possible. You will not retain an affinity for individuals (spouse or perhaps close friends), objects (personal weapon of preference or other significant item), or places of importance to your past incarnations. Thus, the only way you might stumble upon your tomb is by the fickle hand of Fortune, and even then, you would most likely not even realize the importance of this discovery. Any rolls related to remembrance of past lives are at increased difficulty (+1 or +2, dependant on the Storyteller).Also, the character will rarely, if EVER, see visions of his or her previous incarnations. This condition can be detected by another individual making an Occult + Wits roll, at difficulty 4 with a minimum of 2 successes to diagnose. There is no set cure for this ailment, and if it is even possible to rectify the condition is entirely up to the Storyteller.

Fearless - 7 Point Flaw
You don’t have enough sense to be scared. Literally. You must make an automatic Conviction check to retreat or back down in any way at +1 diff. You cannot fail a Valor check, but no matter what, you will take a point of Valor Limit Break even if you succeed in resisting.

Flashbacks - 3 Point Flaw
You are prone to flashbacks in high pressure situations that are similar to the event. The flashback does not have to be combat related. While you are in the flashback you are not aware of what is going on around you, lost in memories. The flashback lasts for as long as the Storyteller determines.

Hard of Hearing - 1 Point Flaw
All Perception checks made with hearing are at +2 difficulty. You cannot take Acute Hearing with this flaw.

Hatred - 3 Point Flaw
You have an unreasoning hatred of a certain thing. This hate is total and largely uncontrollable. You may hate a species of animal, a class of person, a color, a situation, and you constantly pursue opportunities to harm the hated object or gain power over it.

Haunted - 3 Point Flaw
A ghost that only you can normally perceive follows you. It dislikes you, and enjoys making your life difficult, especially when you need to keep your cool. It may use minor powers against you: hiding small objects; bringing a chill over others, making them uneasy with you; causing a buzzing in your ear or the ears of others, moving small items; breaking small objects; making eerie noises; making loud noises and screams in the middle of the night, possibly attracting attention. You may drive the ghost away by proper use of Occult, but it will return after some time. The Storyteller will play the ghost and it will have a reason to hate you, and you may be able eventually drive the ghost away, or make peace with it. Eventually.

Hunted - 4 Point Flaw
Be it the Wyld Hunt of by a guild assassin you are hunted where ever you go. So you have to take precaution about where you are and what you do.

Infamous - 2 Point Flaw
Tales are told of your exploits, and they aren’t good. You are seen as a villain throughout the Realm and the Threshold, and it tinges people’s reactions, even Spirits have heard of your exploits, and they don’t like it. Only in few circumstances will this help you, because in addition to be a villain, but you tend to be seen as dishonorable as well. Add +2 difficulty to all Socialize rolls, save for attempts to Intimidate, you can take a +2 die bonus on these rolls.

Inferiority Complex - 1 Point Flaw
You know you’re not worthy. Never have been, never will be. In situations where you must take charge, all your difficulties are +1.

Intolerance - 1 Point Flaw
You have a mean streak when it comes to a particular people, be it a class, a race, or nationality. When dealing with these people, you are at +2 difficulties on Socialize rolls.

Jealousy - 2 Point Flaw
You deserve at least as good as anyone else! When your character's Jealousy rears its ugly head you suffer a -1 dice penalty to all social rolls for the remainder of the scene as your embittered whiny nature irritates those around you. If your character is only set off by one particular thing (a better girlfriend, a better job, a wealthier person), when its set off you suffer -3 dice to all social rolls for the remainder of the scene.

Lifesaver - 3 Point Flaw
You believe that life is the most sacred gift, and will not take a life except in the most extreme of circumstances. You may never willingly endanger the lives of innocents or in any way of participating in their killing. You have no problem with animals, and will kill evil and non-humans creatures to protect others if necessary. Senseless death in all forms repulses you. You may take a Limit more easily...

Lost Soulmate - 4 Point Flaw
In a previous existence, your Essence belonged to an Exalt who was bound so tightly by love and oaths of spiritual unity to another Exalt that you still feel the bond for her. Until you find them, you will feel a nagging emptiness in a corner of your soul that never goes away. At best, you can numb the feeling with intoxicants, but this is temporary and makes you feel all the worse for it later with the amount it requires. In game terms, you recover Willpower twice as slowly as most. To represent this, whenever you gain a single point of Willpower, mark a single check in a box, similarly to Bashing damage in your Health levels. When you regain another, draw another line to turn it into a cross, just like Lethal Damage. Half points cannot be spent in any way, although they do protect you from the effects of having no temporary Willpower left. If you have only half a Willpower point left and are forced to spend a point by external forces, you lose it, but are affected as if you had no Willpower remaining.

Lure of the Underworld - 1 Point Flaw
You share the morbid fascination with the Underworld displayed by those that congregate at the edges of the Shadowlands. Perhaps you or your family once lived there, or perhaps you are just intrigued by the haunting beauty of their beliefs. You may even begin to manifest the physical traits of this preoccupation, becoming thin, gaunt and pale.

Mark of the Fair Folk - 3 Point Flaw
Maybe you have pointed ears or get rashy near iron or react badly to salt, but what ever it is people know that you have the blood of the Fair Folk. Because of this normal humans do not trust you and you get another success for any social rolls with humans; also true Fair Folk don’t seem like you either and go out of their to make trouble for you.

Monstrous - 2 Point Flaw
You aren’t just ugly, but hideous. Be that a Beastman’s visage, horribly scarred before your Exaltation, but you have a 0 Appearance, and small children tend to run from your presence.

Nightmares - 1 Point Flaw
All of your nights are filled with nightmares. You never have a good nights sleep. Sometimes they are so intense you may lose a die to all your actions. Some nightmares can even be mistaken for reality. A crafty Storyteller can use this for all sorts of mischief...

Nobility - 2 Point Flaw
You were born to a Noble family, and your breeding shows. And it rubs a lot of folks the wrong way. You are not only well known in certain circles, you aren’t well liked in them either. Take a +2 difficulty in Social situations with the low born, and know that the Judicar’s offices will probably be looking for you as well...

Offensive to Animals - 1 Point Flaw
Your power is unnatural, such that animals shie away from you. You can’t ride a horse, dogs bark at you, and cringe when you are close. Birds fly from you, and even insects avoid you. You may still have a Familiar, but it will be the ONLY animal that likes you...

Paranoia - 2 Point Flaw
You are convinced “they” are after. Who they are is up to you and your Storyteller, but it colors your thinking at all times. You take any suggestion and twist it into a plot. You may need to make extra Virtue rolls to avoid the effects of this flaw.

Past Contract - 3 or 5 Point Flaw
In a past life the character made a bargain with a spirit or a group of spirits, a bargain that would reach beyond the grave. The oath was sanctified by a powerful member of the Eclipse Caste or someone of similar authority. Even though the character is merely a reincarnation the spirits will still fully recognize her as the oath partner and will act accordingly.

  • 1 Pt- A minor oath, fulfilled every few years. Pouring wine onto the beach at sunrise.
  • 2 Pts- A minor oath, fulfilled every year. Pouring wine onto a rocky coast at sunrise.
  • 3 Pts- A minor oath, fulfilled every month. A major undertaking every few years–keep the spirit’s shrine safe for it’s holy days.
  • 4 Pts- A minor oath, fulfilled every day. A major undertaking every year. Hunt a magical beast in the Spirit’s name.
  • 5 Pts A major undertaking every few months. Sacrifices of jade, sacrifices of the first kill of battle.
  • 6 Pts- A major undertaking every month. Or a specific task of great difficulty. Sacrifices of the Five Magical Metals. An oath to destroy an Abyssal stronghold.
  • 7 Pts- A task of colossal proportions. Deliver the head of the Mask of Winters. Destroy House V’neef.

Obligation / Compulsion - 3 Point Flaw
You have some form of goal, compulsion, or requirement. It is typically an undertaking of your own design, or it could be a mystical one. Likely, it is something that came upon you as a burden of responsibility with your Exalted powers. Regardless, outline the desires of this compulsion. It should be massive such as, "free every slave you find" or "overthrow the Lover Clad in Raiment of Tears." You may spend Willpower to overcome this for a scene, but otherwise you are must act in a manner supporting your obligation.

Past Voices - 1-5 Point Flaw
Solars become Exalted when the Essence of a past Solar joins with them. However, sometimes a piece of those former Solars comes along with it. At 1 point, this manifests as quiet whispers in the back of the Solar's head that can be quelled by spending a point of Willpower. At higher levels, the voices are louder and may even wrestle the Solar for control of their body. Whenever a Solar expends Essence to use Charms or Sorcery, the voices become louder and at higher levels, becomes harder to maintain control over their body.

Phobia-Mild - 1 Point Flaw
You have a fear of something. You instinctively and illogically retreat from it and avoid the object of your fear. Common objects of phobias include a certain animal, insects, crowds, open spaces, confined spaces, heights. You must make a Willpower check when you encounter the object of your fear. If you fail, you will be at -1 on all Valor checks for the remainder of the day.

Phobia-Severe - 3 Point Flaw
More severe than a mild phobia, your character must make a Valor check to be near, and cannot spend Willpower if the roll fails, you MUST flee immediately. If anyone gets in your way, you may have to make a Temperance roll to avoid striking at them.

Psychic Vampire - 5 Point Flaw
When you Exalted, something went awry, and the Essence that flows through you is tainted. Plants and insects wither and die in your presence, and any person you touch for more than an hour will suffer one point of Lethal damage. Those injured will not heal in your presence. You must feed the emptiness inside at least once a day, or take a Health level the first day, a second the third day, a third in a week, a fourth in a month, one more wound in three months. You must soak at least one damage level to be considered “fed.” While you may use Medicine Charms, you do so at a +2 difficulty, but for each Health level you heal, you take that amount of damage to yourself, and this damage can only be healed by “feeding.” Abyssals find you attractive, and you may take +2D to social situations with them and servants of the Deathlords, though Hungry Ghosts find your blood unappealing and tepid, and ghosts and Fae cannot feed from you.

Obsession - 2 Point Flaw
There is something you like, love, or as fascinated by to the point that you often disregard common sense to cater this drive. You react positively to anything related to your obsession, even if it isn’t in your best interest.

One Arm - 3 Point Flaw
You have only one arm, an injury just after your Exaltation or before. You are don’t take an off hand penalty, but you do suffer +2 difficulty with all tasks that requires two hands.

Overconfident - 1 Point Flaw
You have an exaggerated and unshakable opinion of your capabilities, and you never hesitate to trust in your abilities, even in face of defeat. When you fail, you are quick to blame others. You can easily infect others with your enthusiasm, and lead them into danger.

Rebel - 3 Point Flaw
You are a rebel, a freethinker, a freedom fighter, and you’re known for that. The Agency has a file on you, and while the Wyld Hunt may not be strapping on their armor to find you, you are certainly being watched. People know of your deeds, and are afraid to be near you. Add +2 difficulty to most Socialize and Bureaucracy rolls, and you may even have a few warrants out for your arrest. Possibly even the odd bounty in the Threshold.

Shades in the Sun - 1-6 Point Flaw
Your supernatural nature is apparent even if your Anima isn’t flaring.

  • 1 Point - Minor-Milk sometimes curdles in your presence. Animals sometimes pay you obeisance.
  • 2 Points - Mild-Horses often sweat when you near. You may not be able to enter a place unless invited.
  • 3 Points - Noticeable-Easily noticed. You develop an allergy to salt. Your hair sometimes is unaffected by the wind. Waters often calm as you near, or stir when all is calm.Flowers and plants turn towards you as you sit.
  • 4 Points - Distracting-You have trouble when the Immaculates use their Wards. Your shadow moves on its own, or your reflection shows your Anima. The scent of spring accompanies you. Your eyes tend to glow when you anger.
  • 5 Points - Powerful-You may not sink in water, touching Immaculate consecrated ground causes you pain, people are sometimes thrown into ecstatic visions in your presence. Your skin may glow at the time of your Caste.
  • 6 Points - Shattering-You physically manifest your Anima–a bronze tiger manifests with metallic skin, and a tiger’s face, you have the horns of the Auroch, your skin dances with flames when you anger, and these flames can ignite small fires around you.

Short - 1 Point Flaw
You are below average height. Well below. You may find difficulty finding equipment to suit you, and you are at +2 difficulty in pursuit rolls. You may gain bonuses to concealment, in some situations, but you are challenged sometimes by regular table settings.

Short Fuse - 5 Point Flaw
Your temper is short. You get angry easily, and quickly. A passerby can draw your ire, and it be forgotten just as quickly. Your Temperance rolls are all at +2 difficulty.

Shy - 1 Point Flaw
You are ill at ease when dealing with people and try to avoid social situations whenever possible. All of your social rolls are made at +1 difficulty. When you are at the center of attention, they are increased to +2.

Soft Hearted - 3 Point Flaw
You have a great deal of compassion for others. This adds +2 die to all Compassion rolls, but you must fail Compassion rolls to do any harm at all, or spend Willpower. You’ll never kick a dog from your side, and even knocking a guard out from behind will require a roll. You will look to avoid doing harm, either by deed or word at all times.

Strangeness - 1 Point Flaw
Life is just a little stranger for you. Fae seek you out for conversations, Elementals manifest often to dance in your campfire, but only on your watch. Sometimes it rains toads in your path. Frost sometimes forms patterns of ancient ritual circles in your breath. If a magical animal comes out of a forest, it will speak to you first. Gods may sometimes drop by for tea, and nothing else. Great Malfeans may send trinkets of skin and bile, wrapped in pretty red wrapper. Birds may break into First Age Operas in your path, and then revert to chirping. Odd things just happen. These events tend to complicate your situation, rather than help.

Stubborn - 3 Point Flaw
You are a hard headed customer. When you decide something, you stick to it. All of your Temperance rolls are made at +2 die, but you must fail a Temperance roll to change a stance that you’ve taken strongly, or spend Willpower.

Sorcerous Prohibition - 3, 5 or 7 Point Flaw
For some reason, you are denied access to the circles of sorcery. For 3 points, you are unable to gain the Solar Circle Sorcery Charm. For 5 points, you are denied Celestial Circle Sorcery as well. For 7 points, you cannot even cast spells of the Terrestrial Circle.

Style Disadvantage - 2 Point Flaw
This may only be taken by someone with a Fight skill of 3 or greater.
The character may be a good student, but has poor aptitude in making his teaching practical. His movements are wooden and rigid, and he has a tough time using his skills outside of a very specific environment. In game terms, this flaw has two effects. The first is that the Character may not perform Stunts with his Fight style except under very specific circumstances (for example, in a tournament or classroom setting), and always with regard to Storyteller approval (perhaps with a successful Wits + Fight roll). Second, if an opponent makes a successful Intelligence + Fight roll, he may adds a number of dice to his pool equal to his Wits when battling the character. This bonus lasts for one combat, after which the opponent must roll again.

Tainted - 5 Point Flaw
You carry the stench of Malfeas, tinging your Essence with the black stain of the Abyss. You hear the voices of the Malfeans in you dreams, the Yozi croon to you from beyond, and to those who have the sight, you appear to be an agent of these powers. Your Charms carry the blight of the Malfeans, even when you use them for good. Your only hope is that you can cleanse yourself of this curse, before you succumb to the call of those Beyond. This Flaw will require a quest of Herculean proportions to lift, and should be the focus of several stories.

Touch of the Wyld - 1 Point Flaw
The character, whether before or after their Exaltation, was exposed to the Wyld for a time. The character has one of the poxes described in the core. You are penalized two die on social interaction roles with individuals of a culture where Wyld taints are considered abominations, this is most cultures.

Uncivilized - 2 Point Flaw
You come from a land considered savage and primitive by the general populace. You may be Haltan, from an unknown island in the west or a barbaric Northlander who has not been in contact with civilization for long. Civilization may cause you discomfort, and your presence causes some discomfort in those who would call themselves civilized. Add +2 diff to interactions in social situations away from barbarians.

Unconquered Flame - 7 Point Flaw
Unable to fully contain the almighty power of the Exaltation, when the Solar burns 16+ motes of Peripheral Essence, her anima takes the normal totemic form, but the Solar with this flaw cannot safely channel this level of energy, and will be physically scorched by her own flames. She loses one health level of Bashing damage each time her anima flares high, and each turn in the full anima remains due to further expenditure of Essence. This Solar must always skillfully calculate her use of Essence, lest she be consumed by her own power.

Vendetta - 2 Point Flaw
You wronged someone in the past, and they look to constantly work against you. They may not be hiring thugs to kill you, but they will seek to sabotage your plans at every turn.

Vengeance - 2 Point Flaw
Someone wronged you in the past, and you work constantly to redress that wrong. All of your long term plans are to gain revenge on your enemy, even if it may bring you into danger, or your friends. This can rear it’s head as you see opportunities to do your enemy .

Ward - 3 Point Flaw
You have a ward. A child, a young student, a girlfriend, or someone who depends on you. You may describe your ward, though the Storyteller will create them. Wards have a talent for getting caught up in the action of a Story, and are often targets for your enemies.

Whimsy - 3 Point Flaw
You’re a bit of a kook. You often do things without rhyme or reason. Maybe you’re Fae Touched, maybe you’re just an odd duck, but you don’t need a reason for many of your actions. You change your mind at the drop of a hat. All of your Temperance rolls are made at +1 Difficulty.

Whispers - 3 or 5 Points Flaw
As an emissary between the gods and man, you hear the prayers of the common people as a constant murmur. For 3 points you are down one die on Perception based rolls unless a Willpower is spent to suppress it for a scene. For five points, you must answer at least one prayer a day or else it will rise to a cacophony by nightfall and disturb your sleep (as per the Nightmares flaw, in addition to the perception penalties).