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Post  Fate Mon May 30, 2011 10:40 pm

WEAKNESSES


There are things that affect us beyond what we know or can do. They limit our abilities, hamper us in some way. They are a weakness.

But our weaknesses can be sources of strength as well.

Thus, each time you take a weakness, you gain not only the penalty of the weakness you had chosen, but additional attribute points that can be used anywhere you wish. The amount of attribute points will depend upon the grade of weakness you choose.

There are three grades: minor, moderate, and major. Minor weaknesses are things for which you can easily compensate like not being able to use certain energy as delicately as someone else or having to mix a small number of abilities together in order to use them. They grant you an additional three points towards your attributes. Moderate weaknesses are slightly more difficult with which to deal. There is some potential for fatality, but not a lot. Moderate weaknesses grant you an additional five attribute points. Major weaknesses can easily be deadly. In consideration of such, they grant you an additional seven attribute points.

Occasionally, a weakness will have an additional restriction that it places upon characters or noting things which are not restricted by taking the weakness. These will be noted in each entry under that section marked “Special”.

While there is no limit on how many weaknesses you can have, you can only ever gain twenty-one additional attribute points from voluntary weaknesses. Please note that these points do not count points gained from racial weaknesses (those required by your racial package) or weaknesses given out by the Storyteller through the course of the story. You may only have twenty-one points from any one source (sources being Racial, Voluntary, and Storyteller Fiat).

Listed below are a number of weaknesses. Weaknesses list the following information:

   Description: A brief description of the theme of the weakness.
         Minor: The mechanical effects of the weakness at minor severity.
         Moderate: The mechanical effects of the weakness at moderate severity.
         Major: The mechanical effects of the weakness at major severity.
         Special: Any special notes relating to the weakness. Not all weaknesses require the listing of a special note.

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Changing Weaknesses:

As we grow through time, we become stronger (and occasionally wiser). Our weaknesses may no longer fit our character thematically (or the weakness has come up to bite the character in the bud one too many times and the player wants to trade out). Whatever the reason for the change, there is a way for it without completely redoing a character.

With your Storyteller’s approval, at each level when you gain character points, you may trade out the weakness for a fitting one of equal severity or buy it down a grade. The price of buying down a severity grade is equal to the attribute points gained through having it at that grade. For example, you gain 7 points for a major weakness, but only 5 for a moderate. Therefore, in order to take a major grade weakness to a moderate grade, you must pay two character points. You may only lower one weakness one grade per level. Racial weaknesses cannot be bought down as they represent characteristics of the race that all members have in common.

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Last edited by Fate on Mon May 30, 2011 10:50 pm; edited 1 time in total

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Post  Fate Mon Dec 19, 2011 2:10 am

Blindness
   Description: You are blind, either by birth or by some incident which has robbed you of sight.
         Minor: You take a -2 penalty on all rolls with Stealth and Invisibility.
         Moderate: You take a -4 penalty on all rolls with Stealth and Invisibility.
         Major: You take a -6 penalty on all rolls with Stealth and Invisibility.
         Special: This weakness does not prevent you from taking Awareness, Invisibility, or Stealth.

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Post  Fate Mon Dec 19, 2011 2:10 am

Call of Nature
Description: You feel called to a certain aspect of nature. Without it, you are distracted--dangerously so.
     Minor: Chose one of the following aspects of nature: Cold, Fire, Sand, Stone, Water, Wind, or Wood. You must be exposed to something resembling that aspect at least once a week or suffer -2 on all rolls until you are.
     Moderate: Same as minor except now your penalty is -4.
     Major: Same as moderate except now you must be exposed at least once a day.
         Special: This weakness does not affect your base speed. This weakness may be gained multiple times. Each time applies to a different aspect of nature.

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Last edited by Fate on Mon Jan 02, 2012 10:57 pm; edited 2 times in total

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Post  Fate Mon Dec 19, 2011 2:12 am

Creature of Darkness
   Description: The Darkness gives power, but that power comes with a price. You find yourself more vulnerable to the Light.
         Minor: You suffer -1 on all roll dealing with abilities of the Light subcategory. You also take +3 points of damage from Light Attack.
         Moderate: As minor except your penalty for dealing with Light abilities is -2 and you take +5 points of damage from Light Attack.
         Major: As minor except your penalty for dealing with Light abilities is -3 and you take +7 points of damage from Light Attack.
         Special: You cannot take this weakness and the weakness Creature of Light.

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Post  Fate Mon Dec 19, 2011 2:16 am

Creature of Light
   Description: You are closer to the Spark that began all life in the world. Your pure soul has difficulty dealing with the Darkness.
         Minor: You suffer -1 on all roll dealing with abilities of the Dark subcategory. You also take +3 points of damage from Dark Attack.
         Moderate: As minor except your penalty for dealing with Dark abilities is -2 and you take +5 points of damage from Dark Attack.
         Major: As minor except your penalty for dealing with Dark abilities is -3 and you take +7 points of damage from Dark Attack.
         Special: You cannot take this weakness and the weakness Creature of Darkness.

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Post  Fate Mon Dec 19, 2011 2:17 am

Deafness
   Description: You are deaf, either by birth or by some incident which has robbed you of the sense of hearing.
         Minor: You take a -2 penalty on all rolls with abilities of the Sound-Based subcategory.
         Moderate: You take a -4 penalty on all rolls with abilities of the Sound-Based subcategory.
         Major: You take a -6 penalty on all rolls with abilities of the Sound-Based subcategory.
         Special: This weakness does not prevent you from taking Awareness or Sound-Based abilities.

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Post  Fate Mon Dec 19, 2011 2:18 am

Destructive Need
   Description: You feel the need to destory things or at the very least cause harm. This goes beyond simple desire. You actually suffer if you don't give into this need routinely.
         Minor: Choose a Damage-Dealing ability, Pick Pocket, or Borrow Power. You must use that ability on a target at least once a day or take -1 to your Endurance score for every day you have went without that ability’s use. This penalty is restored naturally at a rate of +1 per cycle after use or may be healed.
         Moderate: As minor except it is a -2 Endurance per day. The penalty takes longer to heal naturally, healing at a rate of +1 per hour after use.
         Major: As minor except the penalty is now -3 per day. It takes longer still to heal naturally (only 1 point for every day) after use.
         Special: You may take this weakness multiple times, each time selecting a different qualifying ability. It is tracked separately.

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Post  Fate Mon Dec 19, 2011 2:18 am

Dissociative Identity Disorder
Description: You have a latent "split personality" that manifests itself at random, causing you to black and out while your other self takes control.
     Minor: When the personality manifests itself, you become a storyteller controlled minion unless you succeed on a Resistance check against your own Magic.
     Moderate: As minor, but you take a -3 penalty on your Resistance check.
     Major: As minor, but you take a -6 penalty on your Resistance check.
     Special: At the time you take this weakness, there is a 20% chance that your split personality has enough in common with your original self to share all of the same abilities. Otherwise, the Storyteller may maintain a separate build that belongs to the alternative personality.

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Post  Fate Mon Dec 19, 2011 2:19 am

Energy Vulnerability
Description: You are more vulnerable to attacks that use this energy than normal.
     Minor: Choose one of the following energy types: earth, fire, ice, lightning, water, or wind. You take -2 on all rolls that deal the selected type of energy. You cannot gain Energy Immunity for the selected energy type.
     Moderate: You take -4 on all rolls that deal the selected type of energy. You can only gain Energy Resistance once for the selected energy type.
     Major: You take -6 on all rolls that deal the selected type of energy. You cannot gain Energy Resistance for the selected energy type.
     Special: This weakness may be gained multiple times. Each time applies to a different energy type.

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Last edited by Fate on Mon Jan 02, 2012 10:54 pm; edited 1 time in total

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Post  Fate Mon Dec 19, 2011 2:21 am

Flashbacks
Description: You have memories that are occasionally triggered, subjecting you to terrible flashbacks.
     Minor: Whenever you encounter the trigger object, you must make a Resistance check against your own Magic or take a -4 penalty on all subsequent checks in the following cycle.
     Moderate: As minor, but you are also stunned for 1 cycle if you fail your Resistance check, taking no actions on the turn you are stunned.
     Major: As moderate, but you are stunned for 3 cycles if you fail your Resistance check, taking no actions on the cycles you are stunned.

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Post  Fate Mon Dec 19, 2011 2:21 am

Fragile Body
Description: Your body does not hold together all that well, making you easier to slay.
     Minor: Any time a Damage-Dealing attack against you rolls a 20 on the die and deals 10 or more points of damage, you must succeed at a secondary defensive roll (determined by the type of Damage-Dealing attack) against the original offensive roll or be killed instantly.
     Moderate: Same as minor, except the Damage-Dealing attack need only do five points of damage before the secondary roll is necessary.
     Major: Same as minor, except the Damage-Dealing attack does not need to do damage in order to require the secondary roll.
     Special: While this does slay a character instantly, it is not considered to be an Instant Death effect and therefore is not affected by abilities that protect against such things.

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Post  Fate Mon Dec 19, 2011 2:37 am

Frail
Description: You are frail, sickly, and cannot take as much punishment as others of your kind.
     Minor: You suffer a -2 on all Resistance rolls versus Disease and Poisons. You may not pick up Poison Immunity or Perfect Health.
     Moderate: As minor except your penalty is now -4. You may only pick up Poison Resistance once and cannot pick up Carrier.
     Major: As moderate except your penalty increases to -6. You cannot pick up Poison Resistance nor Resistant.

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Post  Fate Mon Dec 19, 2011 2:44 am

Harder to Heal
Description: Knitting you back together again is tougher than the average person.
     Minor: Whenever a Heal Hit Points is used against you, the caster heals two Hit Points less (-2) than their normal on you. Also any wishing to use a Magical Healing ability on you must make a Magic roll versus your Resistance in order for it to take effect.
     Moderate: Same as minor, only four Hit Points less (-4) and you gain +2 on your Resistance roll.
     Major: Same as minor, only six Hit Points less (-6) and you gain +4 on your Resistance roll.
     Special: Harder to Heal does not prevent you from using Magical Healing abilities or having them used on you. Healers who cannot heal more Hit Points than your penalty cannot heal you. The Resistance roll is not required if you are using the Magical Healing ability on yourself.

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Post  Fate Mon Dec 19, 2011 2:46 am

Heartstring
Description: While most people do not think of a loved one as a weakness, particularly vile enemies may use those you love most against you.
     Minor: You must make a Resistance roll against your Magic score in order to not protect the chosen person. The loved one endangered is a capable combatant at or near your own level.
     Moderate: The loved one endangered is significantly lower level than you (half your current level or lower, rounded down). Additionally, you suffer -2 on your Resistance roll to avoid protecting them.
     Major: Loved one endangered is 1st level or a noncombatant. Additionally, you suffer -4 on Resistance rolls not to protect your loved one.
     Special: If the loved one endangered ever gains levels, they may fail to fulfill the criteria for this weakness, at which point the character must either choose a new loved one at the appropriate level or buy down this weakness.

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Post  Fate Mon Dec 19, 2011 2:48 am

Honor Code
Description: Your character is bound by a code of honor, to a fault. Indeed, they must win an internal battle to even go against the parameters of this code.
     Minor:You must make a Resistance check against your own Magic to perform an act that goes against your honor code. If you fail, you are unable to take the desired action. Your character simply cannot bring himself to do it.
     Moderate: As minor, but you take a -2 penalty on your Resistance check.
     Major: As minor, but you take a -4 penalty on your Resistance check.
     Special: The exact nature of your honor code is up to you and your storyteller, but these details can only be altered with storyteller permission after character generation.

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Post  Fate Mon Dec 19, 2011 2:53 am

Inconcealable Nature
   Description: You have some trait that makes it obvious what or who you are. It follows you even as you change shape.
         Minor: The trait is a small one like a birthmark, a scar, or hair color. It is easily hid. Having this trait does not usually affect how others perceive you.
         Moderate: The trait is larger or there’s more than one. It is more difficult to hid and only stays hidden for a number of hours equal to your level before fate steps in and gives the potential of revelation. Having this trait has a good potential of affecting how others perceive you.
         Major: This trait is extremely hard to hide or disguise like wings or multiple tails. It will only stay hidden a number of hours equal to half your character level.
         Special: If bought down, you do not necessarily lose the trait, but become more adapt at hiding it.

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Post  Fate Mon Dec 19, 2011 3:00 am

Insomnia
Description: You have difficulty sleeping at night, which takes a toll on your health.
     Minor: Each night, you must make a Resistance check against your own Magic or be unable to sleep and take a cumulative -1 penalty on all Swiftness checks the following day, the next day, and so forth until you make a successful Resistance check. When your penalty to these checks is equal to your Endurance modifier, you fall unconscious as fatigue takes over, losing all actions for 8 hours.
     Moderate: As minor, but the penalty extends to Attack and Magic checks.
     Severe: As moderate, but the penalty extends to Defense and Resistance checks.

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Post  Fate Mon Dec 19, 2011 3:01 am

Large Size
   Description: You are larger than average, making it harder for you to dodge incoming attacks.
         Minor: You take a -2 penalty on all physical defense rolls.
         Moderate: You take a -4 penalty on all physical defense rolls.
         Major: You take a -6 penalty on all physical defense rolls.

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Post  Fate Mon Dec 19, 2011 3:05 am

Limited Shapeshift
   Description: You can only change your shape in certain ways.
         Minor: You may only use Shapeshift to change into generic beings of any given race or specific beings belonging to a given racial type. This is chosen when you take this weakness.
         Moderate: You have only 5 to 3 forms into which you can change, all of which are yourself.
         Major: You only have two forms into which you may change, both are variants of yourself.
         Special: You must use an ability slot to pick up the ability Shapeshift. Forced Shapeshift from someone else still works as normal.

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Post  Fate Mon Dec 19, 2011 3:06 am

Magical Backlash
   Description: You have difficulty wielding a specific magical attack. Occasionally, it attacks you as well as its target.
         Minor: Choose any Magical Attack. Anytime you use the selected Magical Attack, you must make a Resistance roll. Upon a failed roll, you take damage equal to a quarter of the difference between the two rolls. The damage dealt by this weakness does not belong to any subcategory even if the selected Magical Attack does. You are not affected by the other effects of the selected ability, whether those effects are a normal part of the ability or an effect added by other abilities.
         Moderate: As minor except you now take damage equal to half the difference between the two rolls.
         Major: As minor except you now take damage equal to three quarters the difference between the two rolls.
         Special: You must take the selected Magical Attack.

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Post  Fate Mon Dec 19, 2011 3:07 am

Magically Inept
Description: Somehow, the study of magic is foreign to you. Either through sheer lack of potency, a natural physical resistance or an inability to focus your own magical energies, you are unable to muster the same level of mastery as your peers.
     Minor: You suffer a -2 on all Magic rolls.
     Moderate: As minor except your penalty is now -4.
     Major: As moderate except your penalty increases to -6.

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Post  Fate Mon Dec 19, 2011 3:17 am

Metal Allergy
   Description: You react badly to items made of certain metals. You have difficulty even handling them.
         Minor: Choose one of the following metals: Adamantine, Copper, Gold, Iron, Mithril, or Silver. You suffer -2 on all rolls concerning abilities of that Metal-Based subcategory.
         Moderate: As minor except your penalty is -4.
         Major: As minor except your penalty is now -6.
         Special: This weakness does not prevent you from using abilities of the corresponding Metal-Based subcategory.

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Post  Fate Mon Dec 19, 2011 3:19 am

Narcolepsy
Description: Your sleeping disorder knocks you out at inconvenient times.
     Minor: At the storyteller’s discretion, you must make a Resistance roll versus your own Magic or lose 1 cycle in combat. Storyteller may do so only once per day.
     Moderate: At the storyteller’s discretion, you must make a Resistance roll versus your own Magic or lose 1 cycle in combat and take a -2 penalty on Defense checks for that round. Storyteller may do so only three times per day.
     Major: At the storyteller’s discretion, you must make a Resistance roll versus your own Magic or lose 1 cycle in combat and take a -4 penalty on Defense checks for that round. Storyteller may do so only five times per day.

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Post  Fate Mon Dec 19, 2011 3:21 am

Nemesis
Description: A rival wants to compete with you. A nemesis wants to see you fail and laugh hysterically as you fall.
     Minor: Your nemesis seeks to ensure your failure at a relatively unserious activity, such as a fellow athlete willing to sabotage you or a romantic rival who will go to unbelievable lengths to seduce the object of your affections before you.
     Moderate: Your nemesis seeks to kill you or significantly impair your livelihood, and is either at or just below your level.
     Major: Your nemesis seeks to kill you or significantly impair your livelihood, and is above your level.
     Special: If, at any time, a moderate or Major nemesis fails to meet the level criteria for their category, they may switch categories, causing the character to be granted or relieved of the appropriate amount of extra points, as is also the case of a former non-nemesis who becomes a nemesis or a nemesis who becomes neutral or favorable in attitude to the character. This weakness can only be bought down if there are thematic reasons involved for doing so.

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Post  Fate Mon Dec 19, 2011 3:30 am

Non-humanoid Form
   Description: Your body lacks the ability to manipulate certain tools such as a sword or spear. This is mainly due to the distinct lack of hands...
         Minor: You may only gain abilities of the Weapon-Based subcategory after gaining the ability Shapeshift. You may only use abilities of the Weapon-Based subcategory after you have used the ability Shapeshift to transform into a creature of a racial type other than Non-Humanoid.
         Moderate: As minor except you cannot take the ability Shapeshift before 5th level.
         Major: You may not gain abilities of the Weapon-Based subcategory.
         Special: This weakness only affects abilities that are normally a part of the Weapon-Based subcategory. Abilities that become a part of this subcategory through abilities or ability paths are not restricted by this weakness.

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Post  Fate Mon Dec 19, 2011 3:31 am

Philia
Description: A philia is the opposite of a phobia. Instead of being unable to go near something, you have to fight against yourself not to go near it!
     Minor:You must make a Resistance check against your own Magic to avoid approaching the object of your philia. If you fail, you are unable to resist going near it, even at the risk of harm, although you may defend yourself as normal.
     Moderate: : As minor, but you take a -2 penalty on your Resistance check.
     Major: As minor, but you take a -4 penalty on your Resistance check.

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Post  Fate Mon Dec 19, 2011 3:32 am

Phobia
Description: You have a phobia, which hinders your ability to interact with the source of your fear.
     Minor: When you approach the source of your fear, you must make a Resistance check against your own Magic or be unable to approach the source of your fear for 1 cycle. You may immediately try again on the next round thereafter, attempting another Resistance check as normal.
     Moderate: As minor, but you cannot attempt another Resistance check to approach the source of your fear until you have been away from it a number of cycles equal to the difference between your Resistance and Magic totals.
     Major: As minor and moderate, but you also lose a cycle as your are paralyzed by your own fear. The countdown until you can retry to approach begins after this cycle.

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Post  Fate Mon Dec 19, 2011 3:33 am

Power Restriction
Description: Some factor or series of factors limits when and how one or more of your abilities can be activated and used.
     Minor: Only one or two abilities are restricted. The abilities being restricted do not cause a huge amount of harm to befall the character, just inconvenience.
     Moderate: Three or four abilities are restricted. The abilities’ restriction does cause some harm to befall the character, but none of it lasting.
     Major: Five or more abilities are restricted. The abilities’ restriction may actually cause or make permanent character death.
     Special: The exact criteria you must meet to activate and use these abilities is up to you and your storyteller. A restriction of a single ability or ability combination may result in a more severe grade than the quantity would normally qualify it for if the ability’s restriction meets the second part of the grade. Restricting when Resurrection can be used on the character is a prime example of a Major Restriction due to the fact that it can mean a dead character stays dead. Storytellers may restrict abilities from being taken with this weakness.

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Post  Fate Mon Dec 19, 2011 3:34 am

Sensitive Hearing
Description: The opposite of Deafness is having hearing so sensitive that it acts as a hindrance to defending yourself against loud sounds.
     Minor: You take -2 on all Resistance rolls that deal the Sound-Based subcategory. You cannot gain Masterful Ear.
     Moderate: You take -4 on all Resistance rolls that deal the Sound-Based subcategory. You can only gain Skillful Ear once.
     Major: You take -6 on all Resistance rolls that deal the Sound-Based subcategory. You cannot gain Skillful Ear.
     Special: This weakness does not prevent you from using abilities of the Sound-Based subcategory.

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Post  Fate Mon Dec 19, 2011 3:35 am

Sensitivity
Description: There are some things you just can’t handle.
     Minor: You choose any basic thing such as sunlight, iron, or a specific plant. If you come in contact with that substance, you take 1d4 points of hit point damage and suffer the same amount as a penalty to all rolls for the next hour.
     Moderate: Same as minor except it is now 2d4 and the penalty lasts for the next day.
     Major: Same as moderate except it is now 3d4.
     Special: The penalty does not increase with multiple exposures, but the time period does not start counting down until after the last exposure has ended.

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Post  Fate Mon Dec 19, 2011 3:37 am

Slow Learner
   Description: Not everybody learns at the same speed. Things come more difficult to you.
         Minor: Whenever experience points are given to you, you gain 5% less than you would normally (for every 100 points, you gain 95).
         Moderate: Whenever experience points are given to you, you gain 10% less than you would normally (for every 100 points, you gain 90).
         Major: Whenever experience points are given to you, you gain 15% less than you would normally (for every 100 points, you gain 85).
         Special: This should be calculated by the Storyteller whenever he gives out experience points. Experience points should be given as normal and then the total reduced prior to adding them to your current experience total.

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Post  Fate Mon Dec 19, 2011 3:38 am

Slow Moving
   Description: You are inept when it comes to economical motion.
         Minor: You may only move at three quarters your total base speed. From this point onward, your base speed is considered to three-quarters of what it would be without this weakness.
         Moderate: You may only move half your base speed. From this point onward, your base speed is considered to half of what it would be without this weakness. Additionally, if you move any distance at all during a turn, you may only take one action.
         Major: You may only move at a quarter of your base speed. From this point onward, your base speed is considered to a quarters of what it would be without this weakness. Additionally, you may not move and take an action in the same turn.
         Special: You cannot be reduced past a base speed of five by this weakness. If you would be reduced past this speed by this weakness, you are instead reduced to five. You cannot take this weakness and the weakness Unresponsive.

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Post  Fate Mon Dec 19, 2011 3:39 am

Small Size
   Description: You are smaller than average, resulting in diminished strength.
         Minor: You take a -2 penalty on all physical attacks.
         Moderate: You take a -4 penalty on all physical attacks.
         Major: You take a -6 penalty on all physical attacks.

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Post  Fate Mon Dec 19, 2011 3:42 am

Soul Tether
   Description: Your character is bound by magic or another powerful force to remain in or near an area or object. If you stray too far from your soul tether, it begins to take a toll on your health.
     Minor: The tether is to an item that can be carried on the character's person such as a piece of jewelry or a small lamp. The character must be in contact with the item for at least 6 cycles a day or loses 1 point of Endurance per 6 cycles until the character spends 6 consecutive cycles near the item.
     Moderate: The tether is an item that can be moved, but not by the character alone, such as a heavy piano or a vessel. The character must be near this item for at least 6 cycles a day or the character loses 1 point of Endurance per 2 cycles until the character spends 6 consecutive cycles near the item.
     Major: The tether is an unmovable object, such as a building or other locale. The character must return to this place for at least 6 cycles a day or the character loses 1 point of Endurance per cycle until the character spends 6 consecutive cycles in the place.

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Post  Fate Mon Dec 19, 2011 3:43 am

Uncivilized
   Description: There are many names that you get called: uncivilized, savage, barbarian, backwards. Whatever the name, for some reason you and perhaps your people, shun technology.
         Minor: You suffer -4 on all rolls to use abilities of the Technology subcategory.
         Moderate: As minor and you cannot take abilities of the Technology subcategory before 5th level.
         Major: As moderate except that your penalty is now -6.
         Special: You cannot take this weakness if you are of a race that belongs to the Construct racial type.

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Post  Fate Mon Dec 19, 2011 3:45 am

Underage
   Description: You are somewhere below the age of adulthood. As a result, your underdeveloped physical body and reduced status in society will hinder you slightly on your adventures.
         Minor (Age 14-16): You take a -1 penalty on Attack and Defense checks. Additionally, you may not enter a place designated for adults only, including some pubs, and may not speak with the authority of an adult in society.
         Moderate (Age 10-13): As minor, but the penalty on Attack and Defense checks is -2 and you must be either in school or apprenticed to a professional of some sort lest you risk harassment from the guard and others.
         Severe (Age 9 and below): As moderate, but the penalty on Attack and Defense checks is -3 and you must be accompanied by an adult at all times lest you risk harassment, or worse, being placed in an orphanage or workhouse against your will.
         Special: This weakness has a time limit under normal circumstances. It must be bought down as you age. When your character reaches adulthood (considered to be 17 or older in this system), you may trade this weakness for another of equal severity.

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Post  Fate Mon Dec 19, 2011 3:46 am

Unfinished Business
   Description: You are resolved that something be done, but this resolve is both a boon and a trap.
         Minor: You must choose a reason for existing. As long as this remains uncompleted, you cannot die. Whenever you would die or be destroyed, you instead return to life a number of days equal to your level after said event at the same place at which you were killed. However, if the reason you have for living is ever resolved, you must succeed at a Resistance roll against your Magic roll or begin to fade into death within a number of days equal to your level. You may attempt this roll again every new day. Success on this roll means that you have established another reason for living.
         Moderate: Same as minor, except that you take -2 on the Resistance roll to establish a new raison d’être.
         Major: Same as minor, except that you take -4 on the Resistance roll to establish a new raison d’être.

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Post  Fate Mon Dec 19, 2011 3:47 am

Unresponsive
   Description: You are slow to react to things and have trouble moving about as fast as others of your kind.
         Minor: You take a -2 penalty on all Swiftness rolls. This penalty translates to -10 feet from your base speed.
         Moderate: You take a -4 penalty on all Swiftness rolls. This penalty translates to -20 feet from your base speed.
         Major: You take a -6 penalty on all Swiftness rolls. This penalty translates to -30 feet from your base speed.
         Special: You cannot be reduced past a base speed of five by this weakness. If you would be reduced past this speed by this weakness, you are instead reduced to five. You cannot take this weakness and the weakness Slow Moving.

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Post  Fate Tue Dec 20, 2011 5:53 am

Weak Will
Description: Your will is not at strong as others’. You fall easily to smooth talkers and charismatic leaders. You might have a few things that you won’t budge on, but rest is negotiable.
     Minor: You take -2 on all rolls that deal with the Mind-Affecting subcategory. You cannot gain Clear Head.
     Moderate: You take -4 on all rolls that deal with the Mind-Affecting subcategory. You may only gain Mental Barrier twice.
     Major: You take -6 on all rolls that deal with the Mind-Affecting subcategory. You may only gain Mental Barrier once.
     Special: This weakness does not prevent you from gaining abilities of the Mind-Affecting subcategory, except as specified, nor does it affect static effects of Mind-Affecting abilities.

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Post  Fate Sat Dec 24, 2011 3:29 am

Yielding Flesh
Description: Your body is vulnerable to damage. Even the smallest of nicks can get out of hand quickly.
     Minor: You take an additional two points of damage on a failed defensive roll against abilities of the Damage-Dealing subcategory. This damage is neither divided nor multiplied. It is in additional to whatever amount you would normally take from said attack.
     Moderate: Same as minor except you take an additional four points of damage on a failed defensive roll.
     Major: Same as minor except you take an additional six points of damage on a failed defensive roll.
     Special: This weakness does not affect your use of Damage-Dealing abilities. The weakness Magical Backlash counts as a Damage-Dealing ability for the purposes of determining whether you take damage from this weakness.

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Post  Fate Mon Jan 02, 2012 10:43 pm

Environmentally Challenged
   Description: For better or worse, you just don’t do well in certain environments. It slows you down, making you less quick to respond to danger.
         Minor: Pick one of the following environmental conditions: Cold, Dry, Foggy, Hot, Rocky or Wet. You suffer -2 on all Swiftness rolls while the battlefield has that conditional. Also your Swiftness score is considered two points lower for the purposes of abilities that derive a bonus from your Swiftness score.
         Moderate: As minor except your penalty is now -4 to Swiftness rolls and your Swiftness score is considered to be four points lower for the purposes of abilities that derive a bonus from your Swiftness score.
         Major: As minor except your penalty is now -6 to Swiftness rolls and your Swiftness score is considered to be six points lower for the purposes of abilities that derive a bonus from your Swiftness score.
         Special: This weakness does not affect your base speed. This weakness may be gained multiple times. Each time applies to a different environmental condition.

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Post  Fate Mon Feb 27, 2012 12:36 am

Unlucky
Description: There are many explanations. You are clumsy or perhaps you were cursed or born under a dark star. Whatever the reason, you don’t handle combat as well as others. Things just don’t go as well as they are supposed to whenever you’re involved.
     Minor: Every time you roll initiative, you also roll a d% (d100). On a die result of 25 or lower, you suffer -2 on all rolls for the duration of combat.
     Moderate: As minor except you suffer the penalty on a die result of 50 or lower.
     Major: As moderate except the penalty you suffer is now -4 to all rolls.
     Special: This penalty cannot be lowered by the ability Battle Focus.

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Post  Fate Fri Dec 21, 2012 6:32 pm

Creative Block
   Description: You are occasionally have problems with creating new crafts.
         Minor: At the start of each day, you must roll a d% (d100). On a result of 25 or lower, you are treated as being a level lower than you are currently for the purposes of your creation abilities. If this causes you to not meet the requirements for a creation ability, you lose use to that ability until you make a successful d% (d100) roll.
         Moderate: Same as minor, but now on a result of 50 or lower.
         Major: Same as moderate except you now lose access to all of your creation abilities on a failed roll.
         Special: You must use an ability slot to gain one of the following abilities: Brewer, Scribe, or Tinker. You cannot have both Creative Spark and this weakness.

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Post  Fate Fri Dec 21, 2012 6:33 pm

Creative Spark
   Description: You are prone to flurries where you can only barely be distracted from creating things.
         Minor: At the start of each day, you must roll a d% (d100). On a result of 25 or lower, you suffer -2 on all rolls until you have made a number creation items equal to your character level plus half your Endurance score, rounded up. The penalty lingers until the start of the following cycle.
         Moderate: Same as minor, but now on a result of 50 or lower.
         Major: Same as moderate except for the following: the penalty is -4 on all rolls and you must make a number of creation items equal to your character level plus three-quarters your Endurance score, rounded up.
         Special: You must use an ability slot to gain one of the following abilities: Brewer, Scribe, or Tinker. You cannot have both Creative Block and this weakness.

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Post  Fate Fri Dec 21, 2012 6:33 pm

Depressive Funk
   Description: You are prone to bouts of dark depression.
         Minor: At the start of each day, you must roll a d% (d100). On a result of 25 or lower, you suffer -2 on all offensive and Swiftness rolls until the next time you make a successful d% (d100) roll.
         Moderate: Same as minor, but now on a result of 50 or lower.
         Major: Same as moderate except the penalty is -4 on all rolls. While under the effects of this weakness, you are likely to become self destructive. At Storyteller discretion, you must make a Resistance roll against your Magic score. Upon failure, you begin to seek the quickest and easiest method to reduce yourself to 0 hit points or below. You may attempt a reroll every ten cycles until you are successful, in either fashion. For the purpose of the Resistance roll, this weakness counts as part of the Mind-Affecting subcategory. The Storyteller may only require this Resistance roll once per day.
         Special: You may also have the weakness Emotional Haze. If you gain both at the same time, choose one to be dominate. Otherwise, dominance goes to whichever you gained first. Dominance determines which one affects you should you fail your rolls to both. The Storyteller may determine whether a reroll is necessary up to once per character day.

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Post  Fate Fri Dec 21, 2012 6:34 pm

Emotional Haze
   Description: You have an excitable personality.
         Minor: At the start of each day, you must roll a d% (d100). On a result of 25 or lower, you suffer -2 on all defensive rolls until the next time you make a successful d% (d100) roll.
         Moderate: Same as minor, but now on a result of 50 or lower.
         Major: Same as moderate except the penalty is -4 on all rolls. Additionally, you are more prone to action, causing you to suffer an additional -2 on Resistance rolls against the abilities Blind Rage, Provoke, and Suggestion.
         Special: You may also have the weakness Depressive Funk. If you gain both at the same time, choose one to be dominate. Otherwise, dominance goes to whichever you gained first. Dominance determines which one affects you should you fail your rolls to both. The Storyteller may determine whether a reroll is necessary up to once per character day.

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