Page 219 - World of Darkness
P. 219

develop a condition associated with his injuries, if the Sto-
                                                                  ryteller thinks it’s appropriate. Perhaps he is now Lame or
                                                                  has Poor Sight. If a fight is particularly traumatic, he might
                                                                  become a Coward or develop Amnesia. In all cases, only
                                                                  the Storyteller has the power the inflict Flaws (or to not
                                                                  inflict them), and he should do so only if a player agrees.
                                                                      The ultimate key to Flaws, however, is roleplaying. A player
                                                                  must fully roleplay his character’s Flaw. He can’t pretend it’s not
                                                                  there and demand an extra experience point. If his character is
                                                                  in a wheelchair, he needs to act like it, roleplaying all the frus-
                                                                  tration that entails. The Storyteller might tell the player that
                                                                  his character can’t be in the same room with the rest of the
                                                                  characters, because he had to take the elevator to get there while
                                                                  the rest vaulted up the stairs. His character can arrive in the
                                                                  next turn. If the player whines about it, he’s not in the spirit of
                                                                  his flawed character. If his character whines about it, grumbling
                                                                  about the horrible Muzak™ in the elevator when he arrives,
                                                                  then the player is doing his job.
                                                                      For the most part, Flaws act as carrots rather than
                                                                  sticks, rewarding roleplaying rather than enforcing it. If a
                                                                  player doesn’t incorporate a Flaw into his character’s ac-
                                                                  tions, he should not be made to do so. His only punish-
                                                                  ment is that he does not gain the extra experience point.
                                                                  If he ignores his Flaw too often, the Storyteller can de-
                                                                  clare him cured of it, and thereafter refuse to award extra
                                                                  experience points even if the player later attempts to play
                                                                  the Flaw and claim the points. Even a man with One Arm
                                                                  can be given an effective prosthesis.
                                                                      The Storyteller is free to devise new Flaws not repre-
                                                                  sented here, or to allow players to create their own.

                                                                  Mental Flaws
                                                                      In addition to the mental conditions below that can
                                                                  be incurred by a character, he may have a derangement as
                                                                  a Flaw. Derangements are explored on p. 96 in Chapter 4.
                                                                  It’s suggested that it be a mild case rather than a severe
                                                                  one. Unlike mental ailments developed through losses of
                                                                  Morality, derangements taken as Flaws cannot be elimi-
                                                                  nated by spending experience points. Indeed, the Story-
                                                                  teller may decide they cannot by cured at all (unless he
                                                                  concludes that such a Flaw is not being honored during
                                                                  play and he lifts it from your character).
                                                                      Addiction: Your character is hooked on a certain sub-
                                                                  stance or behavior. If he doesn’t get it regularly, he gets
                                                                  anxious and goes out of his way to satisfy his need, even
                                                                  neglecting more important duties. If he goes three or more
                                                                  game sessions without indulging this addiction, he is as-
                                                                  sumed to have beaten it (your character loses the Flaw).
                                                                  The Storyteller is free to inflict harsh withdrawal symp-
                                                                  toms, however. Note: Satisfying this particular addiction
                                                                  does not count as indulging a Vice such as Gluttony. No
                                                                  Willpower points are gained for doing so.
                                                                      Amnesia: Your character cannot remember a certain
                                                                  period of her life. This might have been caused by physi-
                                                                  cal or psychological trauma, and memories might come
                                                                  back at the most unexpected or inopportune moments. In
                                                                  addition, she might not remember allies or enemies from
                                                                  her past. This seeming disregard might insult others, make

      218
             Chapter 8- STORYTELLING
   214   215   216   217   218   219   220   221   222   223   224