![how to use merits changeling the lost 2nd edition how to use merits changeling the lost 2nd edition](https://icv2.com/images/article_thumbs/400x400_bf1a455bebf5fc4ee5a363c650b29bd9dcd552d00902e6dc333c1da7.jpg)
![how to use merits changeling the lost 2nd edition how to use merits changeling the lost 2nd edition](https://pdfcoffee.com/img/200x200/quickstart-pdf-free.jpg)
Chimerical beasts on a rampage will tend to turn on you before attacking others. In some cases this is of benefit, but more often than not this Flaw causes problems. One of your Chimerical legs is missing you can still walk, but it becomes extremely difficult to ride a Chimerical creature (one point).įor some reason, Chimera notice you more than usual. Your Fae Mien is missing one eye, therefore your view of Chimera lacks depth perception (three points). Examples of this Flaw would be a chimerical hand missing, therefore you cannot pick up Chimera with that hand (two points). Part of your Fae Mien is damaged and no longer exists due to a past altercation. Childlings who do not take this Flaw are for some reason more accepted by those older than themselves. Few clubs will admit you, because you are "underage". Additionally, you may be subject to parental control, curfews and child labour and truancy laws. You have the Flaw Short, and find it difficult to be taken seriously by others (two dice penalty to all relevant rolls.). You may be precocious, but you're still just a kid. You were a small child at the time of your Chrysalis. This is a sign you are a Changeling, recognizable to those who know the ancient lore. Your eyes are a startling colour, maybe emerald green, violet or yellow. You cannot see-the world of colour and light is lost to you. You automatically fail all dice rolls involving vision.
![how to use merits changeling the lost 2nd edition how to use merits changeling the lost 2nd edition](https://i.pinimg.com/originals/b5/79/77/b57977908d1ce3caf4a26ad4ec667aaa.jpg)
![how to use merits changeling the lost 2nd edition how to use merits changeling the lost 2nd edition](http://2.bp.blogspot.com/-qiBLBCt6W7U/T0R_GSxysTI/AAAAAAAABhs/qqGhgvfu0sI/s1600/change%2BDaD.jpg)
This Flaw is neither nearsightedness nor farsightedness-it is a minor form of blindness. The difficulties of all dice rolls related to vision are increased by two. Any time that you exert yourself, you must make a Stamina roll against a difficulty of 6 or be unable to perform any action on the next round while you catch your breath. With asthma, your lungs only pull in a fraction of the air that normal lungs require. You have difficulty performing strenuous tasks because you cannot breathe properly. If the substance is really common in your chronicle, add an additional point to this Flaw. For one point, you get hives, sneeze or become dizzy upon prolonged contact with your bane for two points, you swell up uncomfortably in the affected area, reducing all dice pools by one for three points, your reaction actually incapacitates you, reducing appropriate Dice Pools by three. You are allergic to some substance-pollen, animal fur, alcohol, chocolate, etc. Over the course of the chronicle, you and your character will slowly discover them.) (You can, if you wish, take up to five points of other flaws without specifying what they are. However, your past may some day come back to haunt you, and the Storyteller is under no obligation to be merciful. You are unable to remember anything about your past, yourself or your family. This would be an easy way for you to be either controlled or forced to do favors for your supplier, especially if the drug is hard to obtain due to its rarity or price. If you fail, you will forgo everything and forcibly go seeking the drug. If, for whatever reason, you are denied access to the drug, you lose the number of dice equal to the level of your addiction (one, two or three) until you receive your "fix." If you are deprived of the drugs for an extended length of time, you will be forced to make a Willpower check (difficulty of 4 for the first day, +1 for each additional day). The need for these drugs varies from once a day for some to two to three times a day for others, depending on the strength of the drug and the addiction. A three-point Addiction involves the heavy street drugs or hard-to-find drugs. A two-point Flaw would be either a severe addiction to any easily obtained substance, or any "mild" drug, such as pain killers, sleeping pills or marijuana. A one point Flaw would be a mild addiction to an easily obtained substance, such as caffeine, nicotine or alcohol. You are addicted to anyone of a variety of things. This Flaw may not be taken with the Merit Concentration. In order to remember anything more than your own name and the location of your freehold, you need to make a Wits roll, or, as a last resort, spend a Willpower point. Though you do not forget things such as Knowledges or Skills, you do forget things such as names, addresses and the last time you gained Glamour. For Flaws specific to a particular Kith, see Kith-Specific Flaws. Some of the more powerful Flaws may be subject to Storyteller discretion. During character creation, a player may choose to take on some of these disadvantages in exchange for gaining extra freebie points. Flaws are negative quirks a character may possess.