Vulnerability

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Physical Merits & Flaws -&- Umbraculavites
2-5pts

Description

For all their vast powers, many magical or supernatural beasts seem to have one chink in their armor, one bane of their existence. Whether this Flaw is evidence of Divine balance or Infernal incompetence in such beasts' creation is a subject for theologians and philosophers to debate. You only know it's a matter of life and death.

You possess a Vulnerability, a substance, element or power which can harm or even kill you. The level of this Flaw depends on whether your weakness can fatally injure you, or simply weaken you, and on how common the substance is. Damage caused by a Vulnerability cannot be soaked. A normal, weakening Vulnerability causes one Health Level of aggravated damage per turn of contact. A mortal one causes three Health Levels of aggravated damage per turn of con- tact. Examples:

Flaw Weakness
2 points You can be fatally injured by something that's nearly impossible to acquire (the Holy Lance of Longinus, the perfume of the Emperor of Cathay), or weakened by something very rare (dragon's blood, naphtha, the bite of an Egyptian asp, panthers' breath).
3 points You can be fatally injured by something very rare, or weakened by something moderately rare (mistletoe, garlic, a mirror, silver, magick).
4 points You can be fatally injured by something moderately rare, or weakened by something common (iron, sunlight, fire).
5 points You can be fatally injured by something common.

Note

Note that vampires, werewolves and changelings cannot purchase this Flaw; it's already an inherent part of their natures. Magi use the Flaw. Echoes (Mage: The Sorcerers Crusade, pages 105-106, or The Book of Shadows, pages 39-40) instead of this one. Ghosts cannot buy it for obvious reasons.