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Classification: Union // Open Ref shared/trait/flaw/paranormal-prohibition-or-imperative

Paranormal Prohibition or Imperative

Flaw · 8 pts

Shared
Cost
8 pts
Type
Supernatural

Also known as Geasa and Magical Prohibition or Imper­

ative, this Flaw represents a thing you either must do, or are forbidden from doing, on pain of awful consequences. Generally, this imperative comes from an oath you swore, a curse that was inflicted upon you, or a legacy that follows your family lineage. Faerie grudges, infernal pacts, godly inheritances, ancient proph­ ecies, Fortean quirks of physics… any one of them can inflict such a burden upon you. So long as you never cross that line, you should be okay – and may, in fact, possess some blessing (a Merit or Background Trait) that’s linked to this Flaw. Ah, but life has a way of pushing us to do things we don’t want to do, and that’s especially true in the case of people who have a curse or geas upon their heads!

The value of this Flaw is based on your chances of vio­ lating the prohibition, and the consequences that occur if / when you do:

• (1 point) You break the prohibition only with an easily avoided circumstance (never kill a cat, go to London, or have sex with a married person), or find it easy to fulfill your imperative (you must shave all your hair off, walk outside every day, or wear blue clothing).

• (2 points) Your prohibition is easy to break (never tell a lie, leave your home town, or have sex with anyone), or your imperative is challenging to fulfill (you must always cover your head, walk at least three miles every day, or go barefoot at all times).

• (3 points) It’s very hard to not break your prohibition (never speak, have a home of your own, or fall in love or lust with anyone), or to honor your imperative (you must blindfold yourself every day even though you can see, walk everywhere you go, or remain naked at all times).

• (+1 point) Inconvenient consequences – you botch your next three rolls, suffer a migraine, develop a rash for several days, etc.

• (+2 points) Annoying consequences – you lose your voice for a day, lose a die from all your pools for a week due to constant pain, add +2 to all your social rolls with members of your faction until you can atone from breaking your oath, and so forth.

• (+3 points) Painful consequences – until you can atone, you go blind or mute, lose one dot from an Attribute, lose an Ally, Mentor, or Familiar, take the Flaw: Oathbreaker (below), or suffer a similarly awful fate.

• (+4 points) Crippling consequences – until you atone, your Avatar abandons you, you lose a total of three dots from various Attributes, you take the Flaws: Oathbreaker, Deranged or both, or else endure a related punishment.

• (+5 points) Fatal consequences – either you’re gonna die soon, you’ll be whisked off to an Otherworldly punishment Realm, or both. Atonement, if it’s even possible, will be very harsh, so do NOT break this oath or forsake this imperative!

This Flaw makes an excellent companion to numerous

Background

s (Familiar, Legend, Past Life, Totem, Wonder,

and potentially others at the Storyteller’s discretion) and Merits (pretty much anything, really, depending on how you define the source of that Merit). Although this does not reduce the cost of that Trait (despite the description of this Flaw in Mage Revised, which employed a complex and potentially abusive rule system that’s not found in other World of Darkness games),

a Prohibition /Imperative can represent vows, obligations, and /or legacies associated with the beneficial Trait. If, for example, Riordan Manseragh were to have sworn a mystic oath in order to win his hawk-spirit familiar, that oath would represent a Paranormal Imperative, with painful consequences (the loss of his Familiar Background) if he breaks his promise.

Your Prohibition /Imperative must be tied in with your character’s backstory, and probably has a connection to all three elements of her magickal focus (paradigm, practice, and instruments). The conditions must be something that could conceivably present an obstacle for your character (no prohibitions, for example, against having sex with Voormas, or imperatives to get out of bed in the morning), and your Story­ teller will, of course, make a point of throwing said obstacles in your path at various points during the chronicle. That said, we also urge Storytellers not to abuse this Flaw, or to apply it out of proportion with the points the Flaw is worth.

Although it’s rather unusual, a technomancer could have a metaphysical pact or prohibition too. She may, for instance, need to work on a Mac, employ only steamtech, or invent all of her own technology to avoid suffering some paranormal malaise. Thus, this Flaw is not always “mystical” in nature, even if the line separating mysticism from paranormal phenomena is more a matter of semantics than of metaphysical principles.

See also 3

Merits & Flaws

Spheres

  • Life mage/power/sphere/life
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