TEXT: Exalted Compendium : Uncommon Difference 24NOV01 
   
   
   
  Page 1 
   
   
  www.exaltedcompendium.com 
   
   
   
  Uncommon Difference 
   
  Last updated : 
  1st day of the Ascending Water, Realm Year 769 
  1st January 2002 
   
  Document Maintained by Silesia DeuMachinus 
  Email : Silesia_DeuMachinus@hotmail.com  
  ICQ # : 7102371 
   
  LAST Merit/Flaw ADDED : Style Disadvantage 
   
  
  Exalted Compendium : Uncommon Difference 24NOV01 
   
   
   
  Page 2 
   
  MERITS 
   
  Ancient Oath 
  write by DarkRiver  
  Character: Any 
  Type: Social 
  Value: 1-7 Points Merit   
  In a past life the character made a bargain with a spirit or a 
  group of spirits, a bargain that would reach beyond the grave.  
  The oath was sanctified by a powerful member of the Eclipse 
  Caste or someone of similar authority. Even though the 
  character is merely a reincarnation the spirits will still fully 
  recognize her as the oathpartner and will act accordingly.  
   
  Brigid's Blessing 
  write by Yoshi  
  Character: Exalted 
  Type: Magical 
  Value: 7 Points Merit   
  You have a natural understanding of the flow essence in the 
  world, you follow the same path that "the Bearer of Magic" 
  Brigid, and are true to his lineage.  
   
  Your magic has not to shame to the lost magic of the first age, 
  you can research spell at the same speed that if you learn it. 
  More all minimum aptitude of the occult charms are consider 
  three points lower, and you spend one less willpower point to 
  cast spell.  
   
  Caste's Blessing 
  write by Winteredge  
  Character: Solar 
  Type: Magical 
  Value: 2 Points Merit   
  Your character has a special connection with the symbolic 
  time of day associated with their caste. For the Dawn caste its 
  morning, for Zenith caste its high noon, for Twilight caste its 
  sunset, for Night caste its midnight, for Eclipse caste its the 
  entire period of Calibration, and during any Eclipse. During 
  the scenes during, preceding, and following these times the 
  character gains 2 additional dice on all rolls where they spend 
  willpower to gain virtue dice.  
    
  Divine Inspiration 
  write by Duck Plasterer  
  Character: Solar 
  Type: Mental 
  Value: 3 or 5 Points Merit   
  Truly the favoured of the Unconquered Sun, the Solar with 
  this merit is blessed with sporadic glimpses of lost, arcane 
  knowledge.  
   
  For 3 points, once every Episode the Solar enjoys an 
  automatic success when making a roll involving any of the 
  Twilight caste skills, (Craft, Investigation, Lore, Medicine and 
  Occult) regardless of difficulty. This applies even if the Solar 
  has no dots at all in that particular skill.  
   
  The player can choose when to employ this merit, even using 
  after it a normal roll fails if she so wishes.  
   
  Occasionally, the Storyteller may wish to use this merit as a 
  plot tool, revealing information in the form of a divine vision 
  or 'hunch' so as to guide the character's circle (though the 
  player should not be penalised for this; she should still be 
  allowed to use the power by choice once during the Episode as 
  normal. Let's just say that the Unconquered Sun is feeling 
  particularly generous on that day :) ).  
   
  For 5 points the Solar can do all of the above, but in addition, 
  once per Episode, she gains the ability to cast one spell 
  unknown to her. The appropriate incantation simply flies free 
  of her lips, and the magic just happens.  
   
  In order for this to happen, she must possess the amount of 
  essence needed to power the spell. However, she need not 
  deduct any Willpower points; this is not a conscious action on 
  her part, not the use of occult education, the Solar is simply 
  the conduit through which the magic flows.  
   
  When this happens is NOT up to the player: the Storyteller 
  decides when the spell is cast, which spell it is and where it is 
  targeted. This is so that the merit cannot become unbalancing. 
  The Storyteller must not abuse this though, and must always 
  act with the character's best interests in mind.  
   
  This more powerful aspect of the merit should typically be 
  used during a climatic battle scene, or in a situation where all 
  hope of escape or survival is lost and divine intervention is the 
  only way out. 
   
  Extremely Auspicious Destiny 
  write by Winteredge  
  Character: Any 
  Type: Magical 
  Value: 7 points Points Merit   
  This merit may not be taken by an exalted. It is instead the 
  merit most commonly seen in un-exalted humans who, for 
  whatever reason, accompany the exalted on their journies.  
   
  A character with the Extremely Auspicious Destiny is one that 
  is truly blessed by fate. They are likely to be exalted at some 
  time in the future, though many never do. Such characters are 
  extremely hard to kill, not so much in the fact that they are 
  incredibly resistant to damage, but rather in that the world 
  seems to keep them safe from harm, as though destiny had 
  other plans for them.  
   
  
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  There are no mechanics associated with this merit. The exact 
  way in which a character with Extremely Auspicious Destiny's 
  good fortune occurs is left up to the storyteller, though no two 
  people with this merit should experience the same types of 
  auspicious good luck.  
   
  Ex: Tra Ahad Mahil Amah Jazzarik is a traveling companion 
  of Jo's. Jo is a Dawn Caste Solar with a habbit of ticking off 
  large groups of archers who like to set up ambushes. The 
  storyteller has determined that Tra Ahmad Mahil Amah 
  Jazzarik has an Extremely Auspicious Destiny, which is lucky 
  for Tra Ahmad since he's traveling with Jo. One morning, just 
  after breakfast, the pair are ambushed by 100 archers. Tra 
  Ahad Mahil Amah Jazzarik cowers, squeeling like a little girl, 
  praying to whatever gods he can think of, all the while 
  squatting on the ground and covering his head with his hands 
  while the arrows whiz around him. Incredibly, not a single 
  arrow strikes Tra Ahmad. Jo kills the archers, and the two go 
  to town. Later, while Tra Ahmad brags about his good fortune, 
  he pinches what he refers to as the "Sweetly rounded buttocks 
  of a most becoming drink wench" in front of all his buddies, 
  only to have the "drink wench" knock him unconcious with a 
  single blow.  
   
  Characters like Tra Ahmad are comedy relief, though not all 
  characters with this merit are going to fill the same role. Many 
  will be serious friends and companions who may later become 
  exalted themselves. While such characters are most often 
  storyteller characters, storytellers may allow players to run 
  them. Storytellers should keep a close eye on the player 
  character with this merit, and should remind them that if they 
  push their luck too far their good fortune is certain to fail.  
   
  Mantle of Rulership 
  write by Winteredge  
  Character: Any 
  Type: Social 
  Value: 3 points Points Merit   
  Some people are born to rule. Their orders are often followed 
  without question, even by those who do not owe alegiance to 
  the character.  
   
  A character with this merit gains an additional 2 dice on all 
  rolls associated with leadership.  
   
  Midnight memories 
  write by Earthbinder  
  Character: Any 
  Type: Mental 
  Value: +1 Point Merit   
  the characters dreams are haunted by memories fo times long 
  past and live long forgotten. the character gain +1 die to any 
  situation where knowledge of the first age may be useful. 
  however they tend to call out names and information in their 
  sleep often waking with a feeling of loss or regret 
   
  Mystic Library 
  write by Awaikaze  
  Character: Any 
  Type: Magical 
  Value: 3 Points Merit   
  You have access to a sorceror's library. As obvious, it allows 
  the possessor access to much knowledge of various things, 
  including both mundane applications that would relate to 
  magical lore as well as what would be expected. It's unlikely 
  one is able to find much in the way of Sorcery with this, 
  however, one might find the fragmented beginnings of a spell, 
  and Terrestrial Circle is much easier to acquire than anything 
  higher, which might be unattainable. It does allow one to buy 
  the Occult and Lore abilities, as well as any other at the 
  Storyteller's discretion, fairly easily, however, and look up 
  various arcana that are likely to date back to the First Age.  
   
  Past Life 
  write by Ghost Rider  
  Character: Solar 
  Type: Mental 
  Value: 1-5 Points Merit   
  THe other side of "Past Voices".  
   
  When a Solar Exalts with this merit, he regains knowledge of 
  varying degrees. For one point, she will have strong feelings 
  of familiarity with important aspects of their former life: their 
  Lunar mate, their Grand Daiklave used to defeat the 
  Primordials, etc. For more points, the Solar will remember 
  more and/or with more clarity. For 5 points, the Solar will 
  have complete and seemless recolaection of their former life, 
  gaining the life knowledge of their former self. This 
  sometimes causes problems, as characters will find themselves 
  talking to friends about events of their former life as if it had 
  just happened, or possibly slipping into other languages that 
  they formerly spoke.  
   
  Quiet Anima 
  write by BrandonQ  
  Character: Solar 
  Type: Magical 
  Value: 7 Points Merit   
  Your anima tends to release spent essence slowly, leaking it 
  out gently over time rather than exploding it out immediately 
  after you spend it. The result of this is that your anima banner 
  takes longer to appear, and only rarely gets as severe as that of 
  other Solars.  
   
  SYSTEM: Add +5 to your Anima Chart to determine how 
  quickly you're anima flares up. That means you can spend five 
  periphereal essence without any outward sign, 6-8 essence 
  causes your caste mark to glow, 9-12 essence makes your 
  caste mark shine through clothing and other concealments, and 
  so on.  
   
  Sexy 
  
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  write by Winteredge  
  Character: Any 
  Type: Physical 
  Value: 2 Points Merit   
  Your character is particularly attractive to those who would be 
  attracted to your sex normally. You have that special 
  something that just drives these people wild.  
   
  Characters should be aware, however, that people with the 
  "jealousy" flaw will likely not get along well with your 
  character, either by viewing your character as a threat, or 
  being jealous of attentions that they percieve you give to 
  others.  
   
  Add one die to all presence and socialize rolls when dealing 
  with those attracted to the character's sex.  
   
  Stable Form 
  write by beemanfunk  
  Character: Any 
  Type: Physical 
  Value: 1-7 Points Merit   
  You have received a special blessing during your Exaltation. 
  The warping effects of the wyld do not affect you as severely 
  as others. Whenever the storyteller rolls a die to determine 
  whether or not your character suffers the mutating effects of 
  the Wyld, subtract from the result equal to the Merit value to a 
  minimum of 1. So for example, if the storyteller rolled a 7 and 
  you had 3 points invested in the merit, the end result would be 
  4 and you would suffer the 4-5 result (P. 280). The merit value 
  also adds to your willpower dice pool in fighting the 
  maddening effects of the Wyld. This Merit does not protect 
  from creatures (or their Powers, such as the Fair Folk's 
  Glamour magic) of the Wyld or outside hazards of the Wyld 
  environment, only the mutating effects that are caused by 
  spending too much time in the Wyld.  
   
  Talismanic Fortune 
  write by john  
  Character: Any 
  Type: Magical 
  Value: 5 Points Merit   
  The character is so blessed with good luck, that those 
  travelling with her often consider her a lucky mascot for them, 
  rival to any talisman.  
   
  Once a session the character may reroll any dice pool of her 
  own, or allow a re-roll of any other players dice pool. Once 
  the dice are re-rolled the second result must stand.  
   
  The lucky character must be present in a scene for a re-roll to 
  be allowed, they are the one favoured by fate after all...  
    
  True Love 
  write by Craig Sambells  
  Character: Any 
  Type: Social 
  Value: 1 Point Merit   
  This Merit is mostly roleplayed. The character has a True 
  Love, he/she may not love the character in return but the 
  character with this merit gains an extra 2 die in rolls involving 
  his love's protection. There is a downside the character while 
  do just about anything to protect their love and can also get 
  very jealous about it.  
   
  FLAWS 
   
  Brigid's Curse 
  write by Yoshi  
  Character: Exalted 
  Type: Magical 
  Value: 7 Points Flaw   
  Like Brigid, the legendary "Mother of All Spell", you are 
  nearly unable to learn charms. For you, all the minimum 
  aptitude of all charms are consider three point higher, so it's 
  impossible for you to learn charms that need a minimum 
  aptitude of three.  
   
  Caste Scar 
  write by DarkRiver  
  Character: Solar 
  Type: Physical 
  Value: 3 Points Flaw   
  Upon the character's exaltation her caste mark was burning so 
  intensly that she was left with a scar in form of the mark, 
  forever visible on her forehead. Unless she covers it she will 
  be clearly recoginzed as a solar. Furthermore her essence 
  seeps through the scar when she uses it to fuel her charms. The 
  first two steps of the anima banner apply to her even if she 
  uses essence from her personal pool.  
   
  City Folk 
  write by M. Roark  
  Character: Any 
  Type: Social 
  Value: 2 points Points Flaw   
  The Imperial City, Nexus, Thorns. The great metropoli of the 
  Second Age. Whether raised in the hallowed halls of the 
  Imperial Palace or the back alley squalor of the Nighthammer 
  district, you are accustomed to the ways and wherefores of 
  city life.  
  This makes you particularly apt at dealing with people while 
  inundated with this environment. When in any settlement with 
  a population of over 5,000, you are at + 2 die to all social 
  interactions due to your comfort in the surroundings.  
  However, this comfort comes at a price. Outside of the city 
  walls and in more rural villages, your character is out of her 
  element. Rural peoples tend to see her as soft, and will tend to 
  be suspicious around her. Your character is at - 2 dice when 
  dealing with any social situation outside of her comfort zone.  
  
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  Additionally, your character is used to the convinience of city 
  life, and is thus at - 1 die to all Survival and Resistance rolls 
  while in the wilds.  
   
  Past Contract 
  write by Demetrius  
  Character: Any 
  Type: Magical 
  Value: 3 or 5 Points Flaw   
  In the past you were subject to a contract with another solar, a 
  spirit, or some other being that was sanctified by a powerful 
  Eclipse. Unfortunately the spirit remembers your past 
  incarnation and is going to hold you to the contract. And even 
  though you're the reincarnation, you still owe debt on the deal.  
   
  The three point flaw is just a minor agreement, something that 
  could be accomplished with a dangerous mission or two in 
  order to finish the deal. With the five point flaw it's going to 
  take a bit more work to follow through on things.  
   
  You and the Storyteller should discuss what kind of agreement 
  was made in the past. Or have some fun and let him build a 
  campaign around it. 
   
  Demonic Enmity 
  write by beemanfunk  
  Character: Any 
  Type: Magical 
  Value: 2,4 or 6 Points Flaw   
  Whether you were part of, or the caster of the ritual, a horrible 
  mistake was made in a binding ritual of a demon and caused it 
  to fail. Fortunately, the demon did not have the energy to 
  extract revenge on you (or your fellow participants) right then 
  and there and just fled the scene. Unfortunately, the demon is 
  still plotting revenge and it's not going back to Malfeas until it 
  does. For 2 points, the demon is of the first circle. For 4 
  points, it’s of the second circle and for 6 points, it’s of the 
  third circle.  
  This demon is bent on your destruction. The only way to get 
  rid of this flaw is to find a way to banish it back to Malfeas, or 
  destroy the demon, both of which are difficult to do especially 
  if the demon is of the third circle.  
   
  Dogma 
  write by Sargon  
  Character: Any 
  Type: Magical 
  Value: Variable Points Flaw   
  Your kinship to the spirits is closer than other Exalted, and 
  you are bound by the rituals of a religion regarding them. The 
  value of this flaw varies with the frequency and severity with 
  which it may be called upon. Determine its worth by adding 
  the values below together.  
   
  If it is a major religion practiced in the Realm or near 
  Threshhold (Immaculates, cults of Nexus etc) then this flaw's 
  value starts at 2 points.  
   
  If it is a minor religion practiced in the Threshhold or lands of 
  one region of Wyld barbarians, then this flaw's value starts at 
  1 point.  
   
  If the rituals may bar the Exalted from entry into a location, 
  add 1 point.  
   
  If the rituals may summon the Exalted to a location, add 2 
  points.  
   
  If the rituals may banish the Exalted from his present location, 
  add 3 points.  
   
  If the rituals may compel the Exalted to perform nonlethal, 
  non-dangerous actions, add 3 points.  
   
  If the rituals may compel the Exalted to kill or place himself 
  into danger, add 4 points (not cumulative with the prior 
  condition).  
   
  If the ritual may block the Exalted's access to Essence 
  temporarily, add 4 points.  
   
  Driven By Passion 
  write by Bob The Pariah  
  Character: Solar 
  Type: Mental 
  Value: 5 Points Flaw   
  The Solar possessing this flaw is unusally passionate, 
  controlled by his virtues more than even normal Solars.  
   
  Someone Drive By Passion must choose a second Virtue. This 
  second virtue also has a Limit Break tied to it.  
   
  The wickedness of the Great Curse was able to turn to most 
  beloved and pure of the Solars into the most hated and debase.  
   
  Hunted 
  write by Christopher  
  Character: Any 
  Type: Social 
  Value: 3 Points Flaw   
  Be it the Wyld Hunt of by a guild assasin you are hunted 
  where ever you go. So you have to take precaution about 
  where you are and what you do.   
   
  Jealousy 
  write by Winteredge  
  Character: Abyssal 
  Type: Social 
  Value: 2 points Points Flaw   
  
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  You deserve at least as good as anyone else! Whenever are in 
  a situation when someone has something better than you do, 
  whether it be a possession, a significant other, or even 
  physical prowess. If one particular thing makes you jealous, 
  and one thing only, then this must be cleared with your ST 
  when you take the flaw.  
   
  Normally, when your character's Jealousy rears its ugly head 
  you suffer a -1 dice penalty to all social rolls for the remainder 
  of the scene as your embittered whiny nature iritates those 
  around you.  
   
  If your character is only set off by one particular thing (a 
  better girlfriend, a better job, a wealthier person), when its set 
  off you suffer -3 dice to all social rolls for the remainder of the 
  scene.  
    
  Lost Soulmate 
  write by Singing_Wind  
  Character: Exalted 
  Type: Magical 
  Value: 4 Points Flaw   
  In a previous existence, your Essence belonged to an Exalt 
  who was bound so tightly by love and oaths of spiritual unity 
  to another Exalt that you still feel the bond for her. Until you 
  find her, you will feel a nagging emptiness in a corner of your 
  soul that never goes away. At best, you can numb the feeling 
  with intoxicants, but this is temporary and makes you feel all 
  the worse for it later with the amount it requires.  
   
  In game terms, you recover Willpower twice as slowly as 
  most. To represent this, whenever you gain a single point of 
  Willpower, mark a single check in a box, similarly to Bashing 
  damage in your Health levels. When you regain another, draw 
  another line to turn it into a cross, just like Lethal Damage. 
  Half points cannot be spent in any way, although they do 
  protect you from the effects of having no temporary 
  Willpower left. If you have only half a Willpower point left 
  and are forced to spend a point by external forces, you lose it, 
  but are affected as if you had no Willpower remaining.  
   
  Lure of the Underworld 
  write by TeancumChristiansen  
  Character: Any 
  Type: Mental 
  Value: 1 Point Flaw   
  You share the morbid fascination with the Underworld 
  displayed by those that congregate at the edges of the 
  Shadowlands. Perhaps you or your family once lived there, or 
  perhaps you are just intrigued by the haunting beauty of their 
  beliefs. You may even begin to manifest the physical traits of 
  this preoccupation, becoming thin, gaunt and pale.  
   
  Mark of the Fair Folk 
  write by Christopher  
  Character: Any 
  Type: Social 
  Value: 3 Points Flaw   
  Maybe you have pointed ears or a reaction to iron or 
  something else, but what ever it is people know that you have 
  the blood of the Fair Folk. Because of this normal humans do 
  not trusted you and you get another sucess for any social rolls 
  with humans; also true fair folk seem to be like you and go out 
  of thier to make trouble for you   
   
  Obligation/Compulsion 
  write by Awaikaze  
  Character: Any 
  Type: Mental 
  Value: 3 Points Flaw   
  You have some form of goal, compulsion, or requirement. It is 
  typically an undertaking of your own design, or it could be a 
  mystical one. Likely, it is something that came upon you as a 
  burden of responsibility 
  with 
  your 
  Exalted 
  powers. 
  Regardless, outline the desires of this compulsion. It should be 
  massive such as, "free every slave you find" or "overthrow the 
  Lover Clad in Raiment of Tears." You may spend Willpower 
  to overcome this for a scene, but otherwise you are must act in 
  a manner supporting your obligation.  
   
  Past Voices 
  write by Ghost Rider  
  Character: Abyssal 
  Type: Mental 
  Value: 1-5 Points Flaw   
  Solars become Exalted when the Essence of a past Solar joins 
  with them. However, sometimes a piece of those former Solars 
  comes along with it.  
   
  At 1 point, this manifests as quiet whispers in the back of the 
  Solar's head that can be quelled by epending a point od 
  Willpower. At higher levels, the voices are louder and may 
  even wrestle the Solar for control of their body. Whenever a 
  Solar expends Essence to use Charms or Sorcery, the voices 
  become louder and at higher levels, becomes harder to 
  maintain control over their body.  
   
  This can also be transerref into a Merit if the player wishes the 
  voices to offer [good] advice, give information, and even take 
  over the body as a reflex when the player is incapacitated, 
  depending on the level.  
   
  (For those who haven't picked up on it, this flaw is directly 
  related to the insanity of Rand al'Thor in Robert Jordan's 
  Wheel of Time series)  
    
  Sorcerous Prohibition 
  write by Mourn  
  Character: Exalted 
  Type: Magical 
  Value: 3, 5 or 7 Points Flaw   
  
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  For some reason, you are denied access to the circles of 
  sorcery. For 3 points, you are unable to gain the Terrestrial 
  Circle Sorcery Charm. For 5 points, you are denied Celestial 
  Circle Sorcery as well. For 7 points, you cannot cast spells of 
  the Solar Circle at all.  
   
  Style Disadvantage 
  write by Khaizard  
  Character: Any 
  Type: Physical 
  Value: 2 Points Flaw   
  >>This may only be taken by someone with a Martial Arts 
  skill of 2 or greater<<  
   
  The character may be a good student, but has poor aptitude in 
  making his teaching practical. His movements are wooden and 
  rigid, and he has a tough time using his skills outside of a very 
  specific environment. Additionally, because of his (over-
  )reliance on traditional method, learned opponents have an 
  easier time defeating him.  
   
  In game terms, this flaw has two effects. The first is that the 
  Character may not perform stunts with his martial arts except 
  under very specific circumstances (for example, in a 
  tournament or classroom setting), and always with regard to 
  Storyteller approval (perhaps with a successful Wits + Martial 
  Arts roll).  
   
  Second, if an opponent makes a successful Intelligence + 
  Martial Arts roll, he may adds a number of dice to his pool 
  equal to his Wits when battling the character. This bonus lasts 
  for one combat, after which the opponent must roll again.  
   
  A character with this disadvantage will usually be noticable 
  and identifiable with the way he fights, which may cause 
  trouble if people are looking for him. 
   
  Touch of the Wyld 
  write by Spider  
  Character: Any 
  Type: Social 
  Value: 1 Point Flaw   
  The character, whether before or after their exaltation, was 
  exposed to the wyld for a time. The character has one of the 
  poxes described in the corebook from pointed ears to an 
  animal pattern over their body. While they may recieve some 
  advantage from this such as 2 dice on appropriate awareness 
  roles they are down two dice on social interaction roles with 
  individuals of a culture where wyld taints are considered 
  abominations, this is most cultures. This penalty does not 
  apply if the target has wyld marks as well or in intimidation 
  roles.  
   
  Uncivilized 
  write by ratfruit  
  Character: Any 
  Type: Social 
  Value: 2 Points Flaw   
  You come from a land considered savage and primitive by the 
  general populace. You may be Haltan, from an unknown 
  island in the west or a barbaric northlander who has not been 
  in contact with civilization for long. Civilization may casue 
  you discomfort, and your presence causes some discomfort in 
  those who would call themselves civilized civilized.  
  SYSTEM:When ever you are in any social setting considered 
  civilized (such as a huge city like Nexus or a nobles party) you 
  are at -2 to all social rolls. In these situations you can still 
  communitcate to another member of you "primitive" 
  group/tribe/nationality with no social penalty.  
   
  Unconquered Flame 
  write by Duck Plasterer  
  Character: Solar 
  Type: Physical 
  Value: 7 points Points Flaw   
  Unable to fully contain the almighty power of the Exaltation, 
  the Solar with this flaw has an extra reason to exercise caution 
  in her use of Essence.  
   
  Whenever the Solar burns 16+ motes of Peripheral Essence, 
  her anima takes upon the form of some totemic image, as with 
  other Exalted. However, the Solar with this flaw cannot safely 
  channel this level of raging energy, and will be physically 
  scorched by her own flames every time this happens. She 
  immediately loses one health level of bashing damage 
  whenever her anima is pushed to this point. This includes 
  turns in which the full anima remains in place due to 
  additional expenditure of Essence.  
   
  Therefore, this Solar must always skillfully calculate her use 
  of Essence, lest she be consumed by her own power. 
   
  Whispers 
  write by Sargon  
  Character: Abyssal 
  Type: Mental 
  Value: 3 or 5 Points Flaw   
  As an emissary between the gods and man, you hear the 
  prayers of the common people as a constant murmur in the 
  back of your mind. For 3 points you are down one die on 
  perception based rolls unless a Willpower is spent to suppress 
  it for a scene. For five points, you must answer at least one 
  prayer a day or else it will rise to a cacophany by nightfall and 
  disturb your sleep (as per the Nightmares flaw, in addition to 
  the perception penalties). 
  
SOURCE: textdata/thevault/Storyteller [multi]/Exalted/Adventures & Extras/Uncommon Difference (Merits & Flaws).pdf