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User:Askewnotion/FistFulla6/Flaws

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Starting character may take as many different flaws as they wish, but only 5 of which give bonus XP during character creation. Also, flaws follow the same cumulative nature that traits do with purchacing.

To buy off a trait, you must spend twice the amount of XP it is worth. You may buy off traits all at once or slowly reduce them level by level.

Table: Flaws

Name Description Cost/Levels Available
Absent-minded -1 to knowledge and memory checks/lvl 4/1-5
Addiction Must make mental saves to resist recieving a fix of their addiciton. 5/1-5
Age -1 to all rolls/lv 25/1,3,5
Allergy Make a build save to reduce penalties when subjected to your allergy. Take extra damage from weapons made of your allergy. 4/1-5
Amensia You either can't remember your past or you can't remember your past, skills, and abilities 10/2,5
Amorous Must make mental saves to resist the opposite sex 3/1-5
Bad Luck The GM can force the player to reroll their dice once a session/lvl 15/1-5
Bad Reputation Take -2/lvl to social rolls for those that know of and dislike your reputation. Some may respect this reputation, though. 5/1-5
Berserk You mindlessly attack the nearest target when raging 20/1
Bleeder Take lvl/lethal damage every turn after recieving lethal damage until healed 10/1-5
Combat Paralysis Must make a mental save to enter combat 8/1-5
Credo You have one credo/lvl that you must follow unless you make a mental save 5/1-5
Cursed When you roll dice from mana, if the level of this flaw or lower is rolled on the dice you subtract a success 10/1-4
Deafness -2 to hear things and -1 to casting skills/lvl 8/1-5
Debt 10% per lvl of all loot gained by the character must go to paying off some debt 8/1-5
Delusion Character has a verying degree of odd quirk(s) 4/1-5
Dullard -1 on all mental stat based rolls/lvl 10/1-5
Dwarfism You are one size smaller than the norm for your race 25/1
Filcher Must make a mental save to resist stealing 4/1-5
Forked Tongue Must make a mental save to resist telling a lie 4/1-5
Graft Rejection Increase the essence cost of getting a graft by 20%/lvl 3/1-5
Greedy Must make a mental save to resist not abandoning your scruples for a bigger payoff 3/1-5
Gullible -2/lvl to resist social rolls 4/1-5
Hedonistic Must make a mental save to resist having a good time and self indulgence 3/1-5
Hunted You are hunted by an entity 5/1-5
Inept -1/lvl to all skills from a skillset 4/1-5
Lame -1/lvl to all agility stat based rolls 10/1-5
Low Pain Tolerance Increase all HP damage modifier penalties by 1 (including 0) 20/1,3,5
Mana Leak Every time MP is spent, lose 1 MP/lvl 5/1-5
Mute Can't speak 50/1
Overconfident Must make a mental save to be able to deny a challange 3/1-5
Overweight -1 to athletics checks and to social rolls where appearance matters/lvl 5/1-5
Pacifism You are limited in how and what you will attack 10/1,3,5
Phobia Must make a mental save to resist cowering in fear from your phobia 5/1-5
Prejudice Must make a mental save to be civil around what you are prejudice to 3/1-5
Primitive -1 to technical skills and other "new" skills/lvl 5/1-5
Soft Take lvl in non-lethal damage every time you are hit 5/1-5
Straight Shooter Must make a mental save to resist telling the truth 4/1-5
Tempermental Must make a mental save to resist getting angry or over reacting 4/1-5
Ugly -1/lvl to social rolls where appearance matters 3/1-5
Weak -1/lvl on all build based rolls 8/1-5
Blindness -2 to visual perception and -1 to combat rolls/lvl 10/1-5

FLAWS

  • Absent-minded (Level 1-5) 4pts/lvl – You take a -1 penalty to all knowledge checks and all checks involving remembering information per level of this flaw.
  • Addiction (Level 1-5) 4pts/lvl – You are compelled to partake of whatever you are addicted to every day. If you do not get what you are addicted to within a day you must make a mental save with a TN equal to 2 times the level of this trait or suffer a -1 penalty to all rolls. These penalties are cumulative on multiple failed saves. Partaking of your addiction removes the penalties.
If the addiction is something that is easily available and non-harmful the base points of this flaw should be reduced by 1. If the addiction is rare, expensive, illegal, or very harmful to the character the base points of this flaw should be increased by 1.
  • Age (Level 1,3,5) 25pts/lvl – You are either reasonably older or younger than the average adventurer. You take a -1 penalty to every roll you make for each level of this trait.
  • Allergy (Level 1-5) 4pts/lvl – You are allergic to something. When confronted with what you are allergic to you take a -2 penalty for every level of this trait, reduced by a build save.
If you are attacked by a weapon that is made of a material you are allergic to you will take an additional damage per level of the allergy that can not be reduced by natural armor or the toughness trait.
If the allergy is something that is rare the base points of this flaw should be reduced by 1. If the allergy is easily available or common, the base points of this flaw should be increased by 1.
  • Amnesia (Level 2,5) 10pts/lvl – If bought as a 2nd level trait the character has no knowledge of their past, but they are aware of their skills and abilities. If the trait is bought up to 5th level there character is also unaware of their skills and abilities. The GM should choose the characters traits and skills for the character without letting the player know what abilities they have. These traits and skills should slowly be revealed to the character though experimentation and time.
  • Amorous (Level 1-5) 3pts/lvl – The character must make a mental save equal to twice the level of this flaw to avoid pursuing someone they would be attracted to.
  • Bad Luck (Level 1-5) 15pts/lvl – The GM can force you to reroll a dice roll once per session per level in this flaw.
  • Bad Reputation (Level 1-5) 5pts/lvl – Due to circumstances people know ill of you for one reason or another. If someone knows of your reputation and would be offended by it, you get a -2 penalty to all social interaction with those individuals.
The nature of your bad reputation should be discussed between you and the GM.
  • Berserk (Level 1) 20pts – To gain this flaw you must first have the rage trait. While you are raging you are incapable of distinguishing friend from foe. While under the effect of rage you must attack the nearest target available no matter who it is. If there are multiple people the same distance away from you roll, randomly to determine whom you would attack.
  • Bleeder (Level 1-5) 10pts/lvl – When you receive lethal damage you lose one additional HP for every level you have in this trait. You stop recieving this damage when you are healed at least 1 HP, or someone takes a FR action to make a first aid check with a TN equal to your level in this trait to stop the bleeding.
  • Blindness (Level 1-5) 10pts/lvl – You have a varying degree of difficulty seeing, imposing a -2 penalty to spot checks and a -1 penalty to all combat skills per level of this flaw.
  • Combat Paralysis (Level 1-5) 8pts/lvl – You must make a mental save with a TN equal to twice the level of this flaw to be able to act during combat. You gain an addition 2 dice to your mental save each round after the first to be able to act in combat.
  • Credo (Level 1-5) 4pts/lvl – You have 1 credo or ideal for every level of this trait that you follow. You must make a mental save with a TN equal to twice the level of this flaw to be able to willingly violate one of your credos.
  • Cursed (Level 1-4) 10pts/lvl – When you use spend MP to modify skill rolls or cast spells there is a chance that the extra dice will backfire on you. When a die is rolled that was gained though MP, take note of the result if it is less than or equal to the level of this trait. If it is, subtract a success from your total successes rolled.
  • Deafness (Level 1-5) 8pts/lvl – You have a varying degree of difficulty hearing, imposing a -2 penalty to listen checks and a -1 penalty to all casting skills per level of this flaw.
  • Debt (Level 1-5) 8pts/lvl – 10% of the loot you gain per level of this flaw goes toward paying off an outstanding debt. The nature of this debt and the consequences of not paying it should be discussed between you and the GM.
  • Delusions (Level 1-5) 4pts/lvl – You believe some general falsehoods to be true. The level of this flaw determines the severity of the delusion and the person’s behavior. See the table below for general guidelines;
Level Delusion Severity
1 A minor quirk not likely to be casually noticed. You are -1 in most social situations where your delusion comes to surface.
2 The delusion can be noticed by someone who spends any length of time around you, though it does not greatly impact your life. You are -2 in most social situations where your delusion comes to surface.
3 Your delusion is readily apparent to most people and plays a large role in the way you live. You are -3 in most social situations.
4 Your delusion is severe and greatly impacts the way you live your life, causing erratic behavior. You are -4 in most social situations.
5 Your delusion is life shaking and prevents you from functioning very well, often posing a danger to yourself or others. You are -5 in most social situations.
  • Dullard (Level 1-5) 10pts/lvl – Any time you make a roll that involves a mental stat you take a -1 penalty to that roll for every level you have in this flaw.
  • Dwarfism (Level 1) 25pts/lvl – You are much smaller than a normal member of your race. You are treated as 1 size smaller than normal, making large characters medium size, medium characters small size, and so on. This flaw is also appropriate if you are playing a very young character.
  • Filcher (Level 1-5) 4pts/lvl – You have trouble resisting the need to steal something that catches you fancy, regardless if you can afford it or not. To resist taking something you must make a mental save with a TN equal to twice the level of this flaw.
  • Forked Tongue (Level 1-5) 4pts/lvl – When it comes to telling a tall tale of bending the truth you just can’t resist yourself. To resist doing so you must make a mental save with a TN equal to twice the level of this flaw.
  • Graft Rejection (Level 1-5) 3pts/lvl – To take this flaw you must have at least 1 Magitek Graft unless it is a racial trait. Your body can not handle to flow of innate mana to the graft well, increasing the essence cost of the graft by 20% per level of this flaw.
  • Greedy (Level 1-5) 3pts/lvl – You are always ready for the next big score, and you don’t care who is underfoot when you get it. To resist your greedy nature you have to make a mental save with a TN equal to twice your level in this flaw.
  • Gullible (Level 1-5) 4/pts/lvl – You have a habit of believing what you are told and are fairly open to suggestion. You take a -2 penalty to resist social interaction for every level of this flaw.
  • Hedonistic (Level 1-5) 3pts/lvl – You often place having a good time above your other duties. To resist an indulgence you must make a mental save with a TN equal to twice your level in this flaw.
  • Hunted (Level 1-5) 5pts/lvl – There are those who count you as an enemy. The strength of your enemy depends on your level in this flaw. See the tables below to find the appropriate power level of the enemy. The exact nature of the enemy should be discussed between you and the GM. Add the levels of the following tables together to find the total level of this flaw;
Power Description
0 Those that hunt you are weaker than you are, though can still be an annoyance in one fashion or another.
1 Those that hunt you are on par with your abilities, though their abilities can greatly differ from your own.
2 You are overpowered by those that hunt you, often causing you to hide from your enemies as opposed to confronting them.
Frequency Description
0 Your enemies rarely show up. Months can go by without an encounter with them. On average the enemies will show up 1 in every 8-10 sessions.
1 Your enemies show up on a regular basis. You can expect to see them every 4-5 sessions.
2 Your enemies are around every turn. You can expect to see them every 1-3 sessions and are most likely a pivotal part of the plot.
Size Description
0 There is only a single individual after you, though they are known to hire others to help them find you. These helpers are of weaker power than the one hunting you.
1 You are most likely hunted by an organization or sizable group of people with greater resources than an individual would have.
  • Inept (Level 1-5) 4pts/lvl – Choose a skill set, such as “athletics” or “technical.” You are -1 to all skill check in that skill set per level of this flaw.
  • Lame (Level 1-5) 10pts/lvl – You have some sort of problem that prevents you from having full mobility. You are -1 to all checks that involves agility stats and -1 speed for every level of this flaw.
  • Low Pain Tolerance (Level 1,3,5) 20pts/lvl – The penalty of all of your damage tracks (including the 0) are increased by 1 for every level you have in this flaw.
  • Mana Leak (Level 1-5) 5pts/lvl – Every time you spend MP you lose 1 additional MP for every level you have in this flaw. This loss of MP does not count against your limit to the amount of MP you can use in a round.
  • Mute (Level 1) 50pts – You do not have the ability to speak, causing it to be impossible for you to cast spells without using the incarnate trait.
  • Overconfident (Level 1-5) 3pts/lvl – You believe you can do nearly anything that you put your mind to. To avoid getting in over your head or heading caution you must make a mental save with a TN equal to twice your level in this flaw.
  • Overweight (Level 1-5) 5pts/lvl – Your bulk imposes a -1 penalty to all athletic skill checks as well as social situations where your appearance would work poorly in your favor.
  • Pacifism (Level 1,3,5) 10pts/lvl – You are against violence and harming sentient creatures. See the table below to determine the level of violence your character can partake in;
Level Description
1 You may only attack in self defense and only with a weapon that deals non-lethal damage.
3 You may only attack undead, non-sentient creatures, constructs, and infernals.
5 You may not attack any creature, despite its actions toward you. You may still defend against attacks and restrain creatures as long as it does not cause any damage.
  • Phobia (Level 1-5) 5pts/lvl – You have an irrational fear of something. Consult the tables below to determine the penalties cause by your fear and the level of the fear.
Frequency Description
0 Your phobia is rarely encountered. Some examples would be speaking constructs, or a specific song.
1 Your phobia is uncommonly encountered in most circumstances. Some examples would be holy symbols of a certain god, the smell of garlic, or things that come in sets of 3.
2 Your phobia is commonly encountered. Some examples would be running water, the dark, or heights.
Severity Description
1 You are visibly shaken around your phobia. You take a -2 penalty to all rolls when you are confronted with your phobia.
2 You want to run away from your phobia. You take a -4 penalty to all rolls. To try to resist running away from your phobia you can make a mental save with a TN equal to twice the number of rounds you are around your phobia. Failure means you have no choice but to run away.
3 You fall to the ground shaking, nearly paralyzed by fear. You take a -6 penalty to all rolls. To try to resist being helpless with fear you can make a mental save with a TN equal to twice the number of rounds you are around your phobia. Failure means you fall to the ground, unable to move and are considered helpless.
  • Prejudice (Level 1-5) 3pts/lvl – Choose something you are prejudice against. You must make a mental save with a TN equal to twice the level of this flaw to maintain civility when confronted with you prejudice.
  • Primitive (Level 1-5) 5pts/lvl – You take a -1 penalty to all skills in the technical skill set as well as to other skills that would be foreign to your culture for every level of this flaw.
  • Soft (Level 1-5) 5pts/lvl – Every time you receive damage you take 1 additional point of non-lethal damage for every level of this flaw.
  • Straight Shooter (Level 1-5) 4pts/lvl – You are compelled to always tell the truth and be straightforward. To do otherwise would require a mental save with a TN equal to twice the level of this flaw.
  • Temperamental (Level 1-5) 4pts/lvl – When you encounter some sort of insult or slight, you have a habit of escalating the situation and loosing your cool. To resist losing your temper you have to make a mental save with a TN equal to twice the level of this flaw.
  • Ugly (Level 1-5) 3pts/lvl – You are less attractive than the average person. You take a -1 penalty for every level of this flaw to social rolls when the people you are interacting with would judge you by your looks.
  • Weak (Level 1-5) 10pts/lvl – Any time you make a roll that involves a build stat you take a -1 penalty to that roll for every level you have in this flaw.