Flaws act as character traits which negatively impact a character’s life. They can add depth to a character’s backstory and role playing experience and serve as a signal to the GM of ways to compel your character into action. By taking flaws, players access additional character creation points which they can use to further develop other character traits.
Each flaw has a number beside it. This number represents the amount of Creation Points (CP) that flaw gives the player which can be used to purchase other traits.
Absent Minded (CP 2)
Effect: You have a lousy short-term memory and may need to roll an Intelligence ability check to remember anything other than standard knowledge.
Addiction (CP 3)
Effect: You are addicted to some substance, such as caffeine, nicotine, etc. You will start to crave the substance if you don’t get it often enough. The larger the flaw, the more dependent you are on the substance, and the worse things will happen if you don’t get what you need.
Airhead (CP 3)
Effect: Maybe you have trouble paying attention, maybe you’re just clueless, maybe you just look like a flake; no matter what, people don’t take you seriously. Works well with a low Perception score.
Allergic Reaction (CP 1 or 4)
Effect: You suffer from an allergy to some substance; a 1 pt. version inconveniences you and may increase difficulties in certain situations, the 4 pt. version makes your allergies incapacitating or even a potentially fatal given enough of the substance.
Amnesia (CP 4)
Effect: You start with 5 less character creation points. The GM uses those points to provide you with unknown specialties relating to your missing memories. Once you use or interact with a forgotten specialty the GM will tell you to add it to the character sheet.
Black and White (CP 2)
Effect: You see all situations in black and white, good and evil, etc.
Blind (CP 5)
Effect: You are unable to see. Perception checks relying on sight simply are not possible.
Bound (CP 6)
Effect: You owe a debt some unworldly creature, such as an angel, demon, spirit, or ancient creature. This creature may call upon you for favors until you repay your debt. Ignoring these request may result in dire consequences.
Curiosity (CP 2)
Effect: Your incredible curiosity often overrides your common sense.
Cursed (CP 1-5)
Effect: You have been cursed by someone or something. The curse is specific in nature and cannot be easily dispelled. Level of the flaw reflects how bad the curse is; a 1 point curse is annoying, a 5 point curse is likely life-threatening to you and/or to the people around you, and will at least make you and them incredibly miserable.
Deaf (CP 5)
Effect: You are unable to hear. Perception checks relying on sound are not possible.
Deformity (CP 2 or 4)
Effect: You have a withered limb, hunchback, or other physical defect. For the 2 point version, it causes difficulty with mobility or social situations. The 4 point version causes both. Depending on the type of deformity and circumstance, you may take penalties on social or movement based actions.
Deranged (CP 4)
Effect: You have a permanent, severe mental disorder.
Dies Horribly (CP 8)
Effect: You are doomed to suffer a horrible demise, or otherwise have some sort of icky unpleasant fate. You are aware of this, and it can make you rather depressed. Your character will die.
Disturbing Mannerisms (CP 3)
Effect: You have a habit or character trait which is peculiar, gross, or annoying. You may not even be aware of it-but boy, everyone else is.
Driving Goal (CP 1)
Effect: You have some goal which is at the basis of all your motivations, though it is of such depth or impossibility, it could probably never be achieved.
Electrically Challenged (CP 2)
Effect: Electrical equipment often malfunctions around you.
Emotional Management Problems(CP 2)
Effect: You have trouble managing and repressing a specific emotion, such as anger, grief, and fear.
Enemy (CP 1-5)
Effect: Somebody’s out to hurt you or your reputation, or even kill you (or people close to you). A 1-point enemy is less than or comparable to your own ability, a 5-point enemy could easily grind your bones.
Fickle (CP 1)
Effect: You easily switch between loyalties and interest easily.
Flashbacks (CP 5)
Effect: When under pressure and/or in the presence of something which reminds you of something unpleasant in your past, you flashback to that past event. Whilst in a flashback, everything around you feels and looks to you the same as it was then.
Geas (CP 2-6)
Effect: Due to an ancient or not-so-ancient pact, or oath made during some initiation, you have a supernatural taboo placed upon you. If you break it, you may be cursed for life or lose some of your powers. A 2-point geas will unlikely affect your everyday life; a 6-point geas is one where risk of breaking must be watched constantly.
Hatred (CP 1) (Stackable)
Effect: There is something out there which you absolutely loathe, and will do anything to destroy it.
Hoarder (CP 4)
Effect: You find it difficult to get rid of objects or leave objects behind. Instead you try to keep whatever objects you find.
Illiterate (CP 4)
Effect: You cannot read any language
Inferiority Complex (CP 1)
Effect: No matter what you do, by your standards, it’s just not good enough.
Intolerance (CP 1)
Effect: You have difficulty tolerating a specific thing or type of person.
Isolated Upbringing (CP 2)
Effect: You were raised in a supernatural society, or were somehow otherwise sequestered away from “normal” life, so you have trouble dealing with this Outside-World thing. Dealing with any community outside the one in which you were raised inflicts a -1 penalty for social challenges.
Hemophilia (CP 4)
Effect: Small nicks and cuts can cause bashing damage to your health and severe damage deals 1 bashing damage every 10 seconds unless bandaged.
Haunted (CP 1-5)
Effect: A spirit is plaguing your existence for some reason. Maybe you’re its murderer, maybe you have something it wants (like a Fetter), or maybe it just doesn’t like you. The rank taken determines the rank of this spirit. The spirit will do what it can to avoid being unbound from you.
Hero Worship (CP 1)
Effect: You absolutely idolize someone, and disobeying them requires an effort of will.
Lost (CP 2)
Effect: You start the game lost and have difficulty with directions.
Mistaken Identity (CP 1)
Effect: People think you’re someone you’re not; even if that person isn’t bad, it can still cause you trouble if they realize you’re not who they think you are.
Narcoleptic (CP 6)
Effect: You fall asleep at random times and often find yourself suffering a severe lack of sleep.
Narcissist (CP 2)
Effect: You and your character traits are exceptionally important, to yourself. You are easily distracted by images of yourself and other things which exhibit your qualities.
Nearsighted or Farsighted (CP 1)
Effect: You have limited vision, especially towards further away objects, or nearby objects.
Obsession (CP 1-4)
Effect: You have an obsession over something (manners, a person, cleanliness, etc.).
Offensive to Animals (CP 2)
Effect: For some reason, animals fear you or just don’t like you.
Otherworldly Taint (CP 2)
Effect: You have a physical peculiarity (odd hair/eye color, glowing eyes, etc.) and/or just an odd aura about you which may make you stick out. Someone who suspects you’re not “normal” may make a Perception Ability Check to determine details about you related to the taint. Note this isn’t a Taint of Corruption, just an indication that you are not quite normal
Paranoia (CP 4)
Effect: You have a paranoia of some imaginary (or sometimes real) threat. The obsession with avoiding and dealing with this threat affects your day to day life and habits.
Phobia (CP 2 or 4)
Effect: You have a specific, incredibly powerful fear. With the 2 point version, you have to succeed a Resolve Ability Check to push past it, otherwise you will refuse to approach the object of your fear. For the 4 point version, failing the roll makes you incapacitated by fear.
Poor (CP 2, 4, 6)
Effect: You start the game at 1, 2, or 3 levels lower resources than the GM’s base amount.
Poor Teeth (CP 1)
Effect: You have never seen a dentist
Sensation Junkie (CP 3)
Effect: You’re addicted to a sensation, and will do anything to find new means of stimulation.
Shy (CP 1)
Effect: You’re not a social butterfly, to say the least. You take -1 penalty to social rolls with new people.
Slow Healing (CP 4)
Effect: For some reason, your healing processes are slow, and you heal twice as slowly as others. Your Healing Clock recovers 1 less section than normal.
Socially Inept (CP 1)
Effect: Maybe you lack subtlety, have no filter, or have no humor. Maybe you only you only answer questions with questions or haven’t heard of personal space. Something about you is just off when talking to you.
Spell Splicer (CP 2-6)
Effect: Start the game with a rank 1, 2, or 3 spell splice related to your arcana and knacks. Each rank provides 2 CPs. You can learn more about spell splices on the Magic page and the individual arcana pages.
Weak-Willed (CP 5)
Effect: You can only make checks to resist being socially manipulated when survival is at stake, or if your character’s core concept would make it appropriate.
