1 FLAWS

This is a collection of flaws from multiple sources

Absent-Minded

Mental Flaw, Minor Flaw

[-10 points]
From RMSR

You are constantly losing things. Every week, there is a 5% chance that you have lost some poiece of equipment.

From Talent Law

You have a hard time paying attention to something that is not immediately threatening. You are intensely interested in one item or idea, then you get distracted and focus on something else. You tend to ignore your surroundings when something has attracted your attention. You tend to forget things. To find an item you misplaced, or recall a conversation you recently had, you must roll 1d100 (open-ended) modified by your Me bonus. lf the result is over 100, you are successful. If you fail this roll, you cannot remember. You should role play this flaw at all times. Remember that you are neither dumb nor slow, you just have a short attention span and poor concentration.

You always seem to misplace your belongings. There is just so much that requires your attention, it is impossible to keep track of everything. You are constantly discovering new and better ways of doing things, who could be bothered with trivialities? Now let's see, where did you leave that note you just made?
Sources

Addiction/Simple (minor)

Mental Flaw

[-5 points]
From Talent Law

You are addicted to a common substance (e.g., alcohol, etc.) that has an Addiction Factor of 5 or less (see Gamemaster Law for more information on addiction and withdrawal). Your addiction starts as a Level 1 addiction to the substance.

Addiction/Simple (major)

Mental Flaw

[-15 points]
From Talent Law

As Addiction/Simple (minor), except that the substance is not common or it is illegal.

Addiction/Mild (minor)

Mental Flaw

[-10 points]
From Talent Law

As Addiction/Simple (minor), except the Addiction Factor is 10 or less.

Addiction/Mild (major)

Mental Flaw

[-20 points]
From Talent Law

As Addiction/Mild (minor), except that the substance is not common or it is illegal.

Addiction/Serious (minor)

Mental Flaw

[-20 points]
From Talent Law

As Addictiun/Simple (minor), except the Addiction Factor is 20 or less.

Addiction/Serious (major)

Mental Flaw

[-30 points]
From Talent Law

As Addiction/Serious (minor), except that the substance is not common or it is illegal.

Addiction/Harmful (minor)

Mental Flaw

[-30 points]
From Talent Law

As Addiction/Simple (minor), except the Addiction Factor is 30 or less.

Addiction/Harmful (major)

Mental Flaw

[-40 points]
From Talent Law

As Addiction/Serious (minor), except that the substance is not common or it is illegal.

Addiction/Fatal (minor)

Mental Flaw

[-50 points]
From Talent Law

As Addiction/Simple (minor), except the Addiction Factor is 50 or less.

Addiction/Fatal (major)

Mental Flaw

[-60 points]
From Talent Law

As Addiction/Serious (minor). except thai the substance is not common or it is illegal.

If only you had a drink in your hand, then you could calm down and think. You can almost tasle the sweet burning liquid running down your throat, the slight numbness tingling over your body. You really want a drink. You get into a lot of fights, and you spend most of your money, but you need it. It helps you cope with stressful situations, like this one. Man, you really need a drink.
Sources

Age

Physical Flaw

[-10 points]
From Talent Law

You have reached at least middle age for your race. You must roll stat deterioration rolls each year. You are older, probably wiser, and a little slower.

You are old for your profession. You do not move around as fast as you used to. You cannot see as clearly as you once could. Your hands shake a little, but you can still hold a sword. You still stay fit and are far from dying of old age, you have just lived longer than most people in your profession.
Sources

Albino

Physical Flaw

[-10 points]
From Talent Law

You were born an albino. You have pale-white hair and skin, and your eyes are pink. You can never blend into a crowd without a disguise, you are too conspicuous. You have no resistance to sunburn, and thus must take many precautions against the sun. If you are in the sun without protection, you take 5 hits of damage per hour until you find shelter.

Your pale skin, pink eyes, and pure white hair make you a very identifiable individual. You have been born an albino. You try to keep out of sunlight because you burn easily. Some people say you have been cursed by the gods. Others think you have had a divine revelation, causing your whiteness. Either way, you are easily noticed in a crowd.
Sources

Common Allergy

Major Flaw

From RMSR

You are allergic to something that is common (e.g., pollen, common weeds, etc. — GM's discretion). If you are exposed to this type of the thing for more than 1 minute, you will operate with a special penalty of -20 to all actions (due to runny nose and watery eyes) for d100 minutes.

Very Common Allergy

Greater Flaw

From RMSR

You are allergic to something that is very common (e.g., dust, common grass, etc. — GM's discretion). If you are exposed to this type of thing for more than 1 minute, you will operate at a special penalty of -20 to all actions (due to runny nose and watery eyes) for d100 minutes.

Common Allergy (minor)

Physical Flaw

[-10 points]
From Talent Law

You have an allergy to a common substance (like pollen) that appears seasonally. You may choose what you are allergic to (subject to the GM's approval). When you are exposed to what you are allergic to more than one minute, your eyes start to water and your nose runs. While this is happening, you are at -20 to all of your actions. This will last for d100 minutes after you have left the vicinity of the cause.

Common Allergy (major)

Physical Flaw

[-15 points]
From Talent Law

As Common Allergy (minor). except the allergy is to something that is common and is present year-round.

You really hate open fields. Everytime you step into a field, you immediately feel your eyes water and your nose run. It is miserable for you, dripping fluids with every step. You have learned that something native to open fields causes your allergic reaction. That is why you live in the heart of the city where no fields block your vision.

Magic Allergy

Major Flaw

From RMSR

Whenever you try to use magic (either from a spell or an item) from one realm (chosen by the GM, but should not be the character's chosen realm), there is a 50% chance that you will fall to the ground in convulsions (a special penalty of -d100 to all actions for d10 rounds). If someone uses magic from this realm and you are near them (within 10') there is a 10% chance that you will suffer the same effects.

Greater Flaw

From RMSR

Whenever you try to use magic (from a spell or an item) from either two realms, there is a 50% chance that you will fall and have convulsions (a special penalty of -d100 to all actions for d10 rounds). The GM should select the realms to which you are allergic (if you are not a Hybrid, it will be the two realms that are not your own). If someone uses magic from this realm and you are near them (within 10') there is a 10% chance that you will suffer the same effects.

Magic Allergy (minor)

Special Flaw

[-10 points]
From Talent Law

You have a severe allergy to magic. You may choose the realm that you are allcrgic to. Whenever you try to use magic from that realm (either spells or magical items), there is a 50% chance that you will drop to the ground in a convulsion. While you are convulsing, you can perform no actions. The convulsions last for d10 rounds, after which you may act normally. If you are near someone (within 10') who uses a magic item or casts a spell from the realm you are allergic to, there is a 10% chance that you will fall into a convulsion.

Magic Allergy (major)

Special Flaw

[-25 points]
From Talent Law

As Magic Allergy (minor), except applies to magic from two different realms.

Magic Allergy (greater)

Special Flaw

[-45 points]
From Talent Law

As Magic Allergy (minor), except applies to magic from three realms.

You fear magic. Not because you are poor with it, but because magic actually disables you. You have encountered it enough to know that you are abnormally sensitive to magical energies. You have tried using magical items to cast spells but they seem to throw you into convulsions. Luckily it does not seem like every spell harms you, just certain types. You hope to find a cure someday, before this allergy kills you.

Uncommon Allergy

Physical Flaw, Minor Flaw

[-5 points]
From RMSR

You are allergic to something that is uncommon (e.g., coniferous plants, etc. — GM's discretion). If you are exposed to this type of thing for more than 1 minute, you will operate with a -20 penalty to all actions (due to runny nose and watery eyes) for d100 minutes.

From Talent Law

You have an allergy to an uncommon object (e.g., coniferous plants). You may choose what you are allergic to (subject to the GM's approval). When you are exposed to the substance for more than one minute, your eyes start to water and your nose runs. While this is happening, you are at -20 to all of your actions. This will continue for d100 minutes after you are no longer exposed to the substance.

You avoid pine trees. Whenever you are near them, your nose starts to run and your eyes water. You constantly wipe your eyes and nose while you try to do other things. You are not sure why pine trees causes your allergies. Other trees do not affect you much, but you are sure that pine trees provoke your allergies. You always make sure to carry a handkerchief with you.
Sources

Animal Bane

Physical Flaw, Minor Flaw

[-5 points]
From RMSR

One specific type of animal will attack you on sight. It is possible (50% of the time) that this type of animal will hunt you if you are in its area.

From Talent Law

You produce an aroma that immediately drives one type of animal to attack you. You cannot this smell, no matter how you try. Your smell permeates everything that can mask it, even magic. It seems that the onIy crealures that can smell this particular odor are of one type of animal. You may pick the type of animal, subject to the GM's approval. Whenever one such animal sees you, it will immediately attack ferociously. If you are near an animal's territory, there is a 50% chance that it, or a pack of them, will hunt you down.

You never did seem to get along with wolves. You had always been told that a wolf would not attack a human unless it had little other choice, yet you have been attacked by wolves, often without provocation, Something about you, your smell perhaps, incites wolves to charge at you. Your presence compels no other animals to violence, only wolves.
Sources

Anosmia

Physical Flaw

[-3 points]
From Talent Law

You have no sense of taste or smell. You cannot make any Awareness maneuvers based on these two senses.

Food always taste the same — bland. You have a rare affliction. You have no sense of taste or smell. It does not harm you directly, but it does make your life a little less diverse.. It also makes your life slightly more tolerable than most people's. You seem to be immune to the defensive mechanism of sknks, you do not notice the stench of the unbathed wretch beside you, and you can eat with no concern for what your food tastes like.
Sources

Another Pretty Face

New Flaws (Pulp)

[-5 points]
From Pulp Adventures

You are a sucker for a pretty face. You cannot refuse a request for help from an attractive member of the opposite sex. This often forces you to do things that under normal circumstances you would outright refuse. Villains who are aware of this weakness will often take great steps in exploiting it.

It started out as just another day. I poured myself a shot of scotch and ran my hands over the stubble on my face. I decided there was nothing worth shaving for today so I turned my attention back to the bottle. As I felt the scotch starting to numb my senses, she walked in. I knew even before she spoke that I would take her case, I only hoped it paid well.
Sources

Bad Grace (Minor)

New Flaws

[20 points]
From Channeling Companion

For one reason or another you are in somewhat poor standing with your deity or religion and will start with a Divine Status of 4.

Bad Grace (Major)

New Flaws

[35 points]
From Channeling Companion

For one reason or another you are in fairly poor standing with your deity or religion and will with a Divine Status of 3.

Sources

Bad Temper

Mental Flaw

[-10 points]
From Talent Law

You have a great tendency towards violence when you are dealing with a stressrul situation. Whenever you are insulted or offended, or under stress, you may respond with a violent attack. Roll d100 (open-ended), add 40, and subtract triple your SD bonus. If the result is greater than 100, you have lost your temper. You must respond to the situation in a violent, although not necessarily fatal, action. It takes approximately d10 rounds of quiet for you to calm down and regain your composure.

You have a short fuse. Your friends know this, and they do their best to avoid you when you are in a bad mood. Sometimes you get so mad that you have to hit someone or something. When some punk is hurling some insult at you about your sister, there is only one way to teach him a lesson. Usually you can keep your feelings under control, but when you cannot, people get hurt. You have spent more than one night in jail, prompting you to try to control your temper.
Sources

Bad Timing

New Flaws (Pulp)

[-5 points]
From Pulp Adventures

This is the opposite of good timing. You are always just a few seconds too late. You have seen more elevators close in your face than you care to remember. You never make it to the train before it leaves. If anyone needs rescuing, you have to be very creative as you know you will only have a few moments to react, since whatever fate that will befall the victim will already have started by the time you get there.

Too little, too late. That has become your motto. No matter how hard you try, no matter how early you leave, you always just miss whatever appointmentyou have set. Youfeel that maybe one day, you will catch a break, but that has not happened yet.
Sources

Battle Confusion

Mental Flaw

[-15 points]
From Talent Law

Whenever more than one foe is fighting you at a time, you must make an Observation maneuver each round. If you fail this roll, you may take no action that round.

You tend to be single-minded in combat. You concentrate on one targel at a time, ascertaining that you can hit them whenever possible. You tend to get tunnel vision when you fight someone. If ever two or more foes attack you, you often become confused about whom to attack. They both distract you, which prevents you from attacking either. You have been trying to overcome this, as it could lead to your death.
Sources

Blind

Physical Flaw

[-50 points]
From Talent Law

You cannot see. Any action you take that would require vision is at a -100 to the maneuver. You can only move at half your normal base rate unless you are in an area that is familiar to you. As a side effect, you receive a +10 to any Awareness maneuver based on sound, touch or smell.

You have no eyesight. You were born without vision. People thought that you would never amount to much because of your affliction, but you wanted to prove them wrong. Your other senses have improved to the point of being far superior to anyone else's. You also seemed to have developed a sense of what is around you, being able to detect when you are nearing an object. You still cannot function as well as one with sight, but you cerlainly seem to be able to cope.
Sources

Blood-Guilt

Mental Flaw, Minor Flaw

[-10 points]

Every time you deliver a serious injury to a person, there is a 10% chance that you will fall to the ground sobbing.

From Talent Law

You experience guilt and become depressed anytime you cause the death or injury of a human or humanoid race. You are reluctant to enter combat with them. If you harm or kill a humanoid, you will operate at a -25 for the next d10 days while you deal with your guilt.

You do not usually mind killing. At least you do not mind killing animals. You could even kill a rampaging monster with little remorse. But you just cannot bear the thought of killing another being like yourself. Whenever you kill a person, all you can think of is their family, their friends, or the life they had led. You find yourself depressed for a few days before you get over it. Even if it you have no choice, you hate to kill one of your own race.
Sources

Bloodlust

Mental Flaw

Martial Arts Flaw

[-10 points] TL/[-5 points] MAC
From Talent Law

Whenever you are in a fight, you want to see your foes die. You always use Iethal force, even in a bar fight. You make sure a defeated foe is dead. even if they already seem to be. You do not necessarily have a short fuse — you could be a calm individual. When you enter combat, however, you go for the throat. If there comes a time when you must accept a foe's surrender, you must roll d100 (open-ended) and add triple your SD bonus. If your total is greater than 100, you may prevent yourself from killing him.

From MAC

When you enter any type of combat, you find yourself starting to lose control. Every round you are in combat there is a cumulative 5% chance that you will seek to kill your opponent no matter what the initial conditions of the match were.

Your foes deserve nothing better than quick death. When you enter a fight, any fight, you thirst to draw your foe's blood. You yearn to extinguish his life, ensure he never threatens anyone again. You use the most lethal force you can. You appoint yourself judge, juror, and executioner.
Sources

Breaker

Physical Flaw, Special Flaw

[-20 points]
From RMSR

All breakage numbers for any equipment you handle are increased by one. In addition, all breakage checks for equipment that you are using suffer a special -15 penalty.

From Talent Law

You tend to break equipment more often than would seem to be normal. You either force it too much, or stress it to the point where it snaps. All breakage numbers for any equipment or weapons you use are automatically increased by one. Additionally, all strength checks you make for equipment or weapons are modified by a -20.

Sometimes you wish you had paid more attention when you were learning how to fight with a sword. You are able to wield it effectively, you have slain many enemies in battle, and there can be no doubt as to your skill with your weapon. The problem is that you never learned how to properly swing and parry. Consequently, you often find your weapon shattering against a foe or his weapon. You strain the metal more than it was made to withstand. For now, you always keep a spare sword on your back.
Sources

Calling Card

New Flaws (Pulp)

[-5 points]
From Pulp Adventures

This is really a variant of the Compulsive Behavior flaw, You must leave some kind of symbol to link you with the actions you do, This could be anything from leaving behind a playing card for the authorities to find to branding your symbol on the forehead of those you defeat. The only requirement is that the calling card must be placed, even if it means the character himself is in danger.

You want to strike fear into the criminal element, so every time you stop a ciime you make certain to leave your skull ring. Soon, wherever injustice is done, they will fear the skull, and its owner The Reaper!
Sources

Chivalrous

Mental Flaw, Minor Flaw

[-10 points]
From RMSR

You will never strike the first blow in a battle (unless your opponent has struck an ally or innocent). You will attempt to stop wicked actions, but will not respond by striking, until such a time as you are forced to defend yourself.

From Talent Law

You must fight in an honorable and chivalrous manner. Your whole code of ethics is based on doing what is honorable and right. You will always fight fair. This includes returning a weapon to a foe if they lose it, dismounting if your foe is not mounted, and never attacking people from behind. You always maintain a high standard of courtesy.

There is much honor to be gained in battle. You live for such honor. You endeavor to receive the most honor possible by ensuring a fair fight. You do not take advantage of an unarmed foe, attack people from behind, or attack on horseback if your foe is not himself mounted. You get no satisfaction from defeating people dishonorably. You realize that not everyone fights by reasonable rules, but you know that you are made of better stock than those who do not.
Sources

Code of Honor

Mental Flaw

[-5 points]
From Talent Law

You have set rules that govern your actions. These rules are enforced only by yourself. It is a code you try to live up to. As there are many types of codes, you may choose what kind of code you follow (subject to GM approval). For example, you may always support the underdog even if you do not agree with them. If there are any enemies of yours who know of your code, they could use it against you, forcing you into a situation that you would rather avoid. You cannot do something against your personal code. If you do, you will face a serious crisis of belief. Your code of honor must contain at least three situations, and your actions in those situations. For example, a thief might only steal from people who can afford to lose money, never betray an honorable foe, and always bestow rich gifts on a lady.

You have seen people oppressed by the iron grip of the ruling body. You strike out against the rulers; stealing money, attacking patrols, whatever you can do to help those oppressed. Any gain you receive above what you need is given to those less fortunate. It would be as unjust for you to keep their money as it is for the Prince to keep it. You have become quite popular among the common folk. The nobility view you with disrespect, however. You have chosen your life, and every life must have a code of honor to follow.
Sources

Cold Sensitive

Physical Flaw, Major Flaw

[-10 points]
From RMSR

Whenever the surrounding temperature is below 40°, you are at -10 for each increment of 10° below 40.

From Talent Law

You are abnormaly sensitive to the cold. The colder it gets, the more you suffer from the cold's effects. When the temperature is lower than 40°F, you suffer a penalty to all of your actions. You suffer a penalty of -1 for every 1° the temperature is below 40°F.

You body was never warm as a child and is still not today. The slightest draft chills you. If you venture into the cold. You feel your muscles stiffen. You find it difficult to function when it is cold, especially below freezing. You despite the cold, preferring to curl up in front of a roaring fire rather than march around in the middle of winter.
Sources

Color Blind

Physical Flaw

[-5 points]
From Talent Law

You are completely color blind. Everything is white, black, or a shade of gray. This is more of a nuisance than a serious flaw, but it can cause problems.

You never could understand what people meant when they referred to color. You cannot see different colors. Everything is white, black, or a shade of gray. You seem to function without any serious problems, but there are some professions that are unavailable to you. You certainly would not want to be an alchemist, not being able to tell what color a chemical is could have potenlially explosive results. Still, you have no real problems in society — unless someone tells you to pull the red lever.
Sources

Complete Klutz

Physical Flaw, Special Flaw

[-20 points]
From RMSR

Skill categories in the Martial Arts group have a special penalty of -25.

From Talent Law

You are not coordinaled enough to effectively use the martial arts. Your Martial Arts skill group suffer a -25 penalty.

You were once fascinated by martial arts. You were amazed at the powers and swiftness the monks displayed when practicing. You eagerly petitioned to learn the same skills when the monks offered to teach you. You tried hard, practiced night and day. Unfortunately, you never could learn to master the necessary coordination. You would forget to move your left foot at the correct time, or try to follow through but lose your balance. In the end, the monks thought it best if you learn different skills.
Sources

Companion (Sidekick)

New Flaws (Pulp)

[-5 points]
From Pulp Adventures

You are the sidekick to another hero, either a PC or NPC. While you are in the presence of the hero, your DB is doubled, your Fumble range is doubled, and your Breakage and Reliability scores are increased by 1. When in combat, you often distract your opponent, causing him to strike at you instead of the hero, thus providing the hero with the ability to plan a more devastating attack. You must pick five skill categories that your hero possesses. You may never have any skills in these categories with a total greater than 10 less than what your hero has. If you are ever away from your hero for any reason, you immediately lose all bonuses and penalties

After your parents were murdered, all you wanted was revenge. Mr. Baines was kind enough to take you in, and he later revealed to you that he was The Wraith! He offered to train you and teach you how to be a crimefighter like himself and you jumped at the chance. Thus The Spirit was born.
Sources

Compulsive Behavior

Mental Flaw

[-5 points]
From Talent Law

You have a behavior that you must indulge in as often as possible. You may choose your behavior, subject to the GM's approval. You like to spend a lot of time on your behavior, and a considerable amount of your income. If a time comes when you want to avoid your compulsive behavior, you must roll d100 (open-ended) and add triple your SD bonus. If the result is greater than 100, you may avoid your Compulsive Behavior.

You have your little quirks. You like to gamble. You gamble whenever you can, even in the middle of a war. It relaxes you and distracls your mind from current events. It also wins you a little money now and then. People joke about you, they say you were born with a deck of cards in your hand. You do not mind though, as long as they play wilh you.
Sources

Crippled (minor)

Physical Flaw

[-15 points]
From Talent Law

You have lost some mobility because you are crippled in one leg. Your movement is reduced by half. You receive a -10 to all melee OBs due to your impaired mobility. You suffer a penalty of -3 to your Qu bonus.

Crippled (major)

Physical Flaw

[-25 points]
From Talent Law

As Crippled (minor), except you have actually lost a leg. You can only move at 25% of your normal Base Rate. You must use some form of support (e.g., either a false leg, a crutch, etc.). Your melee OB is reduced by -25. You suffer a penalty of -5 to your Qu bonus.

Crippled (greater)

Physical Flaw

[-35 points]
From Talent Law

As Crippled (minor), except you have lost both of your legs, Your movement is 10% of your normal Base Rate. You must find some other form of mobility to move around, a wheelchair. levitation, anti-gravity chair, etc, You cannot effeclively fight in melee combat. You suffer a penalty of -7 to your Qu bonus.

You walk, with a stiff limp from an old injury you received in war. You were proud to protect your country, and you served bravely. The enemy broke through the front line, but you kept fighting. Even when they struck your leg, you kept fighting, Eventually the enemy was pushed back, and a medic arrived to treat your wound. He told you it would never heal properly, but you would still be able to use it. You did not mind much, you had saved the day.
Sources

Cursed

Minor Flaw

From RMSR

You have been cursed by one or more deities. The exact effect of this are left to the GM's discretion.

From Nightmares of Mine

Different from the childhood curse, this RMSS flaw is placed by a deity. In a fantasy horror game, this can be the local deity of evil, plagues, death, or the like. Depending on the personalities of the "good" deities, they might have cursed the character as well; Hera and Poseidon cursed many people in Greek mythology. In other subgenres, the gamemaster may well disallow this flaw.

Sources

Cursed Shape Shifter

Special Flaw, Special Flaw

[-20 points]
From RMSR

Once per week, there is a 5% chance that you will change into an animal for d10 days (do not roll for a change during this time). The animal will be random, but is always small and non-threatening.

From Talent Law

You are cursed to randomly change shape into an animal. You are never sure what animal you will become with each transformation. Each week, there is a 5% (non-cumulative) chance that you will change shape into an animal. The change lasts for d10 days, and the animal you change into is determined by the GM (he could choose to use the table below). You can be assured that the animal you do change into will be small and non-threatening.

You possess the power to change your shape. You never know what animal you will become, but they tend to be small and harmless. You also have no control over when such a change will occur. You have been cursed by a druid for hunting in his protected wood. He caught you and cursed you for your poaching. You have learned what life is like for a rabbit, a mouse, a lizard, and a sparrow; among other small animals. You try to make the most out of your animal form, as they only last a few days, but you really wish that you could be rid of the curse.
Sources

Dark Attraction

New Flaws

[25 points]
From Channeling Companion

You are tempted to make use of the dark side of magic and will gain all corruption points twice as fast in addition to suffering a special modification of -20 to any RR's versus corruption (including spells that cause corruption).

Sources

Dark Pact

Special Flaw, Major Flaw

[-10 points]
From RMSR

You have made a deal with a dark/demonic force. This force will visit you at random times to remind you of the deal/ This force will never help you in any way. The benefit gained from this past deal should be the character's most valuable talent.

From Talent Law

You have made some kind of deal with a dark or demonic force (the deal resulted in your most powerful talent). You will be visited at random times by this force to be reminded of your deal. Thus force will never aid you in any way, and may even hinder you if an opportunity presents itself. The actual specifications of the deal are up to the GM to decide.

From Nightmares of Mine

This flaw will work best in a "characters-as-monsters" style game (see Section 2.4.4) unless the player is willing to make the harrowing of their character a major plot thread in the campaign. It should be made apparent to any player that his character could very well not survive such a flaw in a horror game; no player should be forced to take this flaw against his will in a horror game. The origin of the dark pact should be developed as a full-fledged character hook; kindly gamemasters can introduce an incredibly difficult and unpleasant "escape clause" to the agreement.

You were once frustrated with how difficult your life had been. You wanted to gain notoriety, and you did not care how. You searched widely for some way to better yourself, and you eventually found it. A mysterious entity promised to give you power. You asked what the cost was, but a smile was the only answer you received. You did not care though. you would hove sold your soul to have the abilities you desired. You accepted the entity's offer and, true to its word, it granted you power. With every bargain, there comes a price. You are certain that the time to pay is coming soon. Lest you forget about it, the entity visits you now and then to remind you of your pact. Suddenly, this did not seem like such a good idea after all.
Sources

Dark Temptation

Special Flaw

[-10 points]
From Talent Law

You have learned one evil spell list up to 50th level. To receive the knowledge of this list, you had to consort with dark and evil things. You have become tainted by this evil and are forever tempted to the "Dark Side". The GM will control the details, but you are constantly in a spiritual battle between what you know is good and the evil inside of you. You begin the game with 10d10 corruption points, and all corruption points gained later are doubled.

You have always craved power. You will do whatever it takes to get that power. You have tried many ways to gather power, including spells. You have attempted to gain many spels through normal channels, but they just did not come fast enough for you. You finally consorted with a darker power. It gave you the power you desired. You can do things now that make men quake in their boots. There was a price to pay, and you paid it. You will forever be tainted with the evil you used to gather your power.
Sources

Deaf

Physical Flaw

[-20 points]
From Talent Law

You are completely deaf. You can hear nothing at all. You operate at -100 to all actions that require hearing. All of your starting spoken languages are reduced by 2 ranks. Spoken languages are now classified as Restricted skills for you.

Your ears have been sealed since you were a child. When people talk, you cannot hear a thing; all you see is moving lips. If someone wishes to communicate with you, you must either have them write down what it is you want them to say, or teach them how to speak to you using sign language. It makes your life difficult, but you manage to persevere.
Sources

Decimated Religion

New Flaws

[20 points]
From Channeling Companion

For some reason or another your religion has been virtually exterminated and existing members are still being (if not actively hunted) killed upon discovery by the offending force.

Sources

Deep Sleeper

Physical Flaw, Major Flaw

[-10 points]
From RMSR

You cannot be awakened for the first hour of sleep.

From Talent Law

You sleep very deeply, especially during the first hour of rest. You cannot be awakened during your first hour of sleep, no matter what occurs around you. In certain rare circumstances, the GM may allow a drastic action to awaken you from your deep slumber. After the first hour, you may awaken but suffer a -25 penalty to your Awareness maneuver to awaken.

You love a good night's sleep. You lie down on a soft bed, get comfortable, and drift into dreamland. You sleep, dream, and recharge. When you awaken, you feel refreshed and ready to approach a new day. The only problem arises when you need to wake up early. You have difficulty waking up, especially if you recently fell sleep. You were never known as a light sleeper.
Sources

Delusionary (minor)

Mental Flaw

[-3 points]
From Talent Law

You suffer from delusions. This delusion is mostly minor(e.g., the planet is flat).The GM must approve any delusion, and you must role play it everytime a moment becomes available.

Delusionary (major)

Mental Flaw

[-10 points]
From Talent Law

As Delusionary (minor), except the delusion is one that will affect your life quite dramalically, but does not prevent you from functioning in sociely.

Delusionary (greater)

Mental Flaw

[-15 points]
From Talent Law

As Delusionary (minor), except that the delusion has potentially fatal repercussions.

Why do people not believe you. You truly are a god. You travel around, preaching to people, but they all ignore you. Do they not realize that the only way for a god to gain power is through followers? How can you ever ascend back to the heavens without a throng of worshipers to give you the power you need. It is very difficult being a god. When you regain your full power, you will smite them and they will regret their insolence. Look, there are some people over there by the rock wall. Perhaps you should tell them the virtues of worshipping you.
Sources

Demanding Master

Martial Arts Flaw

[-3 points]
From MAC

You have a demanding teacher who has pressured you into accepting onerous tasks for him. Failure to respect the wishes of your teacher will lead to a bad reputation in the martial arts world as well as the anger of the teacher's other students.

Sources

Demonic Ties

New Flaws

[30 points]
From Channeling Companion

Your power is gained via a dark source such as Demons or some other evil force. How this effects the character is left to the GM (everything from a constant guard against inevitable corruption to performing periodic duties for the dark force).

Sources

Dependent (minor)

Special Flaw

[-5 points]
From Talent Law

You have a person in your life that you deeply care about. This dependent may be used against you in order to persuade you to do something you would normally be against. In addition, your dependent could inadvertently walk into a situation that requires you to rescue them. For instance, your child could follow you into a haunted house wanting to see what you are doing. Your dependent requires you to protect him in some way (to be a disadvantage). A family that stays at home in the country, free from harm is not a dependent. Nor is your brother who happens to be the greatest swordsman in the Northern plains. If they are able to protect themselves, they are not dependents. Your dependent is a single person of average ability.

Dependent (major)

Special Flaw

[-10 points]
From Talent Law

As Dependent (minor), except you have more than one dependent, or you have one person who has below average capabilities.

Dependent (greater)

Special Flaw

[-15 points]
From Talent Law

As Dependent (minor), except you have more than one dependent and they all have below average capabilities.

You love your family very much. You do not adventure quite as much as you used to, preferring to spend time with your wife and children instead. There are times when you must leave them to right a wrong. You try to keep those occurrences to a minimum but they do occur. Your biggest fear is that one day someone will use your family against you. If they were held hostage. You are not sure what you would do about it. If they were harmed in anyway, however, you know that you would make those who harmed your family pay. Pay for a long time and very dearly.
Sources

Dirty Fighter

Martial Arts Flaw

[-5 points]
From MAC

You have gained a reputation as an unscrupulous fighter who uses dirty tricks. Whether this is true or not, you will have to be on guard against these types of tricks being used against you. As a result of your suspicion, you suffer a -1 to all initiatives. Your reputation makes people doubt your words. This may result in opponents ganging up on your character in supposedly fair fights, or using poison against you, surprise attacks, etc.

Sources

Disavowed Weapons

Mental Flaw, Special Flaw

[-20 points]
From RMSR

A special -15 penalty to skill categories in the Weapons group.

From Talent Law

You have vowed not to use weapons. You receive a -15 penalty to all of your skill calegories in the Weapons group.

You do not like using weapons. You consider your body the most lethal of all weapons. If you are not able to use your own body to protect itself, what chance would you have if you were using a weapon? You never trained much with weapons and you never were competent with them anyway.
Sources

Disdain

Martial Arts Flaw

[-5 points]
From MAC

You have great disdain for any single weapon category (excepting the Missile Artillery weapon category). This weapon category is treated as a Restricted category for you and you treat wielders of weapons from this category with open contempt.

Sources

Dishonored Knight

Minor Flaw

From RMSR

You were a knight at one time, but were dishonored and will be recognized by other knights (and maybe some noblemen) as a traitor to youor vows.

Sources

Distracted

Greater Flaw

From RMSR

A special penalty of -25 to the Self Control category.

Sources

Dream Escape

Mental Flaw

[-7 points]
From Mentalism Companion

When presented with a potentially life threatening situation or on succumbing to extreme terror (i.e. fails a Fear Resistance Roll) the possessor of this flaw will flee into the dream world leaving a "zombie-like" body behind.

Sources

Duty (minor)

Special Flaw

[-5 points]
From Talent Law

You have a responsibility to a particular individual or organization. Whenever they call upon you to do something, you are duty-bound to cease everything you are working on and take care of the situation. A duty is something imposed upon you from the outside, not something you feel you have to do (i.e., a Sense of Duty). You may determine exactly who or what you have an duty to, but the GM must approve it. Once per month, the GM will make a roll to determine if you are called to duty during that month. The percentage chance that you will be summoned is 25%.

Duty (major)

Special Flaw

[-10 points]
From Talent Law

As Duty (minor), except the chance of being summoned is 50%.

Duty (greater)

Special Flaw

[-15 points]
From Talent Law

As Duty (minor), except the chance of being summoned is 75%.

When you were young, you thougt it would be exciting to join the army. You enlisted and left home to fight in the great war. You foughl valiantly in many battles, received distinction and even earned two medals of valor. You have since mustered out of the military, but occasionally your former supervisors call upon you to help them with a particularly complicated situation. They recognize your expertise in cenain tasks and they know you will respond to aid them. You are paid well for the work you do, but it is inconvenient when they come knocking on your door in the middle of the night. Duty calls.
Sources

Easily Charmed

Mental Flaw, Greater Flaw

[-15 points]
From RMSR

A special penalty of -50 to all RRs versus Sleep, Charm, and Fear effects (and similar types of effects).

From Talent Law

You are particularly vulnerable to all mind affecting spells (spells wilh a sub-type of "m"). Whenever you are the target of those spells, your RR is modified by -50. This includes special attacks and spell devices that cause an effect similar to any spell that has a sub-type of "m".

You like to believe that there is good in all people. You are gullible, especially with regard to spells. You find yourself viewing enemies in a different light after a spell-caster casts one off his Charm spells On you. You fall asleep easier when you are the target of a Sleep spell, and Fear spells make you run and hide. You do not seem to be vulnerable to anything else, but you must always be wary of spell-casters.
Sources

Easy Mark

Mental Flaw, Special Flaw

[-20 points]
From RMSR

Every time someone uses Ambush against you, they receive a special +15 modifier to their Ambush skill. In addition, they receive an extra 3 ranks when adjusting any critical against you.

From Talent Law

You are easy to hit when being ambushed. Whenever someone uses Ambush against you, they receive a +25 to their Ambush skill maneuver (and are treated as if they have an exira five ranks in the Ambush skill when they are adjusting the critical result).

You have found that it is easy for people to waylay you. You rarely hear people sneaking around you, and if ever you are ambushed, you cannot react for a few seconds while your brain decides what to do. You do not notice the tell-tale signs of an upcoming ambush, and when you are struck from behind, it is usually quite painful. You are fortunate to have friends watching your back; otherwise, you would not still be alive today.
Sources

Epileptic

Physical Flaw

[-30 points]
From Talent Law

You have a severe case of epilepsy. Whenever you are subject to a very stressful situation (GM's discretion), you must make an RR versus a Fear attack at 10th level. If you fail, you are subject to an epileptic fit. You lose your ability to think and speak clearly. Your body starts having violent shakes. Anything you are holding in your hand will fall to the ground. The seizure will last for 2d10 minutes. Once you stop convulsing, you will have spent 4d10 exhaustion points.

You have lived a fairly normal life, except when you have a seizure. All of your life, when you have been subject to a stressful event, you lose control of your body. You cannot think or speak clearly and your body convulses violently. The episodes are typically brief, but they occur so sporadically that it is impossible for you to predict when one might occur next. You have been mistaken for a possessed person, an experience you do not care to relive. You have tried to find a cure to your ailment, but none has surfaced.
Sources

Eunuch

Physical Flaw

[-5 points]
From Talent Law

You (male characters only) no longer have your manhood. This could be from an accident, or it could be a sign of status. You can neither be seduced by someone nor seduce them. You are also not quite as quick to anger.

There is no greater honor than to serve in her majesty's chamber. You serve her, and she bestows upon you money, clothes, and food. Your family was proud of you when you went away. You even see them occasionally. Of course there was the matter of the operation; there could be no chance that the queen was unfaithful with her servant. You were afraid at first, but now it seems like a minor concern.
Sources

Evil Twin (minor)

New Flaws (Pulp)

[-15 points]
From Pulp Adventures

You were born with an identical twin. Unfortunately, while you and your twin look exactly the same, the similarity ends there. You are total opposites when it comes to personality. While you try uphold good and see that justice prevails, your twin tries to lie, cheat, steal, and kill. Your twin hates you for the "goody-two-shoes" that you are, resenting how easily life comes to you. After numerous attempts to reform your twin, you have finally resigned yourself to the hard and bitter truth that he will never change. While you have not seen your twin for many years, you know he will come back into your life someday. Your twin will do anything, including impersonating you, to effect your ruin and advance his own agenda. The GM is free to use your evil twin as often as he likes, although he is most effective if his appearance is infrequent and unexpected.

Evil Twin (major)

New Flaws (Pulp)

[-20 points]
From Pulp Adventures

You have an evil twin (minor), but you are unaware of the fact. As far as you know, you were an only child, or at least of a singular birth. When this news is finally uncovered, this could lead you to attempt to right your twin's wrongs or at the very least a reconciliation. In any case you will always be reluctant to harm or injure him. Again, the appearance of the unknown evil twin is left to the GM's discretion.

You wondered why all the people in this town were scared of you when you had only arrived that very morning. Yet everywhere you went, people would avert their eyes and shrink away. lf you spoke to any of them, their answers were always short and terse, as if they wished they were somewhere else, or better yet, YOU were. And then, during the night, you were attacked by a large group of locals. It was not until later, when you uncovered the mastermind of the plot to discredit you, that you discovered why the townsfolk were so hostile. The mastermind was your own twin brother. He had ransacked the town, just days before you got there, knowing you were on your way.
Sources

Excessive Concentration

Mental Flaw

[-15 points]
From Mentalism Companion

Sometimes you concentrate so hard on a spell that nothing can break you out. You must successfully make a Spell Concentration maneuver to end any spell with a duration of C. This maneuver suffers a special modification of -1 for each round already spent in concentration on the spell.

Sources

Family Enemy

Martial Arts Flaw

[-5 points]
From MAC

Your family has a very skilled enemy who hails from an opposing school of martial arts style or weapon style. Your foe will seek to hinder and ruin you at every turn.

Sources

Fanatic

Mental Flaw

[-10 points]
From Talent Law

You believe very strongly in one ideal or person. This could be a ruler, a loved one, a country, or a religion. This failh is more impartant to you than anything else, even to fault. You will probably not notice any failings in what you believe in, and you may even be willing to die for it. You follow the code or commands of what you believe in faithfully and fanaticaly. You can see no greater way to serve what you believe in.

No one is greater than the King. You would gladly sacrifice your life to save the life of the King. You strive to prevent the King frum being captured. Some people believe that you have misplaced your faith, but you realize how much the decisions this man makes influences the country's livelihood. You are proud to serve the King, and you will serve as long as he reigns.
Sources

False Dreamer

Mental Flaw

[-10 points]
From Mentalism Companion

The character does not believe in the existence of a dream world. This belief is so strong that he can never control his dream self and gains a special bonus of +50 to all RRs for spells relating to the dream self (i.e., Dream Empowerment, etc.)

Sources

Fear

From Nightmares of Mine

Major or minor fears are likely to develop over the course of the horror game, as well as during character creation. If a character begins with a fear, it should have a useful "origin story" that cna tie into both the character's history and the gamemaster's plans for the campaign. Gamemasters should walk a fine line between using the character's fear to create tension and making it a crutch to throw artificial suspense into the game.

Major Fear

Major Flaw

From RMSR

Whenever you encounter a specific thing (of common occurence — e.g., women), there is a 50% chance that you will flee from the thing. If you do not flee, there is a 25% chance that you will fall into a coma-like state for d10 hours.

Minor Fear

Minor Flaw

From RMSR

Whenever you encounter a specific thing (of uncommon occurence — e.g., a spider), there is a 50% chance that you will flee from the thing. If you do not flee, there is a 25% chance that you will fall into a coma-like state for d10 hours.

Minor Fear (minor)

Mental Flaw

[-5 points]
From Talent Law

You have a fear of one uncommon thing (dragons, ogres, etc.) subject to the GM approbal. Whenever you encounter that which you fear, there is a 50% chance that you immediately turn and flee. If you do not flee, there is a 25% chance that you will fall unconscious for d10 hours. While you are unconscious, it is almost impossible to revive you.

Minor Fear (major)

Mental Flaw

[-10 points]
From Talent Law

As Minor Fear (minor), except the thing you fear is common (e.g., women).

You do not think you have a phobia, you are afraid of only one creature. You saw one harm your brother and you are deathly afraid that it will come and get you. You try to keep your cool, and sometimes you succeed. Other times, you have been known to run as quickly your legs would carry you.
Sources

Fear of Armor

Mental Flaw, Special Flaw

[-20 points]
From RMSR

All costs to develop Armor skills are doubled.

From Talent Law

You have a severe dislike of armor. All skills in the Armor group are now classified as Restricted skills.

You feel weighed down when you are in armor. You especially dislike the suffocating feeling you get when you wear some. It is heavy, noisy, and hot. You do not like the way it inhibits your movement, and you especially dislike having to don and shed armor every morning and night. You would rather avoid being hit than count on armor to absorb damage.
Sources

Fear of Magic

Mental Flaw, Special Flaw

[-20 points]
From RMSR

You have no base lists and can only develop Open spell lists.

From Talent Law

Youfear magic. You either do not understand how it works, or you believe that it is something man was not meant to use. Consequently, you can have no base lists, and you cannot learn any spell lists except for Open spell lists of your realm. You may learn no spells higher than 5th level.

Magic is an evil force. You feel the evil energy in the world, and that energy is what wizards and other spell-casters tap. No good can become of dealing with this energy, and you will have little, if any, part in it. You fear any who willingly use this power, and you definitely will not seek it.
Sources

Fearlessness

Mental Flaw, Minor Flaw

[-10 points]
From RMSR

When you are aware of an enemy, you will usually charge into battle. The chance of losing control is (50% - (SD stat bonus x 3)%).

From Talent Law

You fear nothing. In fact, you consider planning or waiting to be cowardly. You would rather pull out your weapon and charge headlong into battle. Whenever you find yourself in a combat situation, roll d100 (open-ended), add 40 and subtract triple your SD bonus. If the result is greater than 100, you will charge into combat without regard for either your or anyone else's safety.

Fear is for cowards. There is nothillg to fear exeept inaction. You are not afraid of anything, especially not the dragon of legends. Sure, it is big, but you know that you will be triumphant. There is nothing to do but ready your sword. Charge!
Sources

Flawed Stance

Martial Arts Flaw

[-10 points]
From MAC

All of your martial arts or weapon style attacks that result in a critical are reduced by one level because of your lack of understanding the techniques of attack (an 'E' to 'D', 'D' to 'C', ... and all 'A' criticals are modified by -20).

Sources

Fragile Wrists

Physical Flaw

[-5 points]
From Talent Law

Your wrists are susceptible to sprains. When you leap, fall, climb, hang, throw an object, or attack with a melee weapon there is a 2% (non-cumulalive) chance that you will sprain your wrists. If you sprain them, you will be stunned for d10 rounds, and operate at -50 for d10 days.

You always felt that your wrists were weaker than the rest of your bones. You have suffered countless sprains and bruises on your wrists, sometimes from seemingly harmless activities. You always protect them now, especially whenever you are doing something strenuous with them. Whenever youfind yourself in combat, you know that you might sprain your wrist, just from hitting your opponent. It makes adventuring difficult, but you persevere. Now where did you put tham Ebur flower...?
Sources

Friendslayer

Special Flaw

[-10 points]
From Talent Law

Whenever you are casting an attack spell and the spell fails, you do not roll on the attack spell fumble table. Instead, the spell affects one of your allies. The GM randomly determines who it affects, and the friend may make a normal RR. If there are no friends within the range of the spell, then roll a failure normally.

When the fight gets furious, you can be counted on to cast spells against tile enemy. Your spells are quile effeclive and often have spectacular results. There are occasions, though, when you are in the heat of battle, that you forget one small step. Omissions are not uncommon when casting spells; there are many steps to remember with magic, but your resulting blunders are a typical of the magic community. Whenever you are casting a spell on the ellemy and you make a mistake, the spell targets one of your friends. This has not happened often, but it does cause your allies opprehension when you say "oops".
Sources

Glutton

Mental Flaw

[-3 points]
From Talent Law

You like to eat and drink. You will never willingly pass up a meal offered to you. lf it is necessary for you not to eat, you must roll d100 (open-ended) and add triple your SD bonus. If your result is less than 101. your will breaks and you start eating and drinking as much as possible. If there is no food available, you may change your opinion of what is edible and tasty. You are also overweight. Some social circles may look down on your avarice for food.

Ah, food. You love a good meal, and you tend to eat to excess. You are overweight, never missing an opportunity to eat, especially if the food is well prepared. You always clean your plate, often returning for seconds. You love food and drink. You would never consciously miss a meal.
Sources

Greedy

Mental Flaw

[-10 points]
From Talent Law

You lust after wealth; you can never have enough money. Anytime a chance to make more money becomes available to you, you must roll d100 (open-ended) and add triple your SD bonus. If the resultis over 100, you can pass up the opportunity. You will probably not hesitate if the money-making activity presented to you is shady.

You need money. You have many small hoards of coins and gems secreted about the countryside, in case something happens to your normal cash supply. Any time someone apprises you of away to accumulate money, you jump at the chance. Sometimes you walk on the wrong side of the law, but that is usually where the best profit is found.
Sources

Hard of Hearing

Physical Flaw

[-10 points]
From Talent Law

You have a difficult time hearing things. Awareness maneuvers based on hearing are made at -20.

You are not deaf. You tell people that constantly. You have a hard time hearing, but you can hear them. In an accident five years ago you lost part of your hearing. You function adequately, it just takes you longer to hear what is being said to you.
Sources

Heat Sensitive

Physical Flaw, Major Flaw

[-10 points]
From RMSR

Whenever the surrounding temperature is above 80°, you are at -10 for each increment of 10° over 80°.

From Talent Law

You are abnormally sensitive to heat. The hotter it gets, the more you suffer from the heat's effects. Whenever the temperature is more than 80°F. you suffer a penalty to all of your actions. You suffer a penalty of -1 for every 1°F the temperature is above 80°.

You loathe the heat. Even if it only feels warm to other people, you are sweating and fanning yourself. You despise torches and lanterns, as you can feel the heat radiating on you. You much prefer winter; the cold keeps you from sweating too much.
Sources

Hemophilia

Physical Flaw, Greater Flaw

[-20 points]
From RMSR

All bleeding wounds are doubled (i.e., a 2 per round bleeder becomes a 4 per round bleeder). In addition, all non-bleeding criticals have a 50% chance of delivering a 1 per round bleeder.

From Talent Law

You suffer greatly from any bleeding attacks. All of your bleeding results are doubled due to your hemophilia. Any critical that states you take a number of hits per round or states that you are bleeding should have the hits per round (as indicated in the critical doubled).

You have a disease that prevents your blood from clotting normally. A small cut on your hand might not stop bleeding for hours. You are always conscious of objects around you that might open a wound somewhere on your body. Fighting against edged weapons can be particularly frightening. The only way to stop the bleeding is to apply compression, tourniquet, medicinal herbs, or mystical healing.
Sources

Hideous Appearance

Special Flaw

From RMSR

You are hideous to view and have skewed visage. Every person who sees your uncovered face must make an RR or be struck with fear. You have a -50 to all interaction and influence rolls. This penalties applies even if the person you are interacting with cannot see you (your slurred speech and general appearance and stench cause this).

Sources

Impulsive

Mental Flaw

[-13 points]
From Talent Law

You tend to act first and think later. You do not wait around for events to unfold themselves, you charge into the fray and see what happens around you. You almost never think your decisions through. You just take life as it is sent to you. You should try hard to accurately role play this flaw. If you charge into every combat, but carefully check each door or wall for traps, the GM may invalidate your impulsiveness.

There are people who can collectedly discuss what to do next. They look at the pros and cons of each action and weigh them against each other. Once they have compared the options, they choose what they feel is the best action. Not you. The path of least resistance rules you. You despise plodding through stodgy discussions. You grab the first option that does not seem deadly and plow ahead. Sometimes you choose incorrectly, but you manage to make it back to safety. Action, not words; that is your motto.
Sources

Indecision

Mental Flaw, Special Flaw

[-20 points]
From RMSR

This character suffers an a special additional penalty of -30 for all snap actions.

From Talent Law

You are indecisive. Your indecisiveness shows most when you are forced to make a snap decision. You suffer a -50 penalty to all or your snap actions due to your indecisiveness, instead of the standard -20.

You hate making decisions. You have a particularly difficult time if a decision is rushed. You like to make your time, weigh all of the positive and negative aspects of the decision. You then consider a variety of options and base your decision on them. Even in the middle of a fight, you prefer to think through your alternalives, rather than just follow your gut instinct. You find yourself jumping from one idea to the next without actually using any of them. Split-second decisions are very difficult for you.
Sources

Inner Ear Problem

Physical Flaw, Minor Flaw

[-5 points]
From RMSR

Anytime you are in the rain or have your head underwater, you will be deafened (operate at -30 and cannot hear anything) for d10 minutes.

From Talent Law

You suffer from a rare inner ear problem that makes you sensitive to water and pressure changes. Whenever it is raining or your head is underwater, you will be deafened. See the Deaf physical flaw for details on deafness.The deafness lasts for d10 minutes.

Some people are more sensitive to pressure changes than others. You happen to be one of the most sensitive people. You hate rain and cannot tolerate being underwater at all. Your ears close and your head starts pounding. You cannot hear and concentrating seems difficult. Needless to say, you are not a champion swimmer.
Sources

Intolerance (minor)

Mental Flaw

[-5 points]
From Talent Law

You have a deep irrational hatred for some type of person. The GM must approve what it is you are intolerant of. Whenever you see what you are intolerant of, you must try to show your distaste for whatever it is. You are intolerant of a small group of people (up to 100.000).

Intolerance (major)

Mental Flaw

[-10 points]
From Talent Law

As Intolerance (minor), except you are intolerant of a large group of people (over 100.000).

You hate elves. They act haughty and supuior because they live so long. They build their cities in the forest, singing an dancing all the time. Who do they think they are, anyway? Humans are the dominant species on the planet. Humans have built the largest cities, created the strongest societies, given the most to the rest of the world. Every time you see an elf, you feel hatred building up inside you. You would like to grab him by his pointed ears and throw him outside where you would show him the superiority of humans. That is what you would like to do.
Sources

Kleptomaniac

Mental Flaw

[-15 points]
From Talent Law

You have an irrational compulsion to steal when ever the opportunity presents itself. What you steal is irrelevant. It does not have to be of value, or interest to you. Whenever circumstances favor stealing, you must roll d100 (open-ended) and add triple your SD bonus. If the result is less than 101, you must steal the closest item that you can hide on your person. You can never return stolen items, nor may you discard them. You may, however, give them to another person, or even sell them.

You have a large assortment of collected goods. You are not sure where you got all of them. When you are around something that is not yours, you get an irresistible urge to take it. You do not even like some of the things you take, but you feel compelled to take them. You are too embarrassed to return the items you take. You sell them to whoever will by them and then leave town.
Sources

Lack of Range

Physical Flaw, Special Flaw

[-20 points]
From RMSR

All spell casting ranges and missile fire ranges are halved.

From Talent Law

You have a difficult time targeting from a long range. All of your spell casting and missile fire ranges are halved.

You always found it difficult to aim a bow at a long range. You aimed carefully, but your eyes would blur if you looked at something for too long. You pulled back your bowstring as far as you coud, but your arm would soon tire. You would try to judge the angle at which you should fire your arrow, but you would either make it too high or too low. You prefer to be very close when you are shooting your bow; it makes things much easier to hit.
Sources

Lack of Scope

Special Flaw, Special Flaw

[-20 points]
From RMSR

All spells cast by this character have half their normal area of effect (rounded up). For example, a spell that affects 1 target will still affect 1 target; but a spell that affects a 10'R would only affect a 5'R.

From Talent Law

You have dirticulty controlling the scope of your spells. The area of effect for each of your spells is halved (rounded up). For example, a spell that can affect one person will still affect one person; but a spell that had a 10 foot radius would be halved to a 5 foot radius. This only affects spells with an Area of Effect with a radius or # of targets.

You learn spells well. You understund how to use the power around you to make a spell happen. You undestand how to best utilize your repertoire of spells. The one lesson you had a hard time grosping was the one about area of effect. You could never expand your spells to their fullest radii. You have concentrated on making you Stum Cloud expand to the radius your master demonstrated, but to no avail. You just cannot utilize your spells to their utmost.
Sources

Lesser Requirement

Martial Arts Flaw

[-5 points]
From MAC

To use your martial arts or weapon style, a minor restriction must be obeyed. Failure to meet this requirement will result in a -15 modifier to the martial arts or weapon style bonus until the situation is rectified. An example of a lesser requirement could be a three to five hours of practice each day.

Sources

Lack of Time

Special Flaw, Special Flaw

[-20 points]
From RMSR

All spell durations for spells cast by this character are halved.

From Talent Law

You have difficulty making your spells last as long as they should. All of the spells you cast have their duration reduced in half (rounded up to the nearest round).

You are great at casting spells. You can launch a firebolt and watch it strike your target's chest. You Ieap giant chasms with just a word and a motion. But problems with spells started when you tried casting spells that were to last a while. All of your spells seem to fizzle out earlier than they should. You cannot figure out why this is happening, but it is very disheartening.
Sources

Lecherous

Mental Flaw

[-10 points]
From Talent Law

You havea very strong desire to interact with the opposite sex. Anytime you see an attractive member (Appearance greater than 50) of the opposite sex, you must try to allure them to you, no matter what else is happening. This could lead to a serious breech of etiqueue, but you cannot help yourself. lf you feel the need to restrain yourself from seducing someone, you must roll d100 (open-ended), substract their Appearance, add triple your SD bonus, and subtract 50. lf the result is over 100, you may stop yourself from making a pass.

There is nothing better in the world than those of the female persuasion. You love nothing more than the feeling of their soft skin against yours. You love to run your hands through their hair. You have no problem finding women — they are always around. You approach and talk to them, letting them know how wonderful you think they are — and how wonderful you can make them feel. Some, actually most, ignore you, but occasionally you will meet a serving wench with agreeable morals. Then you show her that you are not all talk. So many women, so little time ....
Sources

Locking Wrist

Physical Flaw, Major Flaw

[-10 points]
From RMSR

Whenever you strike something, there is a 5% chance that your wrists will lock up completely (a special penalty of -100 to all actions with wrist movement).

From Talent Law

Everytime you strike someone or something, there is a 5% (non-cumulative) chance that your wrists will become immobile. While they are locked you are at -100 to any action that uses or requires wrist movement. Your wrists will return to normal after d100 minutes. There is nothing you can do to resture your wrists before they unlock themselves.

After striking something hard, your wrist sometimes lock up. There is nothing you can do about it. They just become absolutely rigid. You have tried to seek help regarding your wrists, but everyone you consult is as baffled as you are. The only theory that has made any sense so far is the one about you being cursed. You hope not.
Sources

Loss of Vision

Physical Flaw, Greater Flaw

[-15 points]
From RMSR

Whenever you are struck by a blow, there is a 5% chance that you will lose your sight for d10 minutes.

From Talent Law

You may suffer temporary blindness whenever you are struck in the head. Any time you receive a blow to your head, there is a 5% chance that you will be blinded for d10 minutes, after which your vision will return to you normally. See the Blind physical flaw for more information on blindness.

You have been hit in the head before. In your line of work, a head shot is not that uncommon. One time when you were struck, you went blind. It only lasted a few minutes, but during that time, you were completely blild. Since then you have received a few more head blows, and one of those struck you blind again. You have learned to protect your head more, in hopes of keeping your eyesight, or at least preventing the loss from being permanent.
Sources

Lost a Finger

Minor Flaw

From RMSR

You have lost your pinky finger in an accident.

Sources

Lost Favor

Minor Flaw

From RMSR

You were closely associated with someone in the upper echelons of society. However, you have lost the favor and this person will never support you (and perhaps hinder you whenever he or she can).

Sources

Lycanthropy

Special Flaw, Greater Flaw

[-15 points]
From RMSR

You suffer from a wild lycanthropic strain. All attempts to control this condition have a -50 penalty.

From Talent Law

You are a were-creature. You and your GM will determine what type of creature you are. Every full moon, you transform into your beastly form. This it an uncontrollable, psychotic type of lycanthropy. While you are in your animal form, you have a bestial desire to kill and destroy. Anything you were wearing while your underwent your transformation is ripped off of your body. Anyone you bite may contract lycanthropy (set C&M for more details on lycanthropy). They may make a RR versus Disease (using your level as the attack level) to prevent the infection from taking hold.

From Nightmares of Mine

It is usual, in a horror game, for the character to be unable to control his transformation. In a "characters-as-monsters" game (see Section 2.4.4), the character will be more likely to have control over the process. How the character became a lycanthrope (attacked while wandering the hills, promised to an evil sorceror, cursed bloodline) can be a major character hook, and should be detailed in the character biography.

Most everything seems normal about you, but one time every month you undergo a change. Your teeth get Ionger. Your hair gets thicker and grows remarkable amout. Your whole face grows longer. You actually change into a werewolf. While you are a werewolf you have amazing agility and can pass on your curse to people you bite. You tend to go on rampages, killing livestock, animals, even people, if they threaten you. You often wake up in some forest or on a hill wearing nothing. You have a vague memory of what happened the night before, but you are never quite certain of details.
Sources

Magic Bane

Special Flaw, Special Flaw

[-20 points]
From RMSR

All costs to develop spells are doubled.

From Talent Law

You have a difficult time learning spells. All skills in the Spell group are classified as Restricted skills.

You have a hard time grasping the concept of spells and spellcasling. You have spent many hours studying ancient tomes, trying to grasp the knowledge, that eludes you. After many hours of struggle, you have managed to grasp the rudimentary concepts of some spell lists. You have to try harder; conquering the problem makes you feel much more powerful.
Sources

Magically Intolerant

Greater Flaw

From RMSR

A special penalty of -25 to all RRs versus one specific realm of magic (selected by the GM).

Sources

Magically Susceptible

Special Flaw, Greater Flaw

[-15 points]
From RMSR

A special penalty of -15 to all RRs versus spells and spell effects.

From Talent Law

You are particularly susceptible to magic. You may choose how vulnerable you actually are and to which realms your vulnerability extends. You may receive a -25 penalty to your Resistance Roll for spells from one particular realm (you choose), or you may receive a -15 penalty to your Resistance Rolls from all spells and spell devices.

You always were more vulnuable to spells than most people. You could be hypnotized quickly, magically convinced a hated enemy was a friend, ensorcelled into slumber at an important moment, all because of a spell cast on you. Your comrades soon learned of your vulnuability and have tried to help shield you from spells.
Sources

Magically Vulnerable

Special Flaw, Major Flaw

[-10 points]
From RMSR

All spells cast against you have +10 added to their attack rolls.

From Talent Law

You are especially vulnerable to magic. Any spell cast with you as the target receives a modifier of +10 to its roll (either the BAR or EAR).

You and magic do not get along. You have actually seen bolt spells change course and attack you instead of an intended target next to you. You seem to attract magic to the degree that it easily affects you. You have learned to become very cautious around spell-casters, especially hostile ones.
Sources

Malevolent Order

New Flaws

[10 points]
From Channeling Companion

You are the follower of an order which is feared and shunned (whether for good reason or not) by those of the general population.

Sources

Megalomaniac

Mental Flaw

[-10 points]
From Talent Law

You believe strongly that you will fulfill a certain goal. You believe that it has been predestined that you complete your goal. And your goal is no trivial task. You may choose whatever goal you wish (subject to the GM's approval) but your goal must be grandiose. You will not let anything stand between you and your goal. People around you consider you to be much to concerned with yourself. After talking with you for even a few minutes, they should realize your megalomania.

You are destined to be the ruler. You take time to in form those around you of your destiny. There can be no denying your greatness, or your place in this world. You are destined to rule. Some people call you conceited, but not to your face. You are not conceited, you just know how important you are. You will not let anything stop you from realizing your goal: to become Emperor. You are indeed destined for greatness.
Sources

Memory Loss

Mental Flaw, Greater Flaw

[-15 points]
From RMSR

One per month, for a week, you will suffer random memory loss (losing d10 hours of memory every day for that week).

From Talent Law

You suffer from occasional memory loss. Once per month for a period of one week, you will experience a random memory loss. You will lose d10 hours of memories each day for the entire week. When the week is finished, your memories will gradually start coming back; d10 hours of memories every d10 days. Actions taken during the period of memory loss can gain no experience points. The GM should determine exactly what you forget and when in the month your memory starts to go away.

House Rule

For each session roll d100 and add 20, if the result is more than 100, you will not receive experience this session.

You live a pretty normal life. If you could only remember parts of it. For some unexplained reason, you have no memory of certain times in your life. Nothing appears to connect your lapses of memory; they seem to be fairly random. Your memories occasionally return, but it is very disheartening not to be able to remember what you talked about last night. You cannot remember things as well as you used to. Eventually, you might end up like an old crazy hermit in a secluded forest. Perhaps you can find a remedy before that happes.
Sources

Miser

Mental Flaw

[-5 points]
From Talent Law

You are exrremely concerned with keeping your money. You are not necessarily greedy, although you could be; you undeniably want to keep the money you have. It is very difficult for you to spend money. If you must make a large purchase (GM's discretion), roll d100 (open-ended) and add triple your SD bonus. If the result is less than 101, you cannot convince yourself the expenditure is worthwhile, and you keep your money.

A penny saved is a penny earned. You believe completely in this statement. You have an aversion to spending money. You keep it hidden all around your house, in case you need some in an emergency. Only when you absolutely have to will you actually spend money, and then only the minimum necessary. You consider yourself frugal.
Sources

Missile Disdain

Martial Arts Flaw

[-7 points]
From MAC

The Missile and Thrown Weapon skill categories are treated as Restricted skill categories for you and you scorn those fighters who use such "weak" weapons.

Sources

Muddled Mind

Mental Flaw, Special Flaw

[-20 points]
From RMSR

All spell casting attempts suffer a special -20 penalty

From Talent Law

You tend to jumble things in your mind when you are casting spells. All spell casting static maneuvers suffer a special penalty of -20.

You have memorized all the steps needed to cast spells. You can summon the power, move your hands in the proper motions. You can pronounce the arcane words. You feel the power rushing inside of you. The tingling sensation makes you a little giddy. And then your mind falters, everything you have memorized starts to jumble together. You panic and throw the spell too early — or too late. You just cannot seem to relax enough to guide the spell properly. Control, you need to learn control.
Sources

Mute

Physical Flaw, Special Flaw

[-25 points]
From RMSR

You cannot talk at all. You will suffer the normal penalties for not speaking while casting spells.

From Talent Law

You cannot speak. Any communication you make with someone else must be non-verbal. You may write or use sign language for any communication you want with another person. It is strongly recommended that the player not speak to other players to simulate the character's muteness.

You had an accident when you when out hunting. Your throat was slashed. The cut was not deep enough to kill you, but it was deep enough to sever your vocal chords. You can no longer speak. You are not convinced that it was an accident, and you want to find out exactly what happened. If you find any evidence of foul play, you are going to make the perpetrators pay.
Sources

Necromantic Urge

Special Flaw

[-15 points]
From Talent Law

You have prepared yourself for your eventual death. You have studied different tomes and learned of a certain ritual that you could perform to ensure life after death. You have performed that ritual, and are ready for your own death. When your soul finally leaves your body, your body will become either a Iich or a powerful vampire, at your discretion. It will cenainly take time to adjust to your new lifestyle. You are truly an evil and horrific creature. Upon reaching negative hits, you will not heal normally and will loose one hit per minute until you have died. In addition, you have a natural resislance to all Lifegiving and Preservation spells and spell effects; they may not normally be cast upon you at all (as you are considered an "unwilling" target). What exactly happens to you after you die is subject to the GM's approval, the number of rounds for soul departure is now 1 for you.

Immortality. Many people have spent their whole life searching for it, only to have it elude them. You know how to live forever. You have taken care of everything so that when you die, you will come back. There are certain rituals and sacrifices you can make. You searched for a Iong time, examening tome after tome. When you die, you will come back. And you will come back more powerful than when you left.
Sources

Night Blindness

New Flaws (Pulp)

[-10 points]
From Pulp Adventures

You see perfectly well during the day; however, all penalties for seeing in dark or dusk conditions are doubled.

You have 20/20 vision during the day. Once nightfalls, though. you are blindas a bat. Atfirst your disability worried you; you feared it would lead to complete blindness. Now, however. you have learned to live with it; you carry a flashlight wherever you go.
Sources

No Endurance

Greater Flaw

From RMSR

Half the normal number of Exhaustion Points available.

Sources

Nose Bleeds

Physical Flaw, Major Flaw

[-10 points]
From RMSR

You are sensitive to altitudes. For every 1000' above sea level, you operate with a special penalty of -5 to all actions (due to sinus pressure and nose bleeds).

From Talent Law

You suffer from nose bleeds caused by changes in altitude. For every 1000' above sea level. you operate at a -5 to all of your actions (from pressure in your head as well as a bleeding nose). If you remain above 1000' for more than an hour, you staning taking 1 hit of damage per minute from the constant bleeding. The bleeding and pressure subside when you go lower than 1000'.

You do not enjoy heights. Whenever you climb too high, your nose starts bleeding. You feel a terrible pressure in your head as you try to deal with the thinner air. You will never make a good mountain climber and cannot stand to fly. You also try to keep a handkerchief available at all times to absorb any blood from your nose.
Sources

Not Graceful

Physical Flaw, Special Flaw

[-20 points]
From RMSR

A special -10 penalty to all moving maneuvers.

From Talent Law

You are relatively ungraceful in your movements. You receive a special penalty of -10 to all of your moving maneuvers.

You have seen people who are extremely agile. They jump from building to building, or deftly dodge obstructions. You have Seen monks roll, duck, and weave out of the way of incoming blows. You have seen very impressivefeats of agility. Unfortunately, you are incapable of duplicating any of those maneuvers. You try, and occasionally reach a semblance of success, but your body is not the graceful, streamlined machine needed to perform those maneuvers. Well, at least you swing a sword well.
Sources

Not Subtle

Physical Flaw, Greater Flaw

[-15 points]
From RMSR

A special penalty of -15 to all attempts at Hiding and Stalking. In addition, you suffer a special penalty of -10 to the Subterfuge • Stealth category.

From Talent Law

You are not very quiet or subtle. You receive a special penalty of -10 to all of your skills in the Subterfuge • Stealth category. In addition, you receive a special penalty of -15 to any Stalking or Hiding maneuvers.

You try to move quietly, but you are a miserable sneak. You step on twigs, trip over rugs, and kick tables. You try to control your breathillg when yau hide, but you find yourself panting and hyperventilating. The more you try to be quiet, the louder you are. Your armor jingles, your sword's scabbard strikes the wall. You have a hard time staying hidden.
Sources

Oblivious

Mental Flaw, Greater Flaw

[-15 points]
From RMSR

You have a special penalty of -15 to the Awareness group (all categories within that group).

From Talent Law

You have a hard time noticing things. You receive a -15 penalty to all skill categories in the Awareness group.

Did you see that? Well, not really. You are not the most observant of people. You tend to miss the obvious. Even if someone is painting something out to you, you often do not notice it. You eyes see perfectly, your ears listen fine, you just fail to notice many things. You are oblivious to a lot of what goes on around you.
Sources

Off Balance

Physical Flaw, Special Flaw

[-20 points]
From RMSR

A special penalty of -30 to Stalking maneuvers, and a special penalty of -30 to all maneuvers involving balance.

From Talent Law

You have a poor sense of balance. You have a special penalty of -30 to all of your Stalking maneuvers. You also receive a special penalty of -30 to all maneuvers that involve balance.

As a young child you developed a serious ear infection. You recovered from the sickness, but your sense of balance was forever inferior. You have lived slighlly off balance ever since. You have learned to compensate, but you still find it difficult yo maintain your balance, especially under stressful situations. When you are trying to move quietly, you often sway too far one direction or another. You redistribute your weight to compensate, but you invariably make a sound that alerts your target. Walking a balance beam is particularly difficult for you as well.
Sources

One Arm (minor)

Physical Flaw

[-10 points]
From Talent Law

You have only one hand. You may choose which hand you have lost subject to GM's approval. You are assumed to have developed proficiency in your one remaining hand, even if it was not your original hand preference. You cannot fight with two weapons at once, or with a shield. Climbing is very difficult, as is putting on armor.

One Arm (major)

Physical Flaw

[-20 points]
From Talent Law

As One Arm (minor), except you have lost the whole arm. The GM should rule on how this afrects you.

You were once in the middle of a horde of attacking orcs, swinging your sword haphazardly, slaying any who would come near. You were starting to win when another wave of orcs charged in to attack. Eventually the orcs overwhelmed you. After many battles, time in a jail, and the ultimate defeat of the orc leader, you were able 10 return home. You kept with you only one grim reminder of the battle you had just faced, you lost your arm battling those orcs.
Sources

One Eye

Physical Flaw

[-15 points]
From Talent Law

You have lost one of your eyes. You may cover the eye with a patch, have a glass eye, or some exotic alternalive. You fire missile weapons with a special penalty or -25 (due to your loss of depth perception).

You lost your eye during your adventures deep into the earth. You were lucky that the arrow bounced off your shield, otherwise you would have losl your life, not just your eye. You have a hard time firing missile weapons, having lost your depth puception, but otherwise you manage well. You have a nice patch to cover your eye socket and it adds to your charismatic appeal.
Sources

Open Book

Special Flaw

[-10 points]
From Mentalism Companion

Your mind is an open book. You are no easier to influence or control than anyone else but your thoughts just leak out. You receive a special modifier of -50 to RRs versus spells of sub-type "m" that attempt to dig information out of your mind (e.g., Telepathy).

Sources

Open Door

Special Flaw, Greater Flaw

[-20 points]
From RMSR

You are subject to demonic possession. There is a 2% chance per week that you will be possessed by a minor demon (though extraordinarily strong). You are aware of this situation and the fact that it will last for 2d10 hours. This is always preceded by an event (e.g., you have nightmares about killing your friends, etc.). This event occurs repeatedly during the d10 days before the possession.

From Talent Law

You are very susceplible to possession. There is a 5% chance per week that you become possessed by a demon. Every week, roll a d100 (open-ended) and add 5. If the result is over 100, you are possessed sometime during that week. The GM should randomly determine a day or the week to determine when the possession occur (you won't know when exactly, but you will know that sometime within a week you will become possessed). The possession lasts for 2d10 hours. While you are possessed, your body will be constantly trying to wreak havoc and cause suffering. Your possessed body does not care who it harms and will be under GM control for as long as the possession lasts. You are fully aware of what you are doing, you just have no conlrol over it. On rare occasions when it is absolulely necessary for you to force the demon out of your body, you may make a RR versus Channeling (using at attack level of 20+2d10). If you are successful, the demon is exorcised from your body for the week but you suffer a 'B' Impact critical.

From Nightmares of Mine

This flaw, like the Dark Pact, can be exciting and dangerous for characters in a horror game. All the notes pertaining to Dark Pact pertain to Open Door as well; a character susceptible to demonic (or ghostly) possession is at a special risk in a horror game.

You have always felt thaI you were not always in control of your actions. A strange feeling comes over you occasionally. You feel as if you are not in control of your body. You watch yourself committing horrible acts, but there is nothing you can do to stop it. You actually, feel a part of you reveling in the pain and destruction you can create. You have searched for help, but no has been able to prevent you from having these episodes. You have narrowly escaped some IYnch mobs, and have even tried tying yourself down when you feel these episodes happening. Nothing you do seems to make any difference. You continue to search for a cure, hoping that one day you will indeed find one.
Sources

Opposing School

Martial Arts Flaw

[-5 points]
From MAC

An opposing martial arts or weapon style chosen by the Gamemaster exists that is very effective against your martial arts or weapon style. When facing an opponent using this opposing style, you have a special -20 modifier to your martial arts or weapon style for the duration of the combat.

Sources

Orphan

Special Status, Minor Flaw

[0 points]
From RMSR

You have no family and any records of your actual origins are inaccessible.

From Nightmares of Mine

A special case of the Missing Relative haracter hook that can be used in similar, even more personal, ways.

From Talent Law

You are an orphan. You have no family and no records of who they might be. It would be difficult for you to track down your birth parents. You may be scorned in society, depending on how important lineage is to that society. In addition, you have some emotional scars from your life in the orphanage that you are probably still learning to cope with.

Sources

Outcast

New Flaws

[-30 points]
From Channeling Companion

You are being hunted by someone from a religion for being either banished from a church or being a rogue (false) follower.

Sources

Outlawed Martial Art

Martial Arts Flaw

[-3 points]
From MAC

Your favorite martial arts or weapon style is outlawed in the land. Combatants caught using this style are placed under immediate arrest and may face death at the hands of the government. You must practice and train in your martial arts or weapon style in secret.

Sources

Overconfident

Mental Flaw

[-10 points]
From Talent Law

You are very confident in your abilities. In fact, you believe that you are better than you actually are. You do not necessarily have to be loud and boastful to be overconfident. You might be quiet yet driven. If you wish to proceed cautiously into a new situation, you must roll d100 (open-ended) and add triple your SD bonus. lf the result is greater than 100, you may proceed with caution. You can rally young and/or gullible people around you. They tend to think that you are as good as you say you are. Older or experienced people might look at you as being headstrong and impatient.

You realie that you are not the greatest at everything, you are just the best swordsman in the country. You like to feel that you are unrivaled at your vocation. You have been bested a couple of times, but those were flukes. You like to openly challenge strangers, believing that you are better than they. Caution is for cowards.
Sources

Pacifist (minor)

Mental Flaw

[-10 points]
From Talent Law

You do not believe in violence. You feel that it accomplishes nothing and use it only when needed. You believe in life preservation. You may fight freely. You may even start a fight. The only thing you cannot do is kill. You can neither kill your foe nor allow them to be killed. For instance, you cannot leave a bleeding foe, lure a foe into a lethal trap, allow a comrade to administer a killing blow for you, etc. If you accidentally kill someone or something, you will suffer from severe depression (-75 to all actions) for 3d10 days.

Pacifist (major)

Mental Flaw

[-15 points]
From Talent Law

As Pacifist (minor), except this is defensive pacifism. You may only fight if you need to defend yourself or those under your care. You cannot initiate combat (which includes goading someone into attack you). You also try to keep others around you from fighting.

Pacifist (greater)

Mental Flaw

[-30 points]
From Talent Law

As Pacifist (minor), except this is total non-violence. You are completely against any sort of violence. You will not protect yourself or those under your care with any form of violence, even indirect. The only exception is that you can defend yourself from creatures with animal intelligence (as they are reacting on instinct rather than sentient thought).

Violence is for the unenlightened. You avoid it at all costs. There comes a time when it is necessary to protect yourself, but then you use only the minimum force needed to to escape or render the assailant harmless. Some think you try to live in an ideal world, one that is violence free. You are just trying to make life more enjoyable for everyone. It is a lofty goal, but one you try to uphold.
Sources

Pain Intolerant

Physical Flaw, Greater Flaw

[-15 points]
From RMSR

You fall onconscious after taking 50% of your normal hits.

From Talent Law

You have a low pain threshold. Everytime you take damage, you must make an RR versus your own level, modified by triple SD bonus and by the number of concussion hits (as a negative modifier to the RR). lf the RR fails, you fall unconscious.

You fear pain. Sometimes the mere threat of receiving pain causes you to pass out. You are not weak willed, merely more volnerable to pain than most people. You fear pain and try avoiding it at any cost. You will often surrender at the threat of pain, and you will almost always disclose any information you possess under the threat of torture. You have little tolerance for pain.
Sources

Paranoid

Mental Flaw

[-10 points]
From Talent Law

You believe that everyone wants to cause you harm. You stay constantly alert, watching those who are plolting against you. You may have one or two true friends you can trust, but you are wary of everyone else. Although, how do you know you can trust them? Maybe they are trying to lead you into a false sense of security. People tend to react negatively to paranoid people, and you could suffer from delusions as well as being paranoid. You should try your best to role play your paranoia. Trust no one. Remember, just because you are paranoid does not mean that they are not out to get you.

They are out there. They are everywhere. They are out to get you. You have seen them spying on you. You try to Iead a normal life, but they are everywhere. Everytime you look around, you see someone watching you. You cannot hear their conversation, but you are certain they are talking about you. Well, as long as you are aware of them, you are still one step ahead of them.
Sources

Passive

Mental Flaw, Major Flaw

[-10 points]
From RMSR

You will suffer a -15 to all OBs until you get "worked up". The chance of getting worked up is 25%+(SD stat bonus x3)% and may be checked in each round of combat. For every round after the chance is increased by 5% (cumulative).

From Talent Law

You are passive, especially concerning combat. Whenever you are involved in a fight, you receive n special penalty of -15 to your OB until you get "worked up". At the end of every round, you may roll to see if you are worked up. Roll d100 (open-ended), add 20, and add triple your SD bonus. If the result is over 100, you have succeeded in working yourse lf up. You may not use the Frenzy skill while you are passive.

You are difficult to aggravate. You are not aggressive or confrontational. You try to talk your way out of a fight and, failing that, let the aggressor workout his frustrations without him hitting you. However, you can motivate yourself to excitation, and when you do, you are truly a fighting machine. You do not like to let yourself lose control like that very often.
Sources

Part Animal

Special Flaw, Special Flaw

[-20 points]
From RMSR

One of your parents was a wild animal (of a type chosen by the GM). You were blessed (or cursed) with normal intelligence and raised by your non-animal parent and have a normal physical appearance. However, your animal nature sometimes surfaces and you lose all control of yourself. The exact effects of this should vary according to the animal type (and is subject to the GM's discretion). For example, if you are part dog, you might always have to "mark" your territory, or stop at every tree, etc.

From Talent Law

You are part animal. The GM decides exactly what kind of animal. You were raised by normal parents and appear like any other member of your race. On different occasions, the animal in you will control your actions. When this happens and what actions you take are determined by you and the Gamemaster. For instance, if you are part dog, you might mark your territory whenever possible.

There is a beast within you. You know that one of your parents was an animal, and you call feel the bestial desires burning within you. You know that you are human. You look normal, act normal, even smell normal, but deep inside you know that you are part animal. Animal behavior surfaces occasionally. You lost control of your actions, giving way to the animal inside. You entire life is a constant fight to stay in control of your actions.
Sources

Phobia (minor)

Mental Flaw

[-5 points]
From Talent Law

You have a phobia, an irrational fear of something. Whenever you are confronted with your phohia, you must make an RR versus a 10th level Fear attack. If you fail, you become paralyzed with fear for one round per 10% failure. If you must internet with what ever is causing your phobia (e.g., fighting something you have a phobia of or swimming when you have a fear of water), all of your actions suffer a special penalty of -25. You may choose what you are afraid of (subject to GM approval). The thing you are afraid of will only be encountered occassionally (or will not require you to interact with it very much; e.g., fear of the number 13, or the fear of mechanical devices in a medieval setting).

Phobia (major)

Mental Flaw

[-10 points]
From Talent Law

As Phobia (minor), except the thing you fear will be encountered more often (e.g., the fear of heights or the fear of enclosed spaces).

Phobia (greater)

Mental Flaw

[-15 points]
From Talent Law

As Phobia (minor), except the thing you fear will be encountered almost daily (e.g., the fear of water, crowds, bladed objects, etc.).

You are deathly afraid of snakes. There is no question about it. Anything that slithers around without legs should be killed immediately. You are not a fearful individual. In fact, you have faced down some truly horrific creatures in your past, but something about snakes terrifies you. The way they move, the way they rare up to strike, the way their forked tongues flicker so quickly. It gives you the shivers just thinking about it.
Sources

Physical Investment

Physical Flaw

[-7 points]
From Talent Law

Every time you cast a spell that is 5th level or higher, you take a number of concussion hits of damage equal to twice the number of PPs spent. There is no way you can avoid this damage, but it does heal normally. Non-spell users may not select this flaw.

Spell casting is important to you. You have worked hard to be able to cast powerful spells. You cast spells freely, shooting off bults, flying, even disappearing. As you grew in talent, you started casting elaborate spells. You found that the more powerful spells actually injure you when you cost them. Apparently you have a problem channeling all of the power through you. The damage is not enough to make you stop casting spells, but it does make you think twice about casting the more powerful ones.
Sources

Poor

Minor Flaw

From RMSR

You start with half the normal amount of money. If you spend a background option for wealth, it represents money that you found or discovered recently.

Sources

Poor Control

Special Flaw

[-7 points]
From Talent Law

When you cast a non-attack spell that fail,. you must roll on the Attack spell Fumble table. If you cast an attack spell that fails, you must add 10 to your spell failure roll.

You enjoy casting spells, and you try hard to get them right. Occasionally You get excited and lose conlrol of the power you are trying to harnessing. You, taking deep breaths before casting, but sometimes it does not seem to help. You end up internalizing the power, or worse, the power escapes and goes off in the wrong direction. Hopefully, if you keep practicing you can overcome this problem.
Sources

Poor Concentration

Mental Flaw

[-10 points]
From Talent Law

Due to your short attention span, anything you must concentrate on for more than half a minute (most uses of the Lore category, some spells, loading artillery, complex rituals. etc.) is penalized by -25.

You have always found concentration difficult. Your attention span is shorter than most. You are easily distracted. Whenever you try to concentrate on the matter at hand, you notice all of the things around you.
Sources

Poor Eyesight (minor)

Physical Flaw

[-10 points]
From Talent Law

You have poor eyesight, but you have some means of correcting it that is not permanent (e.g., glasses, etc.). You are either near-sighted or far-sighled. You may choose which you are when you purchase this flaw. If you are near-sighted, you receive a -30 penalty to all of your missiIe attacks. If you are far-sighled, you receive a -30 to all of your melee attacks.

Poor Eyesight (major)

Physical Flaw

[-20 points]
From Talent Law

As Poor Eyesight (major). except that you do not have a means of correcting it.

As you grow older, you seem to be having more trouble with your eyes. Things that used to be clear to you are now foggy and blurry. You are getting older than you think. You can still see at a medium distance, but anything close to you is not as distinct as it once was. Reading is more difficult, as is combat. Maybe someday you can find a way around this problem.
Sources

Poor Stance

Martial Arts Flaw

[-5 points]
From MAC

All attacks using any martial arts or weapon styles are modified by -10 due to your poor understanding of the fundamental attacking stances of the styles.

Sources

Power Blind

Special Flaw, Greater Flaw

[-10 points]
From RMSR

A special penalty of -10 to the Power Awareness category.

From Talent Law

You are partially blind to the power around you. You receive a -10 penalty to the Power Awareness category.

Magic is something you will never understand completely. You can use it, even sense it sometimes, but channeling it for reasons other than a spell can be difficult. You have a hard time viewing items and determining if they are magical. You do not attune to magical items very well, and runes are very difficult for you to read. You have tried casting divinations for people, but the readings you receive are often jumbled or contradictory. You have a very difficult time perceiving the power around you.
Sources

Power Burn

Physical Flaw, Major Flaw

[-10 points]
From Talent Law

You receive damage for every spell you cast. For each Power Point you expend, you receive 1 concussion hit of damage.

You feel power flow through you when you cast spells. You feel power burn inside of you. You suffer pain from your spellcasting. It is difficult to cast more powerful spells, because of the pain wracking your body. You focus your self and brace for the burn when you cast a spell. It makes it difficult, but it is a constant reminder of the power you wield.
Sources

Power Drain

Special Flaw, Special Flaw

[-20 points]
From RMSR

For you, all adders have -1 applied to their normal ability (i.e., a +2 adder becomes a +1 adder, a +1 adder does nothing). In addition, all multipliers have their potency lowered by 1 (i.e., a x3 multiplier becomes a x2 multiplier, a x2 multiplier does nothing).

From Talent Law

You drain power from spell adders and multipliers. Any spell adder that you use has its "plusses" (or class if you are using the Treasure Companion) reduced by one. For example, if you were in possession of a +3 adder, in your hands it would act as a +2 adder. Also, any multiplier you use will have its multiplier reduced by one, so a x2 multiplier becomes a x I multiplier. The power in the adder and multiplier will return immediately when it is given to someone without this flaw.

You were talking with another spell caster one evening at a local lavern. Your colleague had a ring on his hand, which he claimed increased his casting power. He said it allowed him to cast twice as many spells as he could without it. You were doubtful, but he let you try it on. You felt the power enter your body, and for a second you felt like you could cast twice as many spells as you could before. The extra power drained out of you just as quickly as it entered, though. You returned the ring, remarking on how useful that would be. You were puzzled, though; why did the power drain out of you so quickly?
Sources

Power Leakage

Special Flaw, Special Flaw

[-20 points]
From RMSR

-2 PPs per rank of Power Point Development.

From Talent Law

You cannot store power like most people. Your power point progression is lowered by two points. For example, if your normal power point progression is 0•6•5•4•3, your actual progression is -2•4•3•2•1.

Some people just cannot hold their liquor. They get drunk and throw up after only a few mugs of the local grog. You seem to be like that with power. You cast spells, resting during the evening to regain the power you used, like any other spell caster. You work hard on harnessing more power whenever you get the chance. The problem is that you do not feel that you are getting all of the power you think you should. You should be brimming with extra spell power, just waiting to cast another spell. Instead, you have just enough to get by. You just cannot seem to hold your power.
Sources

Prejudice

Minor Flaw

From RMSR

You have extreme prejudice against all races that are not your own.

Sources

Psychotic Temper

Major Flaw

From RMSR

You will usually respond to an insult or offense with an vicious and brutal attack. The chance of losing control is (50% - (SD stat bonus x3)%).

Sources

Pyromaniac

Mental Flaw

[-5 points]
From Talent Law

You have an irrational attraction to fire. You like to watch it burn, smell the smoke, feel the heat. You will set fires whenever possible, and you will occasionally feel the urge to set a fire without reason. If you want to resist your urge for setting a fire, you must roll d100 (open-ended) and add triple your SD bonus. If the result is over 100, you may resist the urge to start a fire. You can become hypnotized by a fire, and will always stop to appreciate any fire that you come across. You receive a +50 bonus to starting a campfire.

You delight in how fire dances. You enjoy the smell of burning wood, the smoke climbing higher into the sky. You like to set fires whenever there is need of one, sometimes when there is no need. There is something cleansing about a fire: it burns away impurities, leaving only base elements. Fire is the one true judge.
Sources

Queasy

Mental Flaw

[-10 points]
From Talent Law

Any time you see blood or gore, it makes you uneasy. Each time you even glance at something gory, you must roll d100 (open-ended) and add triple your SD bonus. If the result is less than 101, you will operate at a -30 until you can get away from the scene.

You dream of saving damsels in distress. You hope to slay large hordes of an invading army. What you do not want to see is their blood. You do not know why, but the sight of blood or carnage makes you ill. It is slightly embarrassing to be a warrior that cannot stand the sight of blood and guts, but bloodshed makes your stomach uneasy. And it is hard to fight when you are trying to prevent yourself from throwing up.
Sources

Rain Trauma

Physical Flaw, Minor Flaw

[-5 points]
From RMSR

When it is raining, roll d100 for each 4 hour period that you are not in a completely enclosed space (i.e., no open windows, fully covered, etc.). If the result is 01 to 25, you cannot speak for that 4 hour period (or until the rain stops).

From Talent Law

You are adversely effected by the rain. For each four hour period it rains and you are not in a complelely enclosed area (no windows, covered up, etc.) you must check to see if you lose your voice. Roll d100 and add 25. If your totaI is greater than 100, you have lost your voice for d10 hours.

You have an irrational fear. You especially fear thunderstorms. You do not understand them, and they terrify you. You try to stay dry whenever possible, always running to the nearest shelter if it appears it will start raining. You have no known reason for this trauma, but it frightens you so much that your vocal cords freezes, leaving you mute for many hours.
Sources

Religious Enemy

New Flaws

[30 points]
From Channeling Companion

You are wanted by a group of fanatics from an opposing religion.

Sources

Repulsive Habit (minor)

Special Flaw

[-5 points]
From Talent Law

You have a habit that is considered repulsive by the majority of society. You may choose the habit (subject to the GM's approval). You must make a conscious effort to perform this habit whenever possible. When people notice your habit, they will tend to regard you with disdain, possibly loathing. Your habit annoys people, but does not disgust them. This habit could range from always boasting loudly to all around you, to having bad breath, to relieving yourself in public. Again, the GM has the last say on any habit.

Repulsive Habit (major)

Special Flaw

[-10 points]
From Talent Law

As Repulsive Habit (minor), except people are disgusted by your habit.

Repulsive Habit (greater)

Special Flaw

[-15 points]
From Talent Law

As Repulsive Habit (minor), except your habit makes everyone in the room get up and leave.

You like to do what you want. You do not care if it offends someone. You refuse to bathe because you feel that water is an evil substance. Your brother drowned in a pond, and you refuse to let even a small amount of water touch you. People wrinkle up their noses when you walk by, and when you sit next to someone they invariably leave. You do not care though, you have your reasons for avoiding a bath.
Sources

Rival/NPC (minor)

Special Flaw

[-5 points]
From Talent Law

You have a rival. Your relationship to this rival and what caused you to become rivals are up to you. Your rivalry could be romantic, professional, or personal. Whenever possible, your rival will do his best to outdo you, even hinder you. This rivalry is rarely, if ever, violent. Both of you respect each other too much to kill one another. You will even endanger yourself and your comrades if it gives you the chance to outdo your rival. The rival is either a personal, romantic, or professional rival. The GM must approve all rivalries.

Rival/NPC (major)

Special Flaw

[-10 points]
From Talent Law

As Rival/NPC (minor), except the rival is some combination of personal, romantic. and/or professional.

Rival/NPC (greater)

Special Flaw

[-20 points]
From Talent Law

As Rival/NPC (major), except the rival has an upper hand in the rivalry (either due to status or some other advantange).

Rival/NPC (minor)

Special Flaw

[-10 points]
From Talent Law

As Rival/NPC (minor), except the rival is another player character.

Rival/NPC (major)

Special Flaw

[-15 points]
From Talent Law

As Rival/NPC (major), except the rival is another player character.

Rival/NPC (greater)

Special Flaw

[-25 points]
From Talent Law

As Rival/NPC (greater), except the rival is another player character.

You and Goldor were once best of friends. You would do everything together. You taught each other skills you knew and ran around the city causing havoc whenever you could. One day that all came to an end. You both found what you each thought was the perfect woman. She was the doughter of a merchant, blond hair, sparkling blue eyes. You both were immediately in love. In the end, neither of you won her favors but there was a permanent rift between you and your friend. You were now bitter rivals, your friendship deteriorated. Whenever possible, he tries to hinder you, and you are more than happy to return the favor.
Sources

Sadist

Mental Flaw

[-15 points]
From Talent Law

You enjoy causing pain, either mentally or physically. Whenever you can you must indulge your sadistic habits. You may conceal your weakness from close friends for a little while, but eventually they start to notice the pain you inflict on those around you. People react negatively to a known sadist, many will want to see you burned at the stake. Please note that this is not a "good" or "heroic" flaw for you to possess. It is more suitable for a truly evil character. The GM may prohibit characlers from choosing this option.

You like pain. Well, to be exact you like to cause pain. As a child you tortured many of the town's pets. Your parents never knew; you hid your obsession well. As you grew older, animals no longer held the same fascination for you. For a while you joined the army, but then the fighting stopped, you opted to leave. Now, you look around for your next plaything, hoping to make its anguish last Ionger than your previous subject.
Sources

Scarred

Minor Flaw

From RMSR

You have a very obvious scar. You have a special penalty of -d10 to your Appearance (with a minimum of a 1 stat).

Sources

Secret (minor)

Special Flaw

[-5 points]
From Talent Law

You have a secret that if discovered will cause you much embarrassment, pain, or even death. You may choose the actual secret you are keeping and it can be related to another flaw you have. You also may choose what could happen to you if the secret was revealed. The GM must approve all secrets. You must do your best to keep your secret; you are terribly embarrassed about the situation and will do whatever it takes to keep it quiet. If the secret were found out, it would cause you great embarrassment.

Secret (major)

Special Flaw

[-10 points]
From Talent Law

As Secret (lesser), except if the secret is discovered, it would cause you to be either exiled or imprisoned or it would cause you to be injured severely (but not killed).

Secret (greater)

Special Flaw

[-15 points]
From Talent Law

As Secret (lesser), except ifthe secret is discovered, it would cause your death.

You killed an innocent man in a barfight. If anyone found out about that night, there would much retribution aimed towards you. It will not matter that it was not your fault, everyone would blame you and you would have to flee lawn again. It would be just like the last town. No one seems to be able to understand that it is not your fault..
Sources

Secret Flaw

Martial Arts Flaw

[-7 points]
From MAC

All of your techniques in your martial arts styles or weapon styles have a secret flaw. If a foe realizes one of your flaws, he will gain a special +20 OB against you while you are using martial arts styles or weapons styles. You may not eliminate this flaw through training or further development.

Sources

Secret Identity

Special Flaw

[-10 points]
From Talent Law

You have an alternate identity that you keep hidden from the general public. You actually lead a double life, one as yourself and one as your alter ego. You also have a group of people who are interested in who you really are, thus making you cautious about who you disclose your identity to. The GM must ascertain that there is really a need for a secret identity, or that there is someone or something that cares about the character's real identity.

Sometimes it is helpful for you to don another identity. During the day, people know you as Lokath, humble spice merchant. During the night, you assume your other persona. You are known as Shadow, the master thief. You use this identity to get you into places that you would be normally be prevented from entering. You have even become an official member of the thieves' Guild. You move among them, hearing their plans, receiving training from them, even teaching younger thieves. What the Thieves' Guild does not know is that you have a mission. You are waiting for the perfect opportunity to avenge your daughter's death. She was killed by a thief and you aim to find out which one and plunge your dagger deep into his stomach. You use your secret identity to further your investigotion. You only hope that noone discovers who you really are.
Sources

Secret Society

Martial Arts Flaw

[-10 points]
From MAC

You are a member of a secret society that is suppressed by the government. You owe your training and skills to the other members of the secret society and are sworn to support the cause of your society with your life. If you are discovered as a member of this society, you will be imprisoned or possibly executed.

Sources

Secret Weakness

Martial Arts Flaw

[-15 points]
From MAC

You have a secret weak point, that, if struck, incapacitates you. If a natural 13 is rolled for any critical result against you, you will become unconscious for 10 hours in addition to the critical result.

Sources

Sense of Duty (minor)

Mental Flaw

[-5 points]
From Talent Law

You feel that you have a responsibility towards someone or something. This is an internal feeling, one you have placed upon yourself. You will never betray, harm, or mislead those to whom you have a Sense of Duty. Your Sense of Duty is towards a close friend or small group.

Sense of Duty (major)

Mental Flaw

[-10 points]
From Talent Law

As Sense of Duty (minor). except you have a Sense of Duty towards a large group or organization (a town or city).

Sense of Duty (greater)

Mental Flaw

[-15 points]
From Talent Law

As Sense of Duty (minor). except you have a Sense of Duty towards a country or equally large group.

Whenever you see a young woman in trouble, you immedialely remember your sister. She used to get into all sorts of trouble, often relying on you, her big brother, to come and rescue her. You cared a lot for her, and whenever you see someone that reminds you of her, you feel a sense of duty towards that person. Your comrades say you cannot help every young woman you come across. Some women need help and you are the only one who can give it to them.
Sources

Set Fate (Minor)

New Flaws

[15 points]
From Channeling Companion

Your fate seems to be decided and you will start with one less fate point than normal.

Set Fate (Major)

New Flaws

[25 points]
From Channeling Companion

Your fate seems to be decided and you will start with two less fate points than normal.

Set Fate (Greater)

New Flaws

[35 points]
From Channeling Companion

Your fate seems to be decided and you will start with three less fate points than normal.

Sources

Short of Breath

Minor Flaw

From RMSR

You have 10% less Exhaustion Points than normal.

Short of Breath (minor)

Physical Flaw

[-5 points]
From Talent Law

You have fewer exhaustion points than your stats would dictate. Calculate your Exhaustion Points normally, then reduce them by 10%.

Short of Breath (major)

Physical Flaw

[-10 points]
From Talent Law

As Short of Breath (minor), except reduce the normal amount by 25%.

Short of Breath (greater)

Physical Flaw

[-15 points]
From Talent Law

As Short of Breath (minor), except reduce the normal amount by 50%.

"Come on, guys, wait up." You often yelled that as you chased after your childhood friends. You never could keep up. You have always had less endurance than other people. You found yourself gasping for breath after any activity, leading your friends to nickname you "Breathless." You try to build up your endurance, but you never seem to have enough.
Sources

Sloth

Physical Flaw, Special Flaw

[-20 points]
From RMSR

You have a special penalty of 05 to all OBs, and a special penalty of -5 to DB, and a special penalty of -5 to all initiative rolls.

From Talent Law

You are slow in combat. Your moves are obvious, awkward, and weak. You receive a special penalty of -5 to your OB, DB, and your initiative rolls.

Many of your trainers have told you that you telegraph your moves. Your opponent can see what you are about to do by the where you look with your eyes. You are not quick enough to parry incoming blows. You move your sword to block a strike, but you deflect your enemy's blow slightly. You rarely get the first blow during combat; your reflexes are not fast enough to deal with the fury of combat. You feel that with sufficient practice, you can overcome your slothfulness and become the great warrior you desire to be.
Sources

Slow

Physical Flaw

[-7 points]
From Talent Law

You are slower than normal. Your Base Movement Rate is reduced by 25%.

Your body is not built for speed. You usually finished last in foot races. You prefer to think of yourself as slow and steady, gently plodding along at a constant pace. You like to stand strong on on the battlefield, not sprinting around, darting from foe to foe. Let them come to you.
Sources

Slow Healer

Physical Flaw, Greater Flaw

[-15 points]
From RMSR

All healing times for wounds and damages are doubled.

From Talent Law

You are a slow healer. All healing times for all kinds of wounds you receive are doubled.

You require more rest and attention after receiving wounds than do your comrades. You are not necessarily more susceptible to damage than anyone else, but when wounded you do not heal very quickly. You spend much of your recovery waiting for spells, herbs, and bandages to take effect on your body. Your recuperative system does not seem to be concerned with speed.
Sources

Spasm

Physical Flaw, Major Flaw

[-10 points]
From RMSR

Anytime you roll a 66, you experience a spasm: take d10 hits and are immobilized for d10 rounds. §

From Talent Law

You suffer from uncontrollable spasms. Whenever you roll an unmodified 66, you experience a spasm. While you are having a spasm, you take d10 concussion hits of damage and are stunned for d10 rounds.

There are times when you feel you have perfectly executed some maneuver. You know that you swung your sword perfectly; you saw it plunge directly into your opponent's chest. You became so excited from how well you did that you lost control of yourself. You had killed your enemy, but you dropped to the ground in a spasm. You suffer from the spasms when you get too excited. It does not happen often, but it is troublesome to those around you.
Sources

Split Personality

Mental Flaw, Greater Flaw

[-20 points]
From RMSR

You have 1-3 "other" personalities. All physical charactersitics (appearance, hair color, eye color) should remain the same, but stats, skills, etc. should be different. At random times, you will shift personality (GM's discretion).

From Talent Law

You have from one to three additional personalities. Your physical attributes like height, weight, and hair color do not change. Your non-physical attributes can all be different, as well as each of their professions. The alignment, personality, and level can vary among personalities. Each of the personalities earns experience separately; you must keep track of which personality performed which actions so you can award the appropriate experience to each personality. You and the GM must decide what triggers the change in your personalities.

From Nightmares of Mine

This flaw can be an explanation for a Missing Time character hook. With the player's permission, one of the split mersonalities can be in league with the campaign's forces of evil, although this makes running the character a special challenge.

You have a slight mental problem. Whebever you encounter a stressful situation, you have a tendency to hide your personality and replace it with a completely separate identitY. You are not conscious of this, of course. You may not even know of the other personalities or you may think of them as actual people. It does not seem to hamper you in any way, other than really confusing those around you. Maybe someday, you can be convinced of your problem and then you could seek counceling.
Sources

Stat Penalty (minor)

Special Flaw, Major Flaw

[-10 points]
From RMSR

Clumsy A special penalty of -3 to your Agility stat bonus.

Forgetful A special penalty of -3 to your Memory stat bonus

Illogical A special penalty of -3 to your Reasoning stat bonus.

Innocuous A special penalty of -3 to your Presence stat bonus.

Sickly A special penalty of -3 to your Constitution stat bonus.

Slow A special penalty of -3 to your Quickness stat bonus.

Unfeeling A special penalty of -3 to your Empathy stat bonus.

Unintuitive A special penalty of -3 to your Intuition stat bonus.

Weak-willed A special penalty of -3 to your Self Discipline stat bonus.

Weak A special penalty of -3 to your Strength stat bonus.

From Talent Law

You receive a special penalty of -3 to a random stat.

Stat Penalty (major)

Special Flaw, Greater Flaw

[-20 points]
From RMSR

Very Clumsy A special penalty of -5 to your Agility stat bonus.

Very Forgetful A special penalty of -5 to your Memory stat bonus.

Very Illogical A special penalty of -5 to your Reasoning stat bonus.

Very Innocuous A special penalty of -5 to your Presence stat bonus.

Very Sickly A special penalty of -5 to your Constitution stat bonus.

Very Slow A special penalty of -5 to your Quickness stat bonus.

Very Unfeeling A special penalty of -5 to your Empathy stat bonus.

Very Unintuitive A special penalty of -5 to your Intuition stat bonus.

Very Weak-willed A special penalty of -5 to your Self Discipline stat bonus.

Very Weak A special penalty of -5 to your Strength stat bonus.

From Talent Law

As Stat Penalty (minor), except the penalty is -5.

Stat Penalty (greater)

Special Flaw, Special Flaw

[-30 points]
From RMSR

Extremely Clumsy A special penalty of -8 to your Agility stat bonus.

Extremely Forgetful A special penalty of -8 to your Memory stat bonus.

Extremely Illogical A special penalty of -8 to your Reasoning stat bonus.

Extremely Innocuous A special penalty of -8 to your Presence stat bonus.

Extremely Sickly A special penalty of -8 to your Constitution stat bonus.

Extremely Slow A special penalty of -8 to your Quickness stat bonus.

Extremely Unfeeling A special penalty of -8 to your Empathy stat bonus.

Extremely Unintuitive A special penalty of -8 to your Intuition stat bonus.

Extremely Weak-willed A special penalty of -8 to your Self Discipline stat bonus.

Extremely Weak A special penalty of -8 to your Strength stat bonus.

From Talent Law

As Stat Penalty (minor), except the penalty is -8.

You have a hard time remembuillg things. You are not sure why, but you memory seem quite lacking compared to your brothers.
Sources

Strangeness Attractor

New Flaws (Pulp)

[-5 points]
From Pulp Adventures

Your whole life has been one strange occurrence after another. You seem to attract the strange, the bizarre, the just plain weird. If aliens were ever to land on Earth, they would unerringly pick your backyard; if someone lost some ancient and powerful relic, you would stumble over it while looking for your wallet. You have a rough time keeping up relationships, be they romantic or platonic, because you are constantly breaking off appointments due to some unforeseen and quite unbelievable circumstance. For whatever reason, you are a magnet to the weird. When something unusual must happen, chances are it will happen to you. Strange packages delivered in the middle of the night, ominous premonitions and dreams, or mystic possessions are just some of the occurrences that your character might encounter. It is up to the GM to fit this flaw into the campaign. This will usually help to introduce your character into a particular adventure, but most of the time strange things occur just because, and of course, when you least expect it. The oniy limitation to these happenings is that they not be immediately fatal; otherwise the GM has free reign.

Being hit by lightning was not, in itself, strange. Being hit twice in one week was. Since that day you began to notice more and more odd things going on around you. Once, while innocently relaxing on a tropical beach you accidentally discovered a mystic talisman that washed up next to you on the shore. The tribal assassins that came looking for it made your life rather hectic. You were finally able to dispatch them and get rid ofthe cursed amulet, but you have the feeling that it's just a matter of time before something else bizarre finds its way into your life.
Sources

Stubborn

Mental Flaw

[-5 points]
From Talent Law

You are very stubborn. You want results your way, and even if you do not get it, you will not change your mind. Your comrades may have to resort to duping you into doing what they need you to do.

You demand that your way be followed. If you do not agree with a group decision, you refuse to budge. Even if your friends want to pursue some course of action, if you do not wish to go, you will not. They would have to do some pretty fancy talking to get you to change your mind. If they still do not see things your way, you might decide to do what you wanted to anyway.
Sources

Stutter

Physical Flaw

[-10 points]
From Talent Law

You have a speech impediment that makes it difficult for you to speak. Any skill that requires speech will suffer a special penally of -50 (i.e., -50 to Duping, Public Speaking, Trading, etc.).

You have a hard time speaking, especially when you are excited. The words seem to tumble over themselves, your tongue gets in the way, and you become more flustered. You do not like to speak in public; the stress almost guarantees you will stutter. When you are calm and relaxed, you can speak fairly fluidly, but whenever your are stressed, your stulter surfaces
Sources

Superstitious

Mental Flaw, Minor Flaw

[-5 points]
From RMSR

You are very superstitious and will always take precautions to follow the demands of your superstition.

From Talent Law

You are superstitious, often reading omens into anything you encounter. You always observe the various good luck and bad luck practices of your culture. Your mood and morale are often affected by these omens.

You feel forces in the world that control your destiny. You also feel that these forces are fickle and must be appeased whenever possible. You are not considered crazy, just overly concerned wilh omens and luck. You often throw soil over your shoulder if it is spilled. You are constantly knocking on wood. If a black cat crosses your path or you walk under a ladder, your whole doy feels ruined. One of your greatest fears is that you will accidentally break a mirror. You are flat sure what seven years of bad luck would do to you. On the other hand, you do have a rabbit's foot and horseshoe with you at all times, so maybe you can ward off those evil spirits.
Sources

Susceptibility to Disease

New Flaws (Pulp)

[-15 points]
From Pulp Adventures

You have always been sickly. While you may also have the endurance of a track star, whenever a bug comes your way, you immediately catch it. Colds and the flu are common occurrences for you and you do not dare travel anywhere abroad, as the list of diseases you could catch is endless. You have a -50 modification to all of your Resistance Rolls versus Disease.

Sneezing, sniffling, fever; you are familiar with all of these. You always get sick no matter what. If someone sneezes on you, you catch a cold. If the climate changes abruptly, you get the chills. You've always got a bottle of pills for some illness. People think you are a hypochondriac, butyou know better. You really feel bad.
Sources

Tender Skin

Physical Flaw

[-10 points]
From Talent Law

Whenever you wear metal (including armor), your body breaks out in a rash. The rash is itchy and painful, causing a -10 penalty to all of your actions while you have the rash. The rash stays until you remove the metal and then lasts another d10 hours after you have removed the armor. There is nothing that can prevent your allergic reaction to metal armor.

Thue is nothing like the feeling of armor to provide you wilh a sense of security. At least that is what the armorer tells you. There is nothing like the feeling of armor, you agree, because whenever you wear metal armor, your skin breaks out in a rash. This rash makes it uncomfortable to do anything. It takes several hours after wearing metal armor for the rash to go away. You heard that thieves do not wear metal armor because of the noise it makes. Perhaps this a profession you should pursue.
Sources

Terrible Luck

Special Flaw

[-10 points]
From Talent Law

Whenever you roll an 01 the action you are attempting fails in the most complete way possible. Equipment you are using breaks (magic items get a RR); you fall and injure yourself; virtually anything the GM can conceive. The only restriction is that whatever happens cannot be instantly fatal. For example, a rope you are climbing could break, provided that there was a way, no matter how small, that you could survive the fall.

You have always been jinxed. At least that is what everyone around you tells you. You have had more weapons break while you are fighting than anyone else you know. You have had every sort of tool break at one time or another while usillg them. When you make a mistake casting spells, there is usually much destruct around. You feel that you have great luck — after all you are still alive.
Sources

The Challenged

Martial Arts Flaw

[-5 points]
From MAC

You are constantly challenged by other students of martial arts who believe stories about your prowess to be overrated. The challenges will become more frequent the longer you slay in one area, as other students will travel to your location. In addition, the challenges will be more frequent in more highly populated areas. At least once per session, the Gamemaster should have a challenge occur.

Sources

The Slain

Special Flaw, Special Flaw

[-20 points]
From RMSR

All criticals delivered by a specific race (not the character's own, chosen by the GM) are Slaying against you.

From Talent Law

You have a special vulnerability to a particular race. The GM choose the race you are vulnerable to, but it cannot be your own. You may be vulnerable to the "half" race of your race (i.e. an elf may be vulnerable to half-elves. etc.). Whenever you receive a critical from someone of that race, the critical is resolved as a Slaying critical. Needless to say, you tend to avoid that race whenever possible.

You are powerful. But like many powerful individuals, you have a weak spot. You may be able to slay countless numbers of orcs, destroy demons with a sweep of your sword, or even slaughter a giant or two. But when it comes to Dwarves, you are vulnerable. You are not sure what it is, but Dwarves always seem to land a telling blow against you. It seems as if you have been cursed by the Dwarf god to forever be vulnerable to them. You live in fear of seeing a Dwarf in full plate armor wielding a giant axe with two hands.
Sources

Tired Legs

Physical Flaw, Minor Flaw

[-7 points]
From RMSR

You cannot walk for more than 5 hours without resting for at least 2 hours. If you do walk for more than 5 hours, there is a 25% chance that your legs will cramp (roll separately for each leg) for d10 hours (they will be completely useless).

From Talent Law

Your legs are significantly weaker than a typical member of your race. You cannot walk more than 5 hours without resting for at least 2 hours. If you walk for more than 5 hours, there is a 25% chance that each of your legs will develop cramps (roll once for each leg). If they cramp, they will slay cramped for 2d10 hours, and be completely useless during that time.

You have always walked strangely. You were apparently born with some deficiency in your legs. You can function as anyone else, but your legs always tired you quickly when you were walking. You have to sit and rest often, otherwise your legs cramp up, making further walking impossible. You have hired a sage to look into your problem, but so for there seems to be no solution other than resting every few hours to prevent cramping.
Sources

Tongue Tied

Special Flaw

[-20 points]
From Mentalism Companion

The character just cannot master other languages. All languages except his native language are classified as Restricted and he can never develop more than 5 ranks in any language except his native language.

Sources

Trauma

From Nightmares of Mine

Greater, major, or minor traumas can all make splendid character hooks in a horror game. Many of the same caveats apply to traimas as apply to fears, of course.

Greater Trauma

Greater Flaw

From RMSR

You suffer from flashbacks that completely immobilize you (no voluntary actions) for d10 rounds. They only occur at very common triggers. For example, every time a horse rides by, etc.

Major Trauma

Major Flaw

From RMSR

You suffer from flashbacks that can completely immobilize you (i.e., no voluntary actions) for d10 munutes. They only occur at common triggers. For example, every time a bell chimes, etc.

Minor Trauma

Minor Flaw

From RMSR

You suffer from flashbacks that completely immobilize you (i.e., no voluntary actions) for d10 minutes. However, they only occur at uncommon triggers. For example, every time you see a horse eat an apple, etc. An attack upon you that delivers a critical will cause you to "snap" out of it.

Trauma (minor)

Mental Flaw

[-5 points]
From Talent Law

You suffer from flashbacks that completely immobilize you for d10 minutes. The trigger for these flashbacks is something uncommon. You may pick what triggers your flashbacks (subject to GM approval) but it should be at least loosely connected to the trauma that causes your flashbacks. If you are attacked while immobilized, any hit that delivers a critical to you will cause you to snap out of your trance.

Trauma (major)

Mental Flaw

[-10 points]
From Talent Law

As Trauma (minor). except what triggers your flashback is a common occurrence (e.g. a ringing bell).

Trauma (greater)

Mental Flaw

[-15 points]
From Talent Law

As Trauma (minor), except what triggers your flashback is a very common occurrence (every time a horse rides by).

You were running through a field. You did not know that on the other side of the hill you were ascending there was a group of older boys practicing archery. You crested the hill and started charging down the other side. You saw five arrows flying towards you. You dropped to the ground and rolled down the hill. You survived unscathed, but the incident has permanently scarred you. It is strange, tough, you are not terrified by being shot at, it is when someone tosses something at you that your trauma is triggered.
Sources

Truthful

Mental Flaw

[-5 points]
From Talent Law

You cannot lie. Either there is some physical reason why you cannot Iie, or you are so terrible at it that anyone instanlly knows when you are lying. The Duping and Falsification skills are classified as Restricted for you. You also cannot just refuse to tell the truth. If you are ever in a situation which you do not wish to speak, for fear of revealing some truth, you must roll d100 (open-ended) and add triple your SD bonus. If the result is greater than 100, you may prevent yourself from spilling out the truth. This is not a vow to always tell the truth, this is an actual inability to lie.

You could never lie. You lost control of yourself when you tried. Invariably, while attempting to lie, your face would break out into a giant grin. Whomever you were talking to would immediately know that you were lying and would react accordingly. You have since given up lying altogether. Better that people think you are a fool than to open your mouth and remove all doubt.
Sources

Uncontrollable Strength

Physical Flaw, Major Flaw

[-10 points]
From RMSR

You have a problem with uncontrollable fits of strength. Whenever you experience extremes of emotion (love, happiness, hate, etc.), there is a 10% chance that you will receive triple your normal Strength stat bonus for 1 round. This could result in the character constantly crushing and hurting those he cares about (i.e., loves), severly mauling those who insult hum, etc.

From Talent Law

You have great strength at times, but you have a very difficult time controlling it. Whenever you are in an extreme emotional state (love, happiness, hate, etc.) there is a 10% chance that you will receive triple your normal ST bonus for one round. You use this strength whether you wish to or not. You could maul an enemy, or break the ribs of a friend while hugging him. You often crush or break things without meaning to. You cannot choose when to get this bonus.

You first discovered your strength when you were arm wrestling for money in a tavern. You had already defeated two other people when a large man came in and sat down across from you. He was not much to look at, and he treated you with disdain. You started arm wrestling. You pulled as hard as you could, but he did not move. He started insulting you, calling you a child. You felt yourself getting angry. You felt power in your arms. You fell a snap as you broke his hand and immediately pinned it down. That was when you discovered your strength. Although you know you are strong, you also know that you have very little conlrol over it.
Sources

Uncoordinated

Physical Flaw

[-7 points]
From Talent Law

Whenever you fail a maneuver, no matter what it is, you receive an 'A' Unbalancing critical.

Your parents always thought you were clumsy. You would fall down a lot, even in the most minor accidents. You try hard to keep your balance, but there are often times when you fall. You are usually okay when fighting, unless something goes wrong. The smallest mistake in combat often causes you to tumble to the ground vefy clumsily.
Sources

Unfortunate Appearance

Minor Flaw

From RMSR

You have an unattractive appearance due to an unusual feature (i.e., bulbous nose, receding hairline, etc.). You have a special penalty of -d10 to both your Appearance and your Presence bonus (with a minimum of a 1 stat).

Sources

Unhealthy

Physical Flaw, Major Flaw

[-10 points]
From RMSR

Every week, there is a 2% chance that you will break out in a rash and be sick. You will suffer a special penalty of -20 to all actions and your Appearance and Presence will be halved (due to rashes and swelling).

From Talent Law

You are particularly susceptible to a certain disease that causes your body to swell up and you to feel ill. Every week there is a 2% chance that you will develop symptoms of this disease. While suffering from this discuss you will be at -20 to all your actions due to the swelling, and your Appearence and Presence temporary Stats will be halved. After d10 days, the swelling and sickness go away (your slats will return to normal).

You were a sickly child, always getting rashes and coughs. You would randomly break out with a sickness, one that caused you to swell up and feel naseous. It lasted about a week. While you had it, people would shun you even though you knew the disease was not contagious. After a week it went away, and you could resume a normal life. But a few weeks later, your rash would come back. Life can be difficult sometimes.
Sources

Unique Looks (minor)

Physical Flaw

[-5 points]
From Talent Law

You have a very unique look. Something is significantly different about the way you look. This will cause people to recognize or describe you much easier. You might be disgusting to look at, or people might view you with a sense of awe. You may choose what makes you look distinctive, but it must be unique, describable, and in some way, limiting. The GM must approve any unique look. What is unique is different for each game world. Most people in a fantasy world might not be too surprised to see an orc, but one in modern day would certainly cause quite a scene. While you are unique in your appearance, your uniqueness is relatively easy to conceal.

Unique Looks (major)

Physical Flaw

[-10 points]
From Talent Law

As Unique Looks (minor), except you must must use a disguise to conceal your unique looks or it causes an immediate reaction (usually negative). When not disguised, you must subtract d10 from your Appearance.

Unique Looks (greater)

Physical Flaw

[-15 points]
From Talent Law

As Unique Looks (minor), except you cannot conceal your looks, or there is a immediate and extreme reaction to them. Subtract 2d10 from your Appearance.

You remember the fight well. You hands trace absently across your face, your fingertips lightly touching the large scar on your face. It looks impressive but you remember the pain from when you received that blow. You thought you were going to die, but you survived. Eventually your face healed, but the scar remained. You have gained quite a reputation since then; people recognice you just from your scar. The recognition comes in handy, but sometime you wish you could just blend into the crowd.
Sources

Unknown Son/Daughter

New Flaws (Pulp)

[-5 points]
From Pulp Adventures

You (male only) have a son or daughter that you didn't know about. Usually the first clue to the existence of this offspring is when the child is kidnapped, or perhaps years later, when they are behind some grandiose scheme to take over the world. This will usually cause some conflicting emotions, especially if the child has turned bad. Dealing with these emotions will often be a long-term endeavor, and lead the character into some interesting depths. The GM will determine when the character's unknown progeny will appear, and why.

Your life was going along pretty well until she came back. You had not seen herfor eight years. but you secretly still loved her. It was obvious by herface that she did not want to come to you, but she had no one else to turn to. She told you she needed help finding her son. He had been kidnapped and the police were no help. When you asked who the father was, she meekly said you. Suddenly, finding her kidnapped son took on a whole new sense of urgency.
Sources

Unlucky

Special Flaw, Major Flaw

[-10 points]
From RMSR

All Open-Ended Low rolls begin on a 01 to 06 (instead of 01 to 05).

From Talent Law

You have bad luck. All of your fumble/failure ranges are increased by one. For example, in normal maneuvers, you will fumble on a result of 01 to 06 (instead of 01 to 05).

People are often born with a Iucky omen. They carry their luck with them all throughout their life. They happen across fortuitous circulllstances, meet and befriend influential people. survive from even the most harrowing of dangers. It stands to reason that there would also be people born with an unlucky omen; people who seem to be jinxed wherever they go. No matter how hard they try, bad luck follows them. They may meet an importan person and spill a drink on them. Perhaps a sturdy ledge they were standing on suddenIy gives way. There must be people like that. You feel strongly that way — you seem to be such a person.
Sources

Unmagical

Special Flaw, Greater Flaw

[-15 points]
From RMSR

You have a -10 to all spell casting attempts and attempts to use magical items that must be activated.

From Talent Law

You are naturally unmagical. You receive a special penalty of -10 to all spell casting static manevuers, BARs, EARs, to the Power Manipulation category and Power Awareness category.

You and magic seem to be like oil and water. You can exist together, but you d not mix well. You try to use magic, but it is difficult. You can cast spells or activate magic items if you need to, but you can feel resistance.
Sources

Special Aura

Mental Flaw

[-15 points]
From Mentalism Companion

There is a 5% chance per sleep period that you will slip into the dream world and be subject to its vagaries.

Sources

Unwakeable

Physical Flaw, Greater Flaw

[-15 points]
From RMSR

Cannot be awakened while sleeping (this includes meditation). The character must sleep for 6 hours every night (or meditate for 6 hours).

From Talent Law

You are extremely difficult to wake up. You cannot be awakened while you are sleeping (or meditating). In addition, you have to sleep (or medilate) at least 6 hours every night. If you are somehow (perhaps, magically) awakened before receiving a full 6 hours of sleep, you will be at -10 for every hour less than 6 you slept.

You are an exceptionally sound sleeper. Your comrades find it very difficult to wake you when you have fallen asleep. During one battle in the middle of the night, your comrades had to carry your sleeping body away with them when they fled the attack. You have had water thrown at you, been slapped, even had spells cast on you without waking up. In fact, you failed to notice those attempts. You really enjoy sleeping.
Sources

Vassal

Minor Flaw

From RMSR

You are a vassal to a Lord or Lady of a diametrically opposed alignment.

Sources

Visible Aura

Physical Flaw, Major Flaw

[-10 points]
From RMSR

Whenever you experience an extreme of emotion (happiness, anger, etc.), you glow with an aura that gives off light equivalent to a campfire.

From Talent Law

Whenever you are in an extreme state of emotion (love, happiness, anger, fear, etc.) your body starts to glow. The more extreme your emotional state, the brighter the glow. It starts as bright as a candle, but can get as luminous as a campfire.

You have a glowing personality, literally. Whenever you experience an extreme emotion, your body starts to glow. No one can explain why, you glow. You can glow as bright as a campfire at times. You find it helpful when you need to see at night, but if you are trying to hide from someone, glowing certainly makes it easier for them to find you. You believe that your family was cursed years ago, and you are trying to find out how to reverse the condition.
Sources

Vow (lesser)

Mental Flaw

[-3 points]
From Talent Law

You have taken a vow either to do or not do something. This is a vow that you believe in very slrongly and has been scaled through some formal ritual. Your vow may end after a certain task is accomplished (avenge the death of your parents) or may be life-long (vow of silence). You cannot take a Vow to accomplish some task and also take the same task as your Lifetime Goal (see the appropriate Talent). You must always follow your vow. If you do not, you will penalized by the GM. the vow you have made will not inconvenience you much in your daily activities (e.g., giving 10% tithe to the church, showing respect towards politicians, or never wearing black clothes, etc.). If you fail to fulfill a vow at any time, some calamity will fall on you. The severity of the calamity depends on the severity of the vow you took. The Gamemaster must give the final approval for any vow you wish to take.

Vow (minor)

Mental Flaw

[-5 points]
From Talent Law

As Vow (lesser), except the vow will affect you on a daily basis, but not prohibit you from functioning fairly normaly (e.g., chastity, eating no meat, never sleeping in a covered area, etc.).

Vow (major)

Mental Flaw

[-10 points]
From Talent Law

As Vow (lesser), except the vow will affect you often during a typical day. Most people will become aware of your vow after only being with you a few hours. This vow also limits you in some significant way (e.g., never using edged weapons, never keeping more money than needed to clothe yourself, never speaking, etc.).

Vow (greater)

Mental Flaw

[-15 points]
From Talent Law

As Vow (Iesser), except the vow will affect almost every one of your decisions. People will become aware of your vow quickly, and can use it to manipulate you into performing or preventing a particular task (e.g., aiding those who ask, challenge all who wrong you, fight with a lesser weapon than your foe, etc.).

As a member of the church, you took a vow of poverty. Anytime you come across more than enough money to feed, clothe, and shelter yourself, you always give it to others. You need no material possessions. The spiritual rewards you receive are more than adequate payment for your services. There are people who cannot see why you would just give money away, since you worked quite hard for it. They cannot see the higher power at work in your life. You set a noble example for others to follow.
Sources

Wanted Criminal

Minor Flaw

From RMSR

You are wanted by one or more groups of people for committing crimes. You may or may not be guilty of the crimes (GM's discretion).

Sources

Weak Chi

Martial Arts Flaw

[-5 points]
From MAC

All Chi Powers skill maneuvers are modified by -20 due to your lack of inner Chi.

Sources

Weak Concentration

Mental Flaw

[-15 points]
From Mentalism Companion

You have a worse than normal capacity to concentrate on your spells, it just seems harder for you. Halve the character's base concentration time (see Section 7.1) and apply a special -10 penalty to all Spell Concentration maneuvers.

Sources

Weak Dreams

Mental Flaw

[-15 points]
From Mentalism Companion

Your subconscious mind goes to sleep as deeply as you do by night. While asleep you have a special penalty of -1 to RRs versus all spells of sub-type "m" and a special penalty of -25 to RRs versus all spells that manipulate dreams.

Sources

Weak Mind

Mental Flaw

[-10 points]
From Mentalism Companion

While you can operate normally with respect to concentration, you often get headaches and nosebleeds after extended periods. After you finish concentrating on any task that required concentration to complete, there is a chance you will get a serious headache and/or nosebleed. The chance is equal to 1% per round spent in concentration on the activity. This results in a special modification of -10 to all maneuvers for the next hour. In addition, all spells that you cast in the next hour will require a Spell Casting Static Maneuver.

Sources

Weak Physique

Physical Flaw, Special Flaw

[-20 points]
From RMSR

-3 Hits per rank of Body Development.

From Talent Law

You do not have much body mass. Your progression for Body Development is reduced by 3 points at each stage. For example, if your normal progression was 0•6•5•4•3, your actual progression is -3•3•2•1•0.

Your barbarian friends call you weak. You are not as muscularly developed as they are. You do not have bulging biceps or endless endurance. You train physically on a regular basis. You try to stay in shape, but your body was not designed for a powerful physique.
Sources

Weak Will

Mental Flaw

[-10 points]
From Mentalism Companion

The possessor of this flaw has a special modification of -10 to his Mental Defence skill.

Sources

Weak Wrists/Feet

Martial Arts Flaw

[-10 points]
From MAC

You have a good understanding of your martial arts or weapon style but you are hampered by your physical attributes. Your weak wrists or feet result in a special -20 modifier to any martial arts or weapon style and a -10 modifier to any moving maneuver you attempt.

Sources

Weapon Bane

Mental Flaw, Greater Flaw

[-15 points]
From RMSR

All weapon costs, except your primary category (i.e., the category with the lowest development point costs), are doubled.

From Talent Law

All weapon skills (except skills in your primary weapon category) are now classified as restricted for you. Your primary weapon category is the one with the cheapest development point cost.

You like to use one type of weapon. In fact you have some sort of mental block when it comes to using any other type of weopon. You are talented with your sword. You are proficient with an axe. You are absolutely terrible with any weapon that is not wielded in one hand and bladed. You have tried to learn other weapons, even those similar to ones you know how to use, but it did not seem to come naturally. Oh well, you are good with a sword and that seems to work well for you.
Sources

Weight Intolerant

Physical Flaw, Greater Flaw

[-15 points]
From RMSR

All encumberance penalties are doubled.

From Talent Law

You are very intolerant of the weight that you carry. All of your encumbrance penalties are doubled.

When you hike with a backpack, all you can think about is the weight of the pack. You feel the shoulder straps digging into your skin. You feel the strain on your back from carrying your load. You tire of leaning forward to keep balanced as you walk. You feel as if the pack is full of lead and it is dragging you slowly down toward the ground. You feel the sword on your side. You feel it pulling on your side and resting on your hips. If you did not need the items you carry to survive, you would throw them away. You just seem to be very sensitive to aIl of the weight you are carrying.
Sources

Wimp

Physical Flaw, Special Flaw

[-20 points]
From RMSR

A special -20 penalty to skill categories in the Athletic group. In addition, the character has 25% fewer exhaution points than normal.

From Talent Law

You are, quite frankly, a wimp. You sufrer a special -20 penally to all or the skill categories in the Athletic group, receive a -2 to your St bonus, and also have 25% fewer exhaustion points than normal.

Some boys spend their youth on the family farm. Other boys play sports or work in a blacksmith's shop. They grow up to be quite strong and burly. You are not one of those boys. You were a sickly child. When you went outside you were invariably bit or stung by some animal or insect. Your arms were not strong, likened more to cotton. You spent more of your life pursuing academic success. You were smart and excelled in your studies. You were never a dominating physical force, however.
Sources

Wrath

Special Flaw

[-20 points]
From Talent Law

You have earned the disfavor of a particular god, demi-god, or equally powerful entity. The reasons for this are left up to the GM to decide, but they should involve some conscious action you did to anger the god. The god will do his best to make your life as miserable as possible. A paladin may he sent on a quest to slay you, a god of weather may make it always rain on you, a forest would not be a sefe place if you enraged a goddess of nalure, etc. The exact specifics are left up to the GM. However the god would rarely, if ever, come down and physically challange the offender (after all, that is what his legions of followers are for).

You never liked the god of the thunder. His clerirs would come into town, preaching the end of the world unless you converted. If you did not convert, the clerics would try to force you to convert. You decided to wreak a little havoc for the priests. Late at night you broke into their temple. You subdued a priest and destroyed the temple's altar. You escaped unharmed, but ever since you have an increasing string of bad Iuck. They all seemed to be tied with the weather, especially thunder. You think the god noticed the damage you did, and is employing his revenge as often as possible.
Sources

Wrath of the Gods

Major Flaw

From RMSR

You have incurred the wrath of one or more deities. The exact effects of this are left to the GM's discretion

Sources