Shadowrun Flaws

Flaws


Clumsiness (-2 points)
This flaw indicates an innate clumsiness thata character possesses. It is possible to have a high quickness and reaction, but this indicates that on occasion the character just seems to have "butterfingers." The GM will chose a very awkward moment to make the roll with a maximum of two times per gaming session. This roll will require a reaction check with a target number of four, modified for the situation. If the check is successful, nothing happens, but a failed test indicates the character has dropped something s/he was holding, tips over something breakable, or any other appropriate "accident."

Color-Blind (-1 point)
Usually this means the character cannot distinguish reds, greens, and browns. For gaming purposes, assume the character only sees in black and white.

Cowardice (-4 poitns)
Characters with this flaw do not enjoy being in stressful situations. When encountering a life-threatening or a dangerous situation the character must perform a willpower check with a target number of 6 modified by the situation. If failed, the character will act as if struck by a fear paranormal power for 1D6 rounds. Even after this has passed, the character will still desire to leave the situation as soon as possible.

Deep Sleeper (-2 points)
The deep sleeper flaw indicates that the chararcter cannot wake quickly. An intelligence check with target number five must be made every turn the character wants to wake up. Even when the roll is successful, the character will be disoriented for 1D6 turns, suffering +2 to all target numbers.

Ego Signature (-2 points)
The character cannot perform any anonymous professional act. At the scene of any activities the character must leave behind some kind of identifying mark (eg. The "death card," special arrows, removing the hearts of assailants).

Hypochondria (-1 point)
The character suffers from a severe case of hypochondria, and believes that exposure to any kind of disease or sickness means certain doom. Often the character will suffer psychosomatic symptoms of a disease, and will always try to every extent to avoid contact. Hand washing is a must, as are frequent showers, and excessive use of medications.

Lechery (-2 points)
This indicates that the character cannot keep their eyes (and hands) off of members of one specific sex. If a character is confronted by anybody of that sex, s/he must perform a willpower test equal to the charisma of the individual, plus any situational modifiers. An unsuccessful test indicates that the character must try to "hit on" that individual. If the character succeeds in the test, the number of successes indicates the degree of desire to approach the individual (eg. only one success would indicate the character still can't keep their eyes off the individual, a four would indicate complete self control).

Lost Dependent (-3 points)
Lost dependents are much the same as dependents, but are NPC's that although once a part of their life, are now missing. Runaways, kidnap victims, estranged lovers, or anything the character can think of is allowed. If any rumor surfaces about the individual, the character is almost fanatical about following the lead. If the dependent is ever found, it becomes a common 3 point dependent.

Mood Swings (-3 points)
The character suffers from a severe case of mood swings that can change his/her personality very quickly. A character must make out what the normal and unusual mood is, but the GM must determine when the mood swings occur. Most of the time these mood swings will occur at the most awkward moment, but a successful willpower check with a target number of 5 will allow the character to keep the current mood, but feel very uncomfortable. If the character is especially good at creating the mood swings at the right times, no rolls are neccisary.

Moral Code (-2 points)
In a time of killing and theft, such a flaw is uncommon at best. The character has a specific code, or set of qualms that prevent them from performing some kind of act. Common codes are those against telling lies, chivalry, and a code of honor, but others can be created. If a character sees their code being broken, they will do the best to remidy the situation.

Overweight (-2, -3, or -4 points)
The -1 point overweight flaw indicates the character is a bit chubby, but nothing more. A +1 TN is applied to all athletics tests (much the same as an ineptness at athletics). A three point flaw indicates the character is obviously overweight. For gaming purposes, a +2 TN is added to all athletics tests, and endurance is halved. A -4 point overwieight flaw indicates the person is grossly overweight. The character recieves the same penalties as the -3 point version, but cannot move any faster than a walk, and often cannot fit into normal sized furniture.

Physical Vulnerability (-2 points)
A physical vulnerability is a weakness in one part of a character's body. This body part can be reminicent of a "glass jaw" or that old football injury to the knee. Any attacks to this body part are staged one damage level higher automatically if ever wounded.

Short-Winded (-3 points)
Characters cannot exert themselves to any appreciable extent, therefore all endurance times are halved. A +1 TN is also added to any stamina based athletics tests, and breath holding time is reduced by half as well.

 

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