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.