Flaws

FLAWS





Flaws grant an extra die at character creation. A character may start with up to two flaws.



Any flaw may be changed cosmetically, so long as the mechanic remains the same. For example: a character may take the Haunted flaw, but instead of spirits of the dead, the character is tormented or distracted by delusions and hallucinations.

Any flaw may have, under rare circumstances, some positive benefit. The character may spend a Fate point to incur some sort of benefit or advantage from a flaw for the duration of a scene, with GM approval. For example, if a character has the Gluttonous flaw (which normally incurs a social penalty) and spends a Fate point, the proud chef the party is trying to deal with sees the gluttonous character's ravenous eating as a compliment to his culinary skill, and the penalty becomes a bonus die to social actions with that chef.





ADDICTION

The character is addicted to a harmful or difficult to obtain substance, and spends an inordinate amount of time seeking more of it. Once per session, at the beginning of a scene, the GM may demand one Fate point, and if the point is not spent, the character incurs a penalty of one die to all actions during that scene.



BLOODY-MINDED

The character is short-tempered, with poor impulse control. Once per session, the GM may demand the expenditure of a Fate point whenever the character tries to avoid conflict or bloodshed. If the point is not spent, the character must initiate a serious conflict, whether heated argument or combat as the situation warrants.



CORRUPTION

<p style="margin-bottom:0in">The character has been influenced and changed by some evil force, tainting the character with an aura of evil. Incur a 2 die penalty to social rolls when dealing with overtly good persons, such as paladins and good clerics.

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<p style="margin-bottom:0in">CURIOUS

<p style="margin-bottom:0in">The character must investigate strange, unusual, and otherwise interesting things. Once per session, the GM may demand a Fate point be spent to avoid investigating something interesting but risky. If the Fate point is not spent, the character must investigate, regardless of risk or detriment (or argument by the party).

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<p style="margin-bottom:0in">DULL

<p style="margin-bottom:0in">Incur a one die penalty on Intelligence rolls.

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<p style="margin-bottom:0in">ENEMY

<p style="margin-bottom:0in">The character has an enemy that seeks the character's defeat, imprisonment, or death. This enemy is powerful, and can make life difficult for the character and the party.

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<p style="margin-bottom:0in">GLUTTONOUS

<p style="margin-bottom:0in">Incur a penalty of 2 dice to any social rolls involving food or eating.

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<p style="margin-bottom:0in">GULLIBLE

<p style="margin-bottom:0in">The character is very trusting of others and is easily tricked and taken advantage of. Once per session, the GM may demand a Fate point be spent to avoid falling victim to a lie or trick. If the Fate point is not spent, the character must accept, agree to, or follow a lie or trick (even if told of the lie or trick by a helpful character).

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<p style="margin-bottom:0in">HATRED

<p style="margin-bottom:0in">The character has a deep-seated distrust and hate for a particular group, be it a race (elves, humans, orcs, etc.), religion (Arete worshipers, Strega cultists, etc.) or an ethnic group (Sudenians, Aquilans, Cumbrians, etc.). Incur a penalty of 2 dice to any social rolls involving that group.

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<p style="margin-bottom:0in">HAUNTED

<p style="margin-bottom:0in">Character is cursed by the dead, distracted or tormented by a ghost of a passed friend, relative or enemy. Once per session, at the beginning of a scene, the GM may demand one Fate point be spent to resist the curse. If the Fate point is not spent, the character incurs a one die penalty on all actions during the scene.

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<p style="margin-bottom:0in">ILLITERATE

<p style="margin-bottom:0in">The character cannot read or write at all, unable to even sign one's own name.

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<p style="margin-bottom:0in">LAME

<p style="margin-bottom:0in">Incur a penalty of 2 spaces to all movement. Extra movement from spending a Fate point is not effected.

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<p style="margin-bottom:0in">MISFORTUNE

<p style="margin-bottom:0in">The character has one less Fate point.

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<p style="margin-bottom:0in">OUTLAW

<p style="margin-bottom:0in">The character is in danger of arrest when encountering agents of the law, and others may seek to report the character to the law.

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<p style="margin-bottom:0in">OUTSIDER

<p style="margin-bottom:0in">The character is considered a foreigner, suspicious and intruding. One die penalty on all social actions.

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<p style="margin-bottom:0in">PARANOID

<p style="margin-bottom:0in">The character has difficulty trusting others, and is suspicious of those around him. Incur a one die penalty on all social actions.

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<p style="margin-bottom:0in">PHOBIA

<p style="margin-bottom:0in">The character has an unreasonable fear. When confronted with that fear, incur a 1 die penalty to all actions.

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<p style="margin-bottom:0in">RIVAL

<p style="margin-bottom:0in">The character has a rival that seeks to defeat, or at least exceed the character, and may interfere with the character's or party's goals. The rival does not seek to harm the character, and may in fact be friendly, but is interfering none the less.

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<p style="margin-bottom:0in">SAVAGE

<p style="margin-bottom:0in">The character is considered to be an uncouth barbarian by society at large. Character starts with a status of zero, and incurs a penalty of one die for any social rolls made.

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<p style="margin-bottom:0in">SECOND-CLASS CITIZEN

<p style="margin-bottom:0in">The character is not a full citizen and does not enjoy the full protection of the law. Starts with zero in Status, and may never exceed a total of 2 in Status or Rank. In addition, incurs a penalty of one die in any rolls involving the law, such as with trials or constables.

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<p style="margin-bottom:0in">SOCIAL STIGMA

<p style="margin-bottom:0in">The character has an unsavory reputation, whether deserved or not. Others are uncomfortable around the character, and social interaction is more difficult. Incur a one die penalty on social actions.

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<p style="margin-bottom:0in">STUNTED

<p style="margin-bottom:0in">The character's very short stature and stunted limbs incur a penalty of one die to all physical actions except defenses.

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<p style="margin-bottom:0in">UGLY

<p style="margin-bottom:0in">Incur a penalty of 2 dice to any social rolls with persons normally attracted to the character's gender.

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<p style="margin-bottom:0in">UNTRUSTWORTHY

<p style="margin-bottom:0in">The character is seen, whether justly or unjustly, as a liar and a cheat. Incur a 2 dice penalty to social actions involving trust, such as promises, contracts, and agreements.

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